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Returning 35 results for 'before blocking draw comfort reading'.
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Backgrounds
The Book of Many Things
Everything was going so well! You had a life of luxury, love, and comfort when you suddenly lost it all. Perhaps you were framed for crimes you didn’t commit and lost your reputation, fortune
successful life even more glorious—only to draw a destructive card that changed your destiny forever.
Your desperation has driven you to the career of adventurer. You don’t seek out dark dungeons
Backgrounds
Guildmasters’ Guide to Ravnica
.
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
.
Contacts
The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Selesnya NPCs Those drawn to the Selesnya Conclave find the guild’s mission of inclusion and harmony appealing. They gain comfort and fulfillment from the guild’s peaceful coexistence with
civilization and untamed nature. But the guild’s drive isn’t only to draw people into a peaceable community: the Selesnya aim to build an army. They aren’t naive; they realize that the ambitions of other guilds
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the tarokka card reading that helps set the stage for the adventure’s action, and the chapter closes with adventure hooks that you can use to draw the characters into the horror of Barovia.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Card Reading When you perform a card reading before running the adventure, write down the results for reference later. If the characters have their fortunes read in the adventures, do the card
reading again, out loud for the players’ benefit. Substitute the new results for the old ones. When you’re ready to begin the card reading, remove the fourteen cards with the crown icon (the high deck) and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
or public outhouses, members of the Dungsweepers’ Guild make multiple rounds each day, collecting urine and excrement separately — for use in industry and agriculture, respectively. Take comfort that
. With public fountains and wells all about the city, clean water is plentiful. Many buildings have pumps of their own to draw water from the local supply, and some even possess taps that pour out water
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that are represented by a special card reading detailed in chapter 1, “Into the Mists.” Before you run the adventure, you need to conduct that reading to determine the location of several items that
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Fortunes of Ravenloft The events of this adventure are part of dark twists of fate that a fortuneteller can discern with the cards of a tarokka deck. Before you run this adventure, you must draw
Strahd, the Holy Symbol of Ravenkind, and the Sunsword The identity of a powerful ally in the fight against Strahd This card reading can make the adventure different each time you play it. At some point
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
these goals were rewarded with favorable cards, while those who thwarted the deck were forced to draw multiple cards and keep the worst. A new origin for the deck was put forward but not confirmed in
cards before the deck was fully assembled. But there was also a random factor inspired by the use of tarokka cards in the classic adventure Ravenloft. The DM could draw cards from the deck to determine
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
chapter as the characters join them by reading the following text: Kalaman’s surviving soldiers made camp on a bluff east of the City of Lost Names—or what remains of it. In the distance, a
citadel and the Dragon Army aren’t immediate threats so long as the characters and Kalaman’s forces keep their distance. If the characters draw near, they attract the attention of one or more lesser death dragons (see appendix B) that attack until the characters retreat.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Characters can apply magic or intuition to discern the response or behavior that a questioner expects. Use Wisdom (Insight) checks unless characters have access to mind-reading spells such as detect
thoughts or similar magic. Characters can fake it ’til they make it. Use Charisma (Deception) checks extensively as characters work their way through the ball. Failed checks draw increased attention
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Draw Players’ Attention Good narration invites the players to examine details of the environment that lead to encounters or important information. Anything you describe with extra, subtle details
draws the players’ attention. Give them just enough to invite further exploration, but don’t create the equivalent of a flashing neon sign reading “This way to adventure!” When using narration to guide
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Putting a mystery in front of the characters at the very start of the adventure sets the tone for what’s ahead and draws them in to the story. The Story Opening table offers some ways to draw the
characters into the mystery. Story Opening d6 Event 1 The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure. 2 A courier escorts the party to an
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
or closed.
Describe this location to the players by reading the following boxed text aloud: Following a trail through the woods, you come to a foggy clearing, in the midst of which stands a
the manse, with several wild boars feeding among them. The boars snort with contempt as you draw near.
The trail heading north off the map leads to the Circle of Thunder. The trail heading west leads to Falcon’s Hunting Lodge.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
heard me this time. I have never been so scared, but I must tell Lady Maria what I have seen. I must!
In her diary, Sarah tried to draw the image of the cover of an old tome Lord Viallis was reading
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
by your card reading. Lief can draw a crude map showing a route to that location. His map is geographically accurate, but he admits that it doesn’t acknowledge or avoid any dangers that might lie
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in myriad lesser forms throughout the multiverse. Some of these wondrous items had fewer cards—typically only the thirteen cards used in Istus’s reading for Asteria. Occasionally a deck manifested as
; these new cards make up the Deck of Many More Things, detailed in chapter 7. Decks of Many Things have claimed many lives. Those who draw the Skull must fight an avatar of death, and those slain by
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ruined Everything was going so well! You had a life of luxury, love, and comfort when you suddenly lost it all. Perhaps you were framed for crimes you didn’t commit and lost your reputation, fortune
successful life even more glorious—only to draw a destructive card that changed your destiny forever. Your desperation has driven you to the career of adventurer. You don’t seek out dark dungeons and their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
must find a means of escape. Ravnica* In a world-spanning city, ten disparate factions draw heroes into a web of adventure and danger. Spelljammer Travel among the stars on a spelljamming ship, and
want it to be. Your players will never know more about the world than you do, which can be both a comfort to you and a source of wonder to your players. Moreover, you don’t need to memorize any source
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The Social Contract of Adventures You must provide reasonably appealing reasons for characters to undertake the adventures you prepare. (See “Draw In the Players” in chapter 4 for advice on this
assume that everyone reading and interpreting the rules has the interests of the group’s fun at heart and is reading the rules in that light. Outlining these principles can help hold players’ exploits
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
piers made from zurkhwood, stone, and plain rock jutting out along the edge of a huge cavern.
As the characters draw closer, they can see that the eastern docks are the least crowded. If Buppido is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adventurers, as the characters soon discover. Approaching the Nest As the characters draw closer, they see a broad expanse of detritus and guano spread out below the nest. With a successful DC 10 Wisdom
after the ancient deep crow awakes, any character can draw close enough to the pile to investigate the destroyed works. These bear such titles as Twenty Ways to Gain Your Lover; Crazy Little Thing Called
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, a Rilmani Community in the Spire A third rilmani strides from the gate. This figure is leaner than the others, with a copper cast to their skin. They’re reading a scroll intently, but they look up
as they draw near. This new rilmani halts and does a double-take, looking from you to the scroll and back again. The newcomer then approaches, holds up the parchment, and asks: “Excuse me. Is this you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
character can notice a slight gap beneath the secret door with a successful DC 18 Wisdom (Perception) check. C4. Reading Room This reading nook has the following features: Light pours into this room
the northern wall has a butterfly-shaped, stained-glass peephole. If Victoro Cassalanter (see appendix B) is here, he’s reading a historical text titled The Rise and Fall of Hellgate Keep and taking
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
Stain • Lord’s Favor • Little Dagger • Mother Tongue • Cold Comfort • Summer Gold • Widow’s Wake
Reservation on Hold. The three people at the table nearest the door include Luna and Thalen (CG female
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
); your choice of a vial of acid, a flask of alchemist’s fire, or a vial of antitoxin; and a hunting trap. Read the Opposition Also at rank 1, you can attempt to get a reading on one creature you can
no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check. Enhanced Lenses At rank 4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other survivors have been too terrified to leave this room. Sickness in the Bolt-Hole. The hermits initially remained hidden for fear that the silence above was a ploy by the lurking undead to draw them
returned. If the characters haven’t already discovered Aaron’s body, Janore tells of having heard the bell ringing, then silence. Survivors’ Tale. Janore relates that she was reading in the library
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters draw near, at which point she tries to scare them by sitting up. Amused with herself, she then addresses the characters: “So, who are you then? Not hobgoblins or draconians. Not ghosts or
Takhisis, they notice depressions spaced along its base and a plaque reading, “Yield to Her Will.” A character who inspects the depressions and succeeds on a DC 14 Intelligence (Investigation) check
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
reading “Acont, Prince of Minotaurs.” Two skeletal knights (see appendix B) and a minotaur skeleton stand guard in this room and attack intruders on sight. Brickwork Seals. Each occupied crypt is
and blocking the exit. Alstare doesn’t immediately attack the characters but instead questions them. If it becomes clear they’re enemies of the Red Dragon Army, he offers a deal. In exchange for the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
command word. Characters who spend at least 10 minutes reading the notes find a drawing of a tower with the Terran word for “petrification” written under it. The characters should be able to determine
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Bookshelves stand against the walls. Piles of books rest on a reading table in the middle of the room. The air reeks of moldy paper. Doors exit to the north, east, and south.
A beautiful, slender
force. The succubus, which calls itself Idalla, claimed the scholar’s library for its own and spends much time here reading through the collected lore. It learned of Khundrukar’s history from the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sounds of battle draw his attention, Ozymandias (priest) is in this room discussing survival tactics with a guard (veteran). The room serves as Ozymandias’s bedroom, office, and storeroom. If the
discover that the ancient books describe procedures and details for several evil rites and ceremonies. The books make grim and harrowing reading for any character. The tomes can be turned over to any
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
tomb (area P12). Disturbance. Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in area P6 as well as Argus and Hamish, a pair of former adventurers
worried families. Disturbance. Sounds of combat or other loud, alarming noises draw the attention of Argus and Hamish in area P7, who arm themselves and come quickly to investigate. The two ignore any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carry no treasure. G9. Parlor Urstul Floxin was confined here when he returned to the villa, but shortly thereafter he killed his guards and escaped. The room is furnished for comfort and contains dainty
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sense. For now, the tunnel leads only to a dead end. If the characters draw attention to themselves with light or noise, the pechs investigate. The pechs are initially indifferent toward the characters
here, including the din of battle, draw the attention of the fomorians in area L12. The cave morays retreat into their burrows when the fomorians arrive. L12: Fomorian Cave This cave stinks of sweat






