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Returning 12 results for 'before both decides cautious resolve'.
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before both decide caution resolve
before both decades curious remove
before both decide curious resolve
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The Dungeon Master decides which of these spells are available in a campaign and how they can be learned. For example, a DM might decide that some of the spells are freely available, that others are
entire spell list for their class. Given that fact, the DM should be cautious about making all of these new spells available to a player who is overwhelmed when presented with many options. For such a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
decides to keep the cameo, which was intended as a bit of embellishment. You make a note of it in your journal. Months later, while planning a future session, you flip through the journal and are
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
, and they intend to keep it. Ghald waits and watches to see if the adventurers can be scared away. When he decides conflict is likely, he attacks without warning. This act forces the others to join the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the DM ensures that every character has a chance to act and decides how to
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the DM ensures that every character has a chance to act and decides how to
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A Dungeon Master gets to wear
supporting characters, breathing life into them. And as a referee, the DM interprets the rules and decides when to abide by them and when to change them. Inventing, writing, storytelling, improvising, acting
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
zodiac phenomenon might sweep over an entire planet once in a generation, or it might occur monthly in a remote village. The DM decides when and where zodiac phenomena occur as well as their impact
creatures in the region. 4 Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the frightened
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. The behir is hungry but cautious. If the characters don’t attack, the behir asks them in Draconic to drive the gricks out of the adjoining cave. If a fight breaks out, the behir tries to maneuver into
entering this lair, Vundru decides after a few minutes that he can become a Great Eater by vanquishing the characters who bested the behir. The grells then float out to slay the characters. Brian
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
the room, which is guarded by an air elemental myrmidon (see chapter 7). When intruders appear, the myrmidon levels its flail at them and asks in a cold voice, “Whom do you serve?” The myrmidon decides
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
on a DC 14 Charisma (Intimidation or Persuasion) check. If Esvele decides to help the characters, she fights alongside them and discovers treasure and secret doors automatically. C3. Library This is
accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This






