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Returning 22 results for 'both before detached confidence read'.
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both before detailed confident read
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both before detailed confidence read
both before detached confident read
both before detected confidence read
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Morte’s Planar Parade). Now, Valder wants to help Fellik escape Curst and move on to his rightful afterlife. Meeting Valder Valder approaches the characters as they prepare to escape Curst. Read or
paraphrase the following text: An aged human wearing a tattered cloak approaches. His skin is crisscrossed with scars, and he carries himself with confidence. In a deep voice, the man rumbles, “They say
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fellowship To begin the adventure, read or paraphrase the following: Today is the day! It’s the official start of your academy training. Fresh from orientation, you and your crewmates are to report
letting down his fellow crewmates. He has been avoiding them to help him keep his focus.
Miken’s worst enemy is his own fear. The characters can boost his confidence and lift his spirits in one of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters arrive, read the following boxed text aloud to the players. Modify the text as appropriate if Buppido isn’t present. As you venture into the cavern, a stench of rotting meat rises. The floor is
bodies. Each skeleton has two skulls, although this has no effect on its abilities. Buppido fights with insane confidence and seems surprised if the party defeats him, screaming incoherent last words
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
your head and chin high conveys confidence. Use Voices. Changing the volume of your voice and borrowing speech patterns from real life, movies, or television can make NPCs distinctive. Engaging the
piece together to get the information they seek. Wisdom. An NPC is hiding something important, and the characters must read the NPC’s nonverbal cues to understand what’s true and what’s deception. Or key
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Luiren, adherents of the Hin Fist turn their people’s natural confidence into a spiritual path for mastering themselves and their potential. A few Hin Fist masters have established monasteries in lands
monasteries are full of decaying, dying, and dead animal and plant specimens, which they study with detached interest. They frequently purchase rare specimens from adventurers and merchants that they
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
roars, gives most leonin an air that readily shifts between regal and fearsome. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also
end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest. Languages. You can speak, read, and write Common and Leonin.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Debriefing When you’re ready to start, read or paraphrase the following: You arrived this morning on Belligerence, a chartered galley out of Waterdeep, which picked up passengers and crew in the
Spelljammer Nexus, the training area for Spelljammer cadets. The thefts have shaken the confidence of the academy’s investors and caused them to reduce their monthly funding. Mirt is not happy! Boatswain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book in Candlekeep” tells you something specific about your
bad fall during her career as a thief. Artemis Entreri is always prepared for the worst and moves with a quick, precise confidence.
Consider their ideals. Tika Waylan is innocent, almost childlike
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
map, or vice versa. S1. Oozing Entrance This entrance to the scab is a tube-shaped tunnel with a 20-foot radius. As the characters approach the entrance, read the following boxed text to the players
Hag When the characters enter this 30-foot-wide chamber, read the following boxed text to the players: A pool of blood fills the center of this chamber. Five goat-headed demons reeking of rot crouch
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Introducing Characters To run this adventure, first present the character sheets in front of the players and read the following text, which covers the basics of a character sheet. You should use the
stamina; Intelligence is reasoning and memory; Wisdom is perceptiveness and mental fortitude, and Charisma is confidence, poise, and charm.
Each ability has a score from 1 to 20, although your
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Temple of Paladine Locations The following locations are keyed to map 6.4. Map 6.4: temple of paladine View Player Version P1: Causeway As characters near the temple’s grounds, read or paraphrase
. At the same time, the spear lengthens, growing into a whole, newly forged, pike-length dragonlance (see appendix A). Before a character takes the reforged lance, read the following text: From nowhere
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
self-descriptions that are specific about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book in Candlekeep” tells you
boastfulness and has a fear of heights resulting from a bad fall during her career as a thief. Artemis Entreri is always prepared for the worst and moves with a quick, precise confidence.
Consider their
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
missing its entire north wall, and what little remains turns to ashes before your eyes. Through the hole, you see two detached sections of the castle floating in the air.
The gallery itself contains
to be connected to the library (area S5) by a slender stone bridge. It now floats 20 feet off the ground, 10 feet from the window of area S11. When the characters enter the tower, read or paraphrase
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
vault’s entrance. Read the following: The goat path dead-ends at the convergence of three steep cliff walls. Two austere pillars flank a stone double door set into the wall. Next to each pillar stands a
characters enter this room, read the following: Bright-red light fills this twenty-foot-tall oval chamber. The light emanates from a large circular mirror set into a specially made groove on the ceiling
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Intelligence (Arcana) check made to read the portal’s magic reveals that the way forward is blocked except to those with experience using the portal network. The characters must pass through three other
. If a character opens this door, read: As the portal opens, a pulse of magic draws you forward. The door vanishes and you stand within an impossible scene. The deck of a ship opens up around you, but
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
whoever confined them to this wretched nursery. Characters who can read the Elvish script can identify seven different letters carved into the triangular ornaments suspended above the cradles. The
Carnival, is filled with confidence in this debate and gains advantage on the check. On a successful check, the door swings open. P42. Laboratory The door to this laboratory is sealed with a hart crown
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other
. When the characters open the door, read: Warm air wafts gently through the doorway. At one end of the room is a large firepit in which a bed of coals is burning. Over it are multiple half-cooked
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
Standing in the middle of the room, facing the double door to the north
. Xardorok is unaware of Klondorn’s true nature. In the guise of a duergar, the devil earned Xardorok’s confidence and refuses to be intimidated by a stray band of adventurers. If the characters threaten
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
narrow, barred window set into it. The door is locked and trapped (see below). As the characters approach the door, read: A raspy voice calls out from beyond the door. “If you be good, let us rid these
and tilts slightly when stepped on, and it can be seen to be detached from the walls. Two oversized iron clamps on opposite sides of the room hold the floor in place. Each of these rusty mechanisms
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Those who know the Draconic language can read the runes as “Ashardalon.” Secret Door. A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom (Perception) check. The
message in Draconic. Someone who can read the language understands it as “A dragonpriest entombed alive for transgressions of the Law still retains the honor of his position.” Secret Door. A secret
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
shadow has detached from the darkling and roams freely. If the characters arrive here while Bavlorna is entertaining the darkling elder, they interrupt a heist being carried out by the shadow: A shape
. Magical darkness fills the inside of this statue’s gaping mouth, allowing no light to enter. The mouth leads to an extradimensional space. If a character reaches into the statue’s mouth, read the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
six bone batons with Dwarvish runes upon them. Each of the batons is a token of free passage whose runes read, in Giant, “Official Business on Behalf of King Snurre the Fearsome.” Any individuals or
fellow adventurer, a kindred soul, who has been deprived of equipment) to gain the characters’ confidence before it attacks. Inside are four beds, a table and two chairs, two stools, and other furnishings






