Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both behalf diffusing claims resolve'.
Other Suggestions:
both behalf diffusing class resolve
both behalf diffusing claim resolve
both behalf diffusing class remove
both behalf diffusing charms resolve
both behalf diffusing claimed resolve
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
accuses him of sabotaging her stall. If the vendors are backed up by the characters, witness claims, and evidence, Kasem quickly confesses. Market guards usher Kasem from the market and forbid him from
returning unless the characters intercede on his behalf. If the characters advocate for Kasem, another vendor offers to adopt him into their family if he promises no more deceit. In the aftermath
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
accuses him of sabotaging her stall. If the vendors are backed up by the characters, witness claims, and evidence, Kasem quickly confesses. Market guards usher Kasem from the market and forbid him from
returning unless the characters intercede on his behalf. If the characters advocate for Kasem, another vendor offers to adopt him into their family if he promises no more deceit. In the aftermath
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
accuses him of sabotaging her stall. If the vendors are backed up by the characters, witness claims, and evidence, Kasem quickly confesses. Market guards usher Kasem from the market and forbid him from
returning unless the characters intercede on his behalf. If the characters advocate for Kasem, another vendor offers to adopt him into their family if he promises no more deceit. In the aftermath
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
claims that he keeps a watchful eye on all strangers, though he doesn’t mention the name of his employer. If the characters threaten him, he backs off and reports to Lady Wachter after he believes he’s
her sons invite the characters to a private dinner at Wachterhaus. During the dinner, Lady Wachter determines whether the characters have the ability and the resolve to crush the baron. If the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith’s wit and callous resolve, the hag accepted, and Edith departed the
unpleasant folk on errands to the hag’s cottage, which she falsely claims is owned by her older sister. To avoid drawing suspicion, Edith moves her shop to a new town every few years.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
claims that he keeps a watchful eye on all strangers, though he doesn’t mention the name of his employer. If the characters threaten him, he backs off and reports to Lady Wachter after he believes he’s
her sons invite the characters to a private dinner at Wachterhaus. During the dinner, Lady Wachter determines whether the characters have the ability and the resolve to crush the baron. If the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
claims that he keeps a watchful eye on all strangers, though he doesn’t mention the name of his employer. If the characters threaten him, he backs off and reports to Lady Wachter after he believes he’s
her sons invite the characters to a private dinner at Wachterhaus. During the dinner, Lady Wachter determines whether the characters have the ability and the resolve to crush the baron. If the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith’s wit and callous resolve, the hag accepted, and Edith departed the
unpleasant folk on errands to the hag’s cottage, which she falsely claims is owned by her older sister. To avoid drawing suspicion, Edith moves her shop to a new town every few years.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith’s wit and callous resolve, the hag accepted, and Edith departed the
unpleasant folk on errands to the hag’s cottage, which she falsely claims is owned by her older sister. To avoid drawing suspicion, Edith moves her shop to a new town every few years.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
’ appearance and back up their claims with evidence, such as the matching symbols from the cave and Prince Kirina’s or Kedjou’s notes, Uzoma believes them and is outraged. Prince Kirina’s confidence rapidly
flags, and he makes a weak attempt at excuses, claiming the characters are lying on Prince Simbon’s behalf. If the characters encouraged Prince Simbon to take his role more seriously in the “Support
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
’ appearance and back up their claims with evidence, such as the matching symbols from the cave and Prince Kirina’s or Kedjou’s notes, Uzoma believes them and is outraged. Prince Kirina’s confidence rapidly
flags, and he makes a weak attempt at excuses, claiming the characters are lying on Prince Simbon’s behalf. If the characters encouraged Prince Simbon to take his role more seriously in the “Support
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
’ appearance and back up their claims with evidence, such as the matching symbols from the cave and Prince Kirina’s or Kedjou’s notes, Uzoma believes them and is outraged. Prince Kirina’s confidence rapidly
flags, and he makes a weak attempt at excuses, claiming the characters are lying on Prince Simbon’s behalf. If the characters encouraged Prince Simbon to take his role more seriously in the “Support
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
an ice prison from which he cannot escape. Most of the cultists are Icewind Dale natives who would have perished in the wilderness had Levistus not intervened on their behalf. The cultists’ stories
the destruction of Ten-Towns. He believes the duergar are acting on behalf of Asmodeus, the Lord of the Hells and his infernal jailer, but has not shared this information with the cult. The cult’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
an ice prison from which he cannot escape. Most of the cultists are Icewind Dale natives who would have perished in the wilderness had Levistus not intervened on their behalf. The cultists’ stories
the destruction of Ten-Towns. He believes the duergar are acting on behalf of Asmodeus, the Lord of the Hells and his infernal jailer, but has not shared this information with the cult. The cult’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
an ice prison from which he cannot escape. Most of the cultists are Icewind Dale natives who would have perished in the wilderness had Levistus not intervened on their behalf. The cultists’ stories
the destruction of Ten-Towns. He believes the duergar are acting on behalf of Asmodeus, the Lord of the Hells and his infernal jailer, but has not shared this information with the cult. The cult’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
their telepathy to jointly reach out to the characters: An alien voice in your head says, “Mysterious outsiders! I am Spectator Greelob. This is Spectator Orlob. Each of us claims the right to guard this
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
their telepathy to jointly reach out to the characters: An alien voice in your head says, “Mysterious outsiders! I am Spectator Greelob. This is Spectator Orlob. Each of us claims the right to guard this
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
their telepathy to jointly reach out to the characters: An alien voice in your head says, “Mysterious outsiders! I am Spectator Greelob. This is Spectator Orlob. Each of us claims the right to guard this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sign Language) to communicate with them. Speaking with Rongquan Jarlaxle has instructed the stage managers to bring all visitors to him. In the guise of Rongquan, he claims to be a member of the Lords
’ Alliance who answers directly to Laeral Silverhand. He also seems to know all about the characters’ meeting with Laeral (see encounter 1, “Alley”) and says he can speak on her behalf. He asks about
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
female goblin (neutral) named Vig is locked in one of the cages and is doomed to suffer the same fate as her friend, Binky, unless the characters intervene on her behalf. Both goblins worked the cranes in
named Charmay, who claims to get her magic from a pact she made with Baba Yaga. Charmay has powerful friends and belongs to a group called the League of Something-or-Other. She doesn’t like goblins and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sign Language) to communicate with them. Speaking with Rongquan Jarlaxle has instructed the stage managers to bring all visitors to him. In the guise of Rongquan, he claims to be a member of the Lords
’ Alliance who answers directly to Laeral Silverhand. He also seems to know all about the characters’ meeting with Laeral (see encounter 1, “Alley”) and says he can speak on her behalf. He asks about
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sign Language) to communicate with them. Speaking with Rongquan Jarlaxle has instructed the stage managers to bring all visitors to him. In the guise of Rongquan, he claims to be a member of the Lords
’ Alliance who answers directly to Laeral Silverhand. He also seems to know all about the characters’ meeting with Laeral (see encounter 1, “Alley”) and says he can speak on her behalf. He asks about
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
female goblin (neutral) named Vig is locked in one of the cages and is doomed to suffer the same fate as her friend, Binky, unless the characters intervene on her behalf. Both goblins worked the cranes in
named Charmay, who claims to get her magic from a pact she made with Baba Yaga. Charmay has powerful friends and belongs to a group called the League of Something-or-Other. She doesn’t like goblins and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
female goblin (neutral) named Vig is locked in one of the cages and is doomed to suffer the same fate as her friend, Binky, unless the characters intervene on her behalf. Both goblins worked the cranes in
named Charmay, who claims to get her magic from a pact she made with Baba Yaga. Charmay has powerful friends and belongs to a group called the League of Something-or-Other. She doesn’t like goblins and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM, lead by example. Take your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM, lead by example. Take your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM, lead by example. Take your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
comfortable using the signal, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
comfortable using the signal, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
comfortable using the signal, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn’t meant to be a substitute for roleplaying. 1. Starting
and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn’t meant to be a substitute for roleplaying. 1. Starting
and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill






