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Returning 35 results for 'breaks bad diffusing comfort realize'.
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Monsters
Curse of Strahd
, instead assuming that the guests had died in their sleep.
But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
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
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
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->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->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->Dungeon Master’s Guide (2014)
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
players wandering away from the table and back, but some players prefer planned breaks. Have snacks. Decide before a session who will bring food and drink. This is often something the players can handle.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
players wandering away from the table and back, but some players prefer planned breaks. Have snacks. Decide before a session who will bring food and drink. This is often something the players can handle.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
players wandering away from the table and back, but some players prefer planned breaks. Have snacks. Decide before a session who will bring food and drink. This is often something the players can handle.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
plant-peasants bad. I’ve enclosed the tooth we followed here. If this message finds you free and well, your presence and perspective would be an enormous comfort.
Your devoted students,
Gennifer and Laurie Weathermay-Foxgrove
attention for both of us. We’ve found no trace of Vhorishkova since arriving, but I feel her watching. It’s like she’s everywhere.
It’s bad here, Uncle. Not snake-headed hogs bad. Like, full Delmunster
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
plant-peasants bad. I’ve enclosed the tooth we followed here. If this message finds you free and well, your presence and perspective would be an enormous comfort.
Your devoted students,
Gennifer and Laurie Weathermay-Foxgrove
attention for both of us. We’ve found no trace of Vhorishkova since arriving, but I feel her watching. It’s like she’s everywhere.
It’s bad here, Uncle. Not snake-headed hogs bad. Like, full Delmunster
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
plant-peasants bad. I’ve enclosed the tooth we followed here. If this message finds you free and well, your presence and perspective would be an enormous comfort.
Your devoted students,
Gennifer and Laurie Weathermay-Foxgrove
attention for both of us. We’ve found no trace of Vhorishkova since arriving, but I feel her watching. It’s like she’s everywhere.
It’s bad here, Uncle. Not snake-headed hogs bad. Like, full Delmunster
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
form an alliance against the sea devils. The council members realize that the characters’ mission was not as successful as it first seemed. As a show of good faith, they share the essential facts of the
the aid of the adventurers. The alliance has a need for a team to pull off a mission that could give the allies the upper hand even before full-scale war breaks out, and the adventurers have proven
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mystery of the Mourning; a nation that could learn how to use this power would be unstoppable. Other forces are searching for weapons or forgotten powers that could turn the tide if another war breaks
realize that it has a secret magical compartment until enemy spies come looking for whatever is inside it. Or a dying spy presses an amulet into the hand of one of the adventurers, saying, “The fate of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
goodness still burns within the planetar. If the characters can make Fazrian realize that it has become what it sought to destroy, the planetar will end itself and, with its self-sacrifice, earn
no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as stirges or vampire spawn.) The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mystery of the Mourning; a nation that could learn how to use this power would be unstoppable. Other forces are searching for weapons or forgotten powers that could turn the tide if another war breaks
realize that it has a secret magical compartment until enemy spies come looking for whatever is inside it. Or a dying spy presses an amulet into the hand of one of the adventurers, saying, “The fate of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
form an alliance against the sea devils. The council members realize that the characters’ mission was not as successful as it first seemed. As a show of good faith, they share the essential facts of the
the aid of the adventurers. The alliance has a need for a team to pull off a mission that could give the allies the upper hand even before full-scale war breaks out, and the adventurers have proven
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mystery of the Mourning; a nation that could learn how to use this power would be unstoppable. Other forces are searching for weapons or forgotten powers that could turn the tide if another war breaks
realize that it has a secret magical compartment until enemy spies come looking for whatever is inside it. Or a dying spy presses an amulet into the hand of one of the adventurers, saying, “The fate of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
goodness still burns within the planetar. If the characters can make Fazrian realize that it has become what it sought to destroy, the planetar will end itself and, with its self-sacrifice, earn
no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as stirges or vampire spawn.) The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
goodness still burns within the planetar. If the characters can make Fazrian realize that it has become what it sought to destroy, the planetar will end itself and, with its self-sacrifice, earn
no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as stirges or vampire spawn.) The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
form an alliance against the sea devils. The council members realize that the characters’ mission was not as successful as it first seemed. As a show of good faith, they share the essential facts of the
the aid of the adventurers. The alliance has a need for a team to pull off a mission that could give the allies the upper hand even before full-scale war breaks out, and the adventurers have proven
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
small towns have roadside inns if travelers want more comfort, and walled hostelries catering to wagon caravans are spread a few days apart. Animals and travelers can rest comfortably at these walled
dotted with ancient battlefields, dolmens, and barrow mounds. Common wisdom holds that it’s a very bad idea to light a fire on a hilltop at night in the Fields of the Dead, because the light attracts
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
small towns have roadside inns if travelers want more comfort, and walled hostelries catering to wagon caravans are spread a few days apart. Animals and travelers can rest comfortably at these walled
dotted with ancient battlefields, dolmens, and barrow mounds. Common wisdom holds that it’s a very bad idea to light a fire on a hilltop at night in the Fields of the Dead, because the light attracts
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters have been having: You stand at the center of a forest clearing. Clashing steel echoes from the thicket beyond. As you look around, you realize piles of bodies cover the ground. One of the
of War, is
one of many deities seeking
followers to carry their
faith back to Krynn The characters wake after having the vision and find nothing out of the ordinary. They realize the object in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters have been having: You stand at the center of a forest clearing. Clashing steel echoes from the thicket beyond. As you look around, you realize piles of bodies cover the ground. One of the
of War, is
one of many deities seeking
followers to carry their
faith back to Krynn The characters wake after having the vision and find nothing out of the ordinary. They realize the object in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters have been having: You stand at the center of a forest clearing. Clashing steel echoes from the thicket beyond. As you look around, you realize piles of bodies cover the ground. One of the
of War, is
one of many deities seeking
followers to carry their
faith back to Krynn The characters wake after having the vision and find nothing out of the ordinary. They realize the object in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
against the winery, antagonizing the wereravens like a bad neighbor. Five days ago, evil druids stole the third and final gem and bore it to Yester Hill (chapter 14). The wereravens launched a
the Martikovs reclaim the winery, wine production in the valley will eventually stop as the vineyard dies off. Only by recovering the magic gems and replanting them in the soil can the characters ensure that the Barovians aren’t without wine to comfort them on dark, wretched nights.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
small towns have roadside inns if travelers want more comfort, and walled hostelries catering to wagon caravans are spread a few days apart. Animals and travelers can rest comfortably at these walled
dotted with ancient battlefields, dolmens, and barrow mounds. Common wisdom holds that it’s a very bad idea to light a fire on a hilltop at night in the Fields of the Dead, because the light attracts
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
small towns have roadside inns if travelers want more comfort, and walled hostelries catering to wagon caravans are spread a few days apart. Animals and travelers can rest comfortably at these walled
dotted with ancient battlefields, dolmens, and barrow mounds. Common wisdom holds that it’s a very bad idea to light a fire on a hilltop at night in the Fields of the Dead, because the light attracts
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
small towns have roadside inns if travelers want more comfort, and walled hostelries catering to wagon caravans are spread a few days apart. Animals and travelers can rest comfortably at these walled
dotted with ancient battlefields, dolmens, and barrow mounds. Common wisdom holds that it’s a very bad idea to light a fire on a hilltop at night in the Fields of the Dead, because the light attracts
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
small towns have roadside inns if travelers want more comfort, and walled hostelries catering to wagon caravans are spread a few days apart. Animals and travelers can rest comfortably at these walled
dotted with ancient battlefields, dolmens, and barrow mounds. Common wisdom holds that it’s a very bad idea to light a fire on a hilltop at night in the Fields of the Dead, because the light attracts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
against the winery, antagonizing the wereravens like a bad neighbor. Five days ago, evil druids stole the third and final gem and bore it to Yester Hill (chapter 14). The wereravens launched a
the Martikovs reclaim the winery, wine production in the valley will eventually stop as the vineyard dies off. Only by recovering the magic gems and replanting them in the soil can the characters ensure that the Barovians aren’t without wine to comfort them on dark, wretched nights.






