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Returning 35 results for 'calls refuse gloom to have rejection'.
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Monsters
Planescape: Adventures in the Multiverse
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
planes. It’s said the first demodands of Carceri were created by baernaloths.
Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Subclasses Class Subclass Level Available Description Barbarian Path of the Ancestral Guardian 3rd Calls on the spirits of honored ancestors to protect others Barbarian Path of the Storm Herald
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the finest ingredients. If the characters seem uninterested in her wares, she bellows, “Begone!” If they attack or refuse to leave, she calls out to her daughters and turns to fight. The hags operate the millstone manually, since the arms of the windmill no longer function.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
danger around every corner. 7 I refuse to become a victim, and I will not allow others to be victimized. 8 I put no trust in divine beings. Ideals d6 Ideal 1 I try to help those in need, no matter
I assume the worst in people. 3 I feel no compassion for the dead. They’re the lucky ones. 4 I have an addiction. 5 I am a purveyor of doom and gloom who lives in a world without hope. 6 I talk to spirits that no one else can see.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Beneath the carvings of leaping fish etched into Vogler’s open wooden gate, a human in black-and-red scale mail sits astride an armored warhorse. She holds out a rolled parchment and calls out, “Who
night. Refuse and die.
This is the Dragon Queen’s will.
Characters proficient in Religion recognize the name Takhisis as one of the gods of Krynn. A cleric of Takhisis or a character who succeeds
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
a DC 20 Charisma (Persuasion) check. Sincerity pleasantly surrenders after confessing her crimes. The guards collect Uncle Longteeth’s iron flasks as evidence. If the characters refuse to surrender
the flasks, Varrel explains he needs the bottles to ensure Sincerity meets justice at her trial. He’ll look the other way if the characters take one iron flask, but if they try to take more, he calls
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. When the characters first see the golem, read: Even in the gloom, you can make out a monstrous shape lumbering down the hall. When the darkness can no longer hide its true nature, your eyes are
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stop relying on the kindness of strangers.”
The woman then opens a door into what looks like a kitchen and calls out, “Heat up something for Trovus. He’s been out ‘patrolling’ again.”
The woman
Kelvin’s Cairn. If they refuse the quest, Caer-Konig continues to be tormented by invisible thieves until the duergar stop searching the town for chardalyn. Getting a Dogsled If the characters are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters do this, the gwishin finds peace, and neither she nor the fog returns. If they refuse or don’t uphold their promise within a few weeks, her threat continues. Presenting All the Tokens. If the
supernatural gift detailed in the Dungeon Master’s Guide). Memory of the Ancestors. This charm calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters can refuse Vizeran at any time, at which point the archmage tells them to leave his home and wishes them good luck surviving in a world dominated by the demon lords. He says he will find
other means to deal with the problem on his own. If the adventurers are willing to ally with him, Vizeran further outlines his needs. He explains that the ritual is powered by a unique talisman he calls
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city’s gates. Roll on the Gate Interactions table if you want to randomly determine the experience characters have as they attempt to pass through a gate. If someone calls the Flaming Fist or the
of travelers to wait for 6d10 minutes for no clear reason.
3 The guards refuse to admit anyone with animals, unusual weapons, or obvious magic items.
4 The guards don’t let anyone through
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, these duergar use their Enlarge trait to increase their size. If a duergar is caught alone by a group of foes, it calls out for help before turning invisible. When backup arrives, it uses its Enlarge
and rejoins the fight.
These duergar won’t negotiate, and they refuse to surrender. If the characters capture and interrogate a duergar, a successful DC 14 Charisma (Intimidation) check can convince
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wooden sleds pulled by canines as big as wolves. The closest driver calls out, “Can we be of service?”
The figure calling to the party is Vellynne Harpell (see appendix C), a wizard of the Arcane
transport the characters and their gear. If the characters insist on steering these sleds, the kobolds fuss about handing over the reins but do so, piling into the cargo beds. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the city’s gates. Roll on the Gate Interactions table if you want to randomly determine the experience characters have as they attempt to pass through a gate. If someone calls the Flaming Fist or the
to wait for 6d10 minutes for no clear reason. 3 The guards refuse to admit anyone with animals, unusual weapons, or obvious magic items. 4 The guards don’t let anyone through the gate. Those wishing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
evil being that calls itself the Scholar. It is curious about the characters and seeks to expose them to its corruptive ideas. Should a character converse with it, the Scholar speaks cryptically while
was meant to know with one interested character (see the “Secrets of Eternity” section below). If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go. If the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
few glowing mushrooms along the edge, but even in the gloom, you can’t miss the source of the sounds. The heads of creatures of a dozen humanoid Underdark races peek from the ground, mold and fungi
growing around them.
One voice calls out loudly in Undercommon — a female drow fighting to speak. “Please … for your gods of light . . . kill me!” She manages to stir within her living grave, raising
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Undercroft Gloom pervades a chamber seventy feet wide and a hundred feet long. The room is littered with the rotting remnants of long trestle tables fitted with sinks and littered with rusted-out
useful to me. No longer useful alive, at any rate.”
Nurvureem doesn’t respond to further entreaties, ignoring characters who tarry in the undercroft. If the characters refuse to leave or go out of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say
. They use their breath, thick with the gloom of Hades, to turn friends against each other and then savor the horror that rises when their victims realize how they’ve betrayed one another. Baernaloths
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the characters reach the sibriex, Bel offers to provide them with a barge they can use to ply the River Styx. Bel doesn’t tell the characters that the Companion (what he calls the Solar Insidiator) was
into channels of molten lava. If the characters defeat the fire giants, Bel commends their victory and offers them the same deal as before. If the characters refuse him a second time, Bel smiles and
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
they approach peacefully, Oggdug assumes they must want to hire him for mercenary work. He tells the characters to cough up some coin or get out, threatening to clobber any who refuse. A character can
combat, grumbling that the characters are “puny cheapskates.” If the ogre drops to half his Hit Points or fewer, he calls to Cindertooth in area E3 for aid. Hiring the Ogre. Oggdug is accustomed to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
do not move the crowd, however. When Xeleth then tells of finding her engaged in a conspiracy to overthrow him, the crowd boos Xedalli and calls for Xeleth to be crowned emperor. Xedalli, in
characters don’t have the ring or refuse to present it, Xedalli loses her claim to the throne. Xeleth laughs, after which Andavier declares, “Xeleth is the rightful heir!” Skip ahead to the “All Hail
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
immediately calls for reinforcements, which arrive in 1d4 + 2 rounds. The reinforcements consist of 1d4 similar drow patrols. Drow Spore Servants These drow fell prey to Zuggtmoy’s spores and were drawn
punishments or duties that can be set for them. Treatment of slaves is the affair of their owners. It is a capital offense for a slave to refuse any order from a drow of the house that owns the slave. A
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
keep their crimson hue. If the farmers are healed or roused from unconsciousness, they refuse to speak. They don’t attack again, but the locals keep them restrained. The characters likely don’t have
. Although she’s a small woman, Aunt Dellie’s charm and knack for survival have gotten her through numerous near disasters. Everyone calls her “aunt,” a trend started by her beloved goddaughter Kianna
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Neverwinter A short while ago, Neverwinter was beset by all manner of damage, danger, and gloom. Now, the orcs that once menaced the city have moved east to join their brethren in being crushed by
form, but it is sure to be years, if not decades, before any prove strong enough to persevere over their rivals. Increasingly, calls come from the citizenry for the enforcers out of Mintarn to be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-town’s tented circuits with the drum of marching boots and cadence calls sung by warriors honing their bodies for an unending war. Rigus follows a strict military hierarchy in which everyone has a rank
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
leather boots. The verbeeg is fashioning a small knife he can use to carefully unstitch the boots and reuse the leather. V4. Refuse Pit This dead-end cavern has a crudely excavated, ten-foot-wide pit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
character’s feet on landing, forcing the character to succeed on a DC 15 Dexterity saving throw or fall to the floor below. Iron Doors. Ten of the double doors are false and refuse to budge. The two
, and piled in one of them is a vast golden trove.
Out of the dusty gloom steps an aged dwarf clutching a staff carved and painted to resemble a pair of entwined dragons — one red, one gold. Despite
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
meenlocks and left to rot. Heaped piles of bones, clothing, boots, rusted blades, and splintered bows and arrows rest within the recessed portions of the walls. Treasure. Most of the items in the refuse
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
lane behind the hall, searching through the rubble for treasure. As the characters near the lane, the kenku hide and attempt to frighten the party away with ghostly sounds from the gloom. A7. Plaza of
buildings gape wide open, walls turned to rubble. Motes of dust float in the air, and in the silent gloom something scratches at the stones.
An umber hulk lairs here among the broken buildings. The air
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters still refuse, Captain Sartell makes good on her threat and boards the vessel herself in search of salvage. When she doesn’t return, Flapjack urges the party to go and find her, refusing to leave
their number. If a character approaches within 10 feet of the sutured door, the neh-thalggu calls out for help in Common, begging to be freed. It pretends to be a human pirate named Jaspar Graves and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
battle, Meadowleaf calls off the attack. The dryad is too bitter and angry to apologize for any errors in judgment on her part. Reminding her of the rule of hospitality (see “Rules of Conduct” in
goats to attack. If they are deprived of their weapons and returned to their normal forms, the redcaps stomp their iron boots and demand that their sickles be returned to them. If the characters refuse
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 1 hour. If the characters refuse to eat the food, one of the robots scoops up a chunk of it and makes realistic
moves with flashy spells or similar flair have advantage on the check. On a successful check, the androids spontaneously fall to pieces. On a failed check, or if the characters refuse the challenge, the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
to hurl enormous, 200-pound rocks to land as close as possible to a target on the ground. If the characters refuse to play, the galeb duhr are disappointed and return to their rest. Development. The
if they refuse. A sloping tunnel leads down to a cave containing a mound of copper coins sprinkled with silver, gold, and platinum coins. Stacked neatly against the wall behind the hoard are several
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders. Arn Forest This stretch of pine trees and muskeg bogs lies on
him. In truth, Stillmarsh is a vampire (NE male Tethyrian human) whom Nalaskur occasionally calls upon to dispose of unwanted guests. Stillmarsh has an agreement with Nalaskur not to feed on locals or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mount of an impending attack from the drow in Stromkuhldur or from Skullport. A shroud of gloom and anxiety hangs over the normally raucous settlement, which has the following features: Ruins. The 30
are done speaking with Azrok, Lurkana takes them aside and offers them a quest (see “Side Quest: Retrieve Azrok’s Dagger”). If they refuse, Lurkana scowls and kicks them out. If combat breaks out, the