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Returning 35 results for 'compound ranges give to have reason'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower
brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of
Human
Legacy
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Species
Basic Rules (2014)
give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the
, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are
Firbolg
Legacy
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Species
Volo's Guide to Monsters
Reason for Adventuring
1
Outcast for murder
2
Outcast for severely damaging home territory
3
Clan slain by invading humanoids
4
Clan slain by a dragon or demon
5
whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it “home.”
Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
If you’re considering taking a scaled one along on an adventure, remember this important fact. The strange, inhuman glint in its eyes as it looks you over is the same look you might give a
quirk for a lizardfolk character or to inspire a unique mannerism.
Lizardfolk Quirks
d8
Quirk
1
You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and
Kobold
Legacy
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
impartial and balanced canvas of the Outlands: a broad region whose boundless terrain blends to match the extreme forces that shape it. Arid, flame-scarred plains give way to heroic mountain ranges
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
here before visiting the other adventure sites, the combat encounters are probably too difficult for them. That’s the reason Runara won’t give the characters the moonstone key or information about the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Goldenfields Goldenfields is a huge, walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the Granary of the North,” it’s the only reason many Northerners ever taste soft
the surrounding fields, and it’s enclosed on all sides by a wall of mortared stone. The outer wall is 60 feet high (20 feet high inside the compound) and 30 feet wide. The wall is built out at several
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
for centuries give way to sunshine, shocking the Barovians out of their despair. The Barovians take the sunlight as a sign that the evil in their land has been purged. Though escape is now possible
, most Barovians realize that they have nowhere to go and no reason to leave. A few depart, fearing the return of the darkness or longing to see their ancestral homelands. Those who have souls can leave
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventure hooks that might attract characters to the enclave or give them a reason to draw on its magic. The adventure hooks also suggest specific creatures or encounter tables appearing in the “Encounters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
to the next session, so give them a clear sense of where the story is headed, as well as something to look forward to.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
blade that’s never seen combat. They love collecting and studying histories that can give them tactical insight or inspiration, as well as safeguarding artifacts they deem too dangerous to entrust to
compound eyes
10 An elaborate clockwork zoetrope that, when activated, displays a moving picture of a bronze dragon fighting a red dragon over a burning city
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
extradimensional spaces? Once you know the villain’s mode of operation, consider how it might give itself away. Even if you’re not sure, listen to the characters’ plans and give them opportunities to feel
? What crime is it committing, or how is it a problem? Who wants the villain stopped? Do they have a personal reason for this? What evidence has the villain left behind? How is the evidence initially
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
homesteads in the vicinity, Kerbin Dellmon sent out word that anyone could stay at their compound for safety. A number of farmers and ranchers took the Dellmons up on their offer. Every able-bodied
father’s never-give-in mentality. Perd is concerned for the safety of the children and privately wonders if staying was a mistake. Perd’s wife, Marka (female Tethyrian human scout) worries about
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as
Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors. The material culture and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
adventures rests within the walls of Candlekeep is reason enough for an adventurer to seek out this legendary book and claim a cozy corner to read about the escapades of Alkazaar and his dungeon-delving
earlier in this book) might approach the characters while they’re relaxing in the Hearth and give them the books, thinking they might be intrigued by the tale of the lost golem.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cries out, “Give it back, you little thief!”
“No, you’re the thief!” replies a youngster with a panicked squeak. An instant later, a frantic kobold bursts from the crowd clutching a sizable bunch of
mother. At the moment, neither is interested in listening to reason. Gammon clumsily collides with a random character, bounces off them, and falls to the ground. A moment later, Lamai catches up and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to nowhere. To the village’s north, scattered woods and shady brooks give way to the deadly badlands known as the Northern Wastes. Across the Vingaard River to the south stretches a land of grim
a reason for attending the funeral of Ispin Greenshield and experienced a fateful event during their journey to Vogler, as detailed in chapter 2. Draconians spy on the unsuspecting villagers of Vogler
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
News from the Front When you’re ready to begin this section, give the characters a reason to be near the River Gate, such as fetching Becklin’s box from Thornwall Keep or looking for a lost villager
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, travelers usually give the Halls of the Hunting Axe a wide berth. Many dwarves and most local Harpers believe King Torhild Flametongue, the founder of Besilmer, lies entombed with his legendary greataxe
Torhild’s rest. Reason to Visit. Characters have a chance to explore Torhild’s tomb in the “Halls of the Hunting Axe” side trek in chapter 6.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, and murder are severe, regardless of the reason for the crime. If the characters express interest in knowing more about crimes and punishments in Waterdeep, give them the Code Legal handout in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
looks that much like an orc, they reason, must be like an orc and should be kept at a distance. Because half-orcs are typically stronger and hardier than their human peers, they can find employment
try not to draw too much attention to themselves, or give up trying to fit in anywhere and adopt a nomadic lifestyle. Half-orcs in Faerûn have the racial traits of half-orcs in the Player’s Handbook. They speak both Common and Orc. The rare written examples of the Orc language use the Dethek alphabet.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
strategy of picking up a rock and letting it fly. Few activities, in fact, seem to give them as much satisfaction as the simple act of tossing boulders. Most of the games that giants play involve
accurately with both arms as with one, a feat most humans would find impossible. These attacks are effective only at shorter ranges, however, for obvious reasons. When they hunt by rock throwing, giants
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as
Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors. The material culture and
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
sacrifice when it presents itself. This practice contributes to the reason why most common folk (and adventurers) think kobolds are stupid as well as weak; they’ve seen or heard of a lone kobold trying to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with a Boromar lieutenant or hiring a Tarkanan assassin. The thing that holds the district together on a daily basis is personal reputation and relationships. The reason no one robs the Anvil is
lower than in a heroic fantasy campaign. But reputation and relationships are the true treasures of this style of campaign. If you save Ilsa Boromar, she might give you a purse with 10 gp for your trouble
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) or Charisma (Performance) check. On a successful check, they earn that bird’s affection, and Merriweather gives that bird to the character. She will give only one bird to each character, but if
) check, and they find it easy to get her to visit him. Many methods might work, including conveying his interest in meeting her, pickpocketing something of hers and placing it by Hugo’s card stand, or fabricating a reason for Merriweather and Hugo to meet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
not be sufficient motivation to take that risk. The Grand Masquerade is a fantastic adventure backdrop, but not a complete adventure. Adventurers need a good reason to attend; you can give them one by
the characters have a reason to be at the Grand Masquerade, they face a series of dangerous trials as they navigate the social intricacies of the ball. Common challenges include securing an invitation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
for no reason other than their barbaric attitudes, report them to the Watch and this publication immediately. The Sharn Watch is bound by law to arrest these hooligans when they show their criminal
meet with Coal first and see if what she says adds up. Germaine is worried that, with her status as a Watch sergeant, her presence will call undue attention and endanger Coal. Germaine can give the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
enlightenment. There, the characters learn about the dangers facing Stormwreck Isle. Each character has a specific reason for coming to the cloister, as shown on the character sheets. You can also let
keep their reasons secret for now. Ask the players to give you the party’s marching order as they start toward the cloister. Who’s in front, and who’s bringing up the rear? Make a note of this marching order. When you’re ready, continue with the “Drowned Sailors” section.