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Returning 26 results for 'confusing reflection game to have robbed'.
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Monsters
Fizban's Treasury of Dragons
that can hold their own against me must teach me how—whether they want to or not.
7
I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented
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Connected Creatures
1
After being robbed by gnomes who had pledged to protect the hoard, a sapphire dragon wyrmling installs new guardians that have no interest in material riches: gelatinous cube
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial
Kenku
Legacy
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Species
Volo's Guide to Monsters
Treasure Hunter
Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
emotional responses. At the end of a horror game session, leave time to check in with players and ask them how the game went, how they’re feeling, and what they liked about the session. You might ask the
following questions: What unsolved mysteries do you want answers to? Did you find anything confusing or off-putting? What are you looking forward to in the next session? These answers can help you
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
you’re playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.
Compendium
- Sources->Dungeons & Dragons->Stranger Things
right or being perfect as a DM (that’s short for Dungeon Master). Just relax, let things happen naturally, and enjoy playing the game. If things get confusing — especially in combat — do what seems
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
primordial dominion. These fiends bide their time in an inconceivably long game, sparring with the dragons of Argonnessen as they manipulate events in order to fulfill the words of the Draconic
. Every fiend spawned from Khyber owes fealty to one of these overlords. In many ways the Lords of Dust are a reflection of the Chamber. Each group is trying to steer the fulfillment of the Prophecy to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a breeze despite the absence of one.
Telemy Hill is approximately half a square mile wide. A narrow game trail leads to Jingle Jangle’s den at the pinnacle of the hill. The willows that grow on the
ago, while rooting through the swamp for truffles, she was attacked and robbed by brigands. She hasn’t left her hilltop den since returning to the hill and must be pretty hungry by now. If the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
orders. When the characters first visit, five wererats sit at a table, playing a game of cards. One hopeful initiate accompanies them: a human bandit who has yet to prove her mettle. 3: Jail In addition
Wanewort is scrying sees the same creature or location that she does. When not actively being used to scry, the pool’s surface shows a reflection of the moon in its current phase. 13: Armory The wereboar
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat’s tail). This transformation has no game effects. 7 You cast no reflection
transformation has no game effects. 3 You smell like swamp gas. No amount of bathing can rid you of this stench. 4 Your shadow does not match your movements, which other creatures find unsettling. 5–6 Your
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
Equipment
or simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in
a horrific display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
various game features distinguish between the armor you don and a Shield you wield. Take a look at the Monk’s Unarmored Defense feature and compare it to the Barbarian’s version. In the Monk’s version
AC calculation. I find it confusing that the Mage Armor spell is named that when it doesn’t count as armor. Some spells and class features have figurative, not literal, names. The text of the spell
Equipment
a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
cumulative. If you have temporary hit points and receive more of them, you don’t add them together, unless a game feature says you can. You decide which temporary hit points to keep. As an example
swarms are groups of creatures. When you cast a spell like conjure woodland beings , does the spellcaster or the DM choose the creatures that are conjured? A number of spells in the game let you summon
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
bleeding also stops if the target receives magical healing. 47–52 Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its reflection in an
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
Equipment
simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a
horrific display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
they catch your reflection.
This chamber was once used by the priests of the temple for meditation, and its magic is still intact. Two-sided mirrors set along the outside walls of this area reflect
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
idiosyncratically organized holdings can be confusing, so most people opt to pay one of the resident librarians to locate what they need. Finally, the ground floor of the High Hall’s easternmost wing
effects of petrifying magic. When the magic was dispelled, it freed the heroes to walk the world once more but robbed the Wide of a bit of its charm. The merchants complained loudly, and a replacement
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
idiosyncratically organized holdings can be confusing, so most people opt to pay one of the resident librarians to locate what they need. Finally, the ground floor of the High Hall’s easternmost wing contains
the effects of petrifying magic. When the magic was dispelled, it freed the heroes to walk the world once more but robbed the Wide of a bit of its charm. The merchants complained loudly, and a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
staff. “I hope you’ve made peace with your gods.” Gremorly fights until he is destroyed. Treasure. The staff Gremorly holds is a spectral reflection of his real Staff of Withering, which leans against
frightened conditions. He otherwise uses the target’s game statistics, but Gremorly doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the target
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. After hearing out the characters, Qarbo chooses one of the following options: If the party seems ready to join the cult, Qarbo explains that they must start with a period of self-denial and reflection
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
can rest here whenever and for as long as they wish. If the characters refuse to participate in Bindle’s riddle game, he flees and brings some of the dungeon’s other inhabitants (such as the talon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
could see the objects of their heart’s desire reflected in it. Any creature that stares into the mirror for 1 minute sees its own reflection fade away, to be replaced by an image of the thing it wants
suspect that Zybilna and Iggwilv might be one and the same, since Iggwilv’s passion for the game is well known to Graz’zt and his underlings. P46. Dressing Room This chamber is a walk-in wardrobe