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Returning 35 results for 'constantly run game to have rewards'.
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Monsters
The Wild Beyond the Witchlight
within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can’t cast spells until the end of her next turn. In
moment, is all that matters.”
Bond. “I’m safe in my cottage. Why should I leave it when I can make others come to me?"
Flaw. “Watching someone run widdershins makes me sneeze
Monsters
Fizban's Treasury of Dragons
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
with a beholder that has moved into the dragon’s domain.
5
Xorn serve as lookouts and spies for an adult amethyst dragon who rewards them with gems.
6
To repay a favor long owed to a
Backgrounds
Guildmasters’ Guide to Ravnica
suspension.
7
Great ideas are fine, but great results are what counts.
8
If you can guess what I’m about to do, that means I’ve run out of imagination.
Ideals
d6
I’m incapable of admitting a flaw in my logic.
Contacts
The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it’s easy for
Yeenoghu
Legacy
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Monsters
Out of the Abyss
, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnoll;gnolls, hyena;hyenas, and ghoul;ghouls, and there are few structures or signs
constantly starting fights in the hope of seeing bloodshed.”
81–00
“I keep trophies from the bodies I have slain, turning them into adornments.”
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Fire, Lightning
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Monsters
Fizban's Treasury of Dragons
"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a
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
Monsters
Fizban's Treasury of Dragons
hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented.
8
The sight of blood makes me queasy.
Sapphire Dragon Ideals
d6
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
Monsters
Fizban's Treasury of Dragons
or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
;whether they want to or not.
7
I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented.
8
The sight of blood makes me queasy.
Sapphire
Monsters
Fizban's Treasury of Dragons
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into
Monsters
Fizban's Treasury of Dragons
. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points
taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)
5
Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants
Monsters
Fizban's Treasury of Dragons
.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0
taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)
5
Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants
Monsters
Fizban's Treasury of Dragons
significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to
they do, they obviously cheated.
6
Any creature 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
Halfling
Legacy
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Species
Basic Rules (2014)
nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home
despite the rise and fall of empires.
Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling
Elf
Legacy
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Species
Basic Rules (2014)
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Rogue
Legacy
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Classes
Basic Rules (2014)
treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from
an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What
races
Mordenkainen Presents: Monsters of the Multiverse
skin.
3
You have exceptionally large ears.
4
A glittering mist constantly surrounds you.
5
You have a small spectral horn on your forehead, like a little unicorn horn.
6
Your
you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend
Kobold
Legacy
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Species
Volo's Guide to Monsters
;Kurtulmak: God of Kobolds” sidebar). In the world they occupy, kobolds are often bullied and enslaved by larger creatures — or, when they live on their own, they are constantly fearful of
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
road, headed toward Vogler. The adventure unfolds in one of two ways from here: With Mass Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the
“Warriors of Krynn: Scenario 1” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game, continue with the “Invasion of Vogler” section. WARRIORS OF KRYNN: SCENARIO 1
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
road, headed toward Vogler. The adventure unfolds in one of two ways from here: With Mass Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the
“Warriors of Krynn: Scenario 1” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game, continue with the “Invasion of Vogler” section. WARRIORS OF KRYNN: SCENARIO 1
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Variant Rules A shared campaign might use some variant rules to handle certain aspects of the game. The Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure
. These “house rules,” presented below, serve as a sort of common language, ensuring that the rewards all characters receive are equivalent no matter what kind of adventure a character experienced.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
How to Run a Session This section explains how to run a game session.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Rewards At game conventions and store events, these rules can be used to award prizes to the highest-scoring groups. Otherwise, they mainly exist for groups to enjoy bragging rights, comradery, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
How to Run a Session This section explains how to run a game session.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Variant Rules A shared campaign might use some variant rules to handle certain aspects of the game. The Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure
. These “house rules,” presented below, serve as a sort of common language, ensuring that the rewards all characters receive are equivalent no matter what kind of adventure a character experienced.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Rewards At game conventions and store events, these rules can be used to award prizes to the highest-scoring groups. Otherwise, they mainly exist for groups to enjoy bragging rights, comradery, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 15: Running the Game This section contains rules that help will help Dungeon Masters run the game. For more information to help with being a Dungeon Master, see the Dungeon Master's Guide.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
How to Run a Session This section explains how to run a game session; later on, chapters 4 and chapter 5 detail how to combine sessions into adventures and adventures into campaigns.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules (discussed in part 3), and the type of game you want to run. Describe to the players how you envision the game experience and let them give you input. The game is theirs, too. Lay that groundwork
early, so your players can make informed choices and help you maintain the type of game you want to run.
Consider the following two exaggerated examples of play style.
Hack and Slash The adventurers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 15: Running the Game This section contains rules that help will help Dungeon Masters run the game. For more information to help with being a Dungeon Master, see the Dungeon Master's Guide.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
...” It’s based on the idea that an actor takes whatever the other actors give and builds on that. A similar principle applies as you run sessions for your players. As often as possible, weave what the
players give you into your story. An equally important principle is “No, but...” Sometimes characters can’t do what their players want, but you can keep the game moving forward by offering an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
...” It’s based on the idea that an actor takes whatever the other actors give and builds on that. A similar principle applies as you run sessions for your players. As often as possible, weave what the
players give you into your story. An equally important principle is “No, but...” Sometimes characters can’t do what their players want, but you can keep the game moving forward by offering an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules (discussed in part 3), and the type of game you want to run. Describe to the players how you envision the game experience and let them give you input. The game is theirs, too. Lay that groundwork
early, so your players can make informed choices and help you maintain the type of game you want to run.
Consider the following two exaggerated examples of play style.
Hack and Slash The adventurers