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Returning 35 results for 'contact walk respond'.
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Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
circumstance, Nafas relies on adventurers—whom he considers the living manifestations of a wish granted—to respond to these calls.
To friendly adventurers and weary travelers along the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Limbo to contact a wizened githzerai sage. Planes of existence define the extremes of strange and often dangerous environments. The most bizarre locations present settings undreamed of in the natural
world. Planar adventures offer unprecedented dangers and wonders. Adventurers walk on streets made of solid fire, or test their mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Limbo to contact a wizened githzerai sage. Planes of existence define the extremes of strange and often dangerous environments. The most bizarre locations present settings undreamed of in the natural
world. Planar adventures offer unprecedented dangers and wonders. Adventurers walk on streets made of solid fire, or test their mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
behalf. A character can also contact an archdevil by killing a chaotic- or good-aligned humanoid and praying to the archdevil over the course of 1 hour. The archdevil hears the character’s prayer and can
choose to respond in dreams or visions, or it can send a minion with the authority to make a deal on its behalf. Infernal Hierarchy Least Devils
1. Lemure
2. Nupperibo
Lesser
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
behalf. A character can also contact an archdevil by killing a chaotic- or good-aligned humanoid and praying to the archdevil over the course of 1 hour. The archdevil hears the character’s prayer and can
choose to respond in dreams or visions, or it can send a minion with the authority to make a deal on its behalf. Infernal Hierarchy Least Devils
1. Lemure
2. Nupperibo
Lesser
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn Watch Divisions The discussion above primarily concerns the rank and file of the Sharn Watch, the guards who walk the streets day in and day out and the officers who supervise them. The Watch
a captain of the Watch; typically, they won’t be asked to respond to a situation if it’s not in the interests of the Boromar Clan. The Redcloak Battalion is described in more detail in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their might, most devils are effectively trapped in the Nine Hells. While other planar creatures use magic to move between planes, devils require either a portal they can physically walk through or a
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn Watch Divisions The discussion above primarily concerns the rank and file of the Sharn Watch, the guards who walk the streets day in and day out and the officers who supervise them. The Watch
a captain of the Watch; typically, they won’t be asked to respond to a situation if it’s not in the interests of the Boromar Clan. The Redcloak Battalion is described in more detail in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their might, most devils are effectively trapped in the Nine Hells. While other planar creatures use magic to move between planes, devils require either a portal they can physically walk through or a
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
around the cave. Hook. The folk of High Ery are noticing fungal growths on the riverbanks and a layer of scum on the water. The characters might live in the village, or a contact in the Free City of
entrance and quick to respond to the shriekers’ cry are four Bullywug Warriors who have fungal growths on them. Berserk Bear. In a side cave to the southeast is a Brown Bear that drank from the stream
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
around the cave. Hook. The folk of High Ery are noticing fungal growths on the riverbanks and a layer of scum on the water. The characters might live in the village, or a contact in the Free City of
entrance and quick to respond to the shriekers’ cry are four Bullywug Warriors who have fungal growths on them. Berserk Bear. In a side cave to the southeast is a Brown Bear that drank from the stream
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life.
“Those who walk the way of the Emerald Enclave are infused with this power; we embody it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
city to another. Gods Inhabit the Land, or Are Entirely Absent. What if the gods regularly walk the earth? What if the characters can challenge them and seize their power? Or what if the gods are
remote, and even angels never make contact with mortals? In the Dark Sun setting, the gods are extremely distant — perhaps nonexistent — and clerics rely instead on elemental power for their magic.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
city to another. Gods Inhabit the Land, or Are Entirely Absent. What if the gods regularly walk the earth? What if the characters can challenge them and seize their power? Or what if the gods are
remote, and even angels never make contact with mortals? In the Dark Sun setting, the gods are extremely distant — perhaps nonexistent — and clerics rely instead on elemental power for their magic.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life.
“Those who walk the way of the Emerald Enclave are infused with this power; we embody it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Zerthimon shall return, and I will be worthy to walk beside him. 2 Courage. The mind can master anything if it is unfettered by fear. 3 Duty. My people survive only because those like me place their
githzerai and githyanki will align to rule the multiverse. 3 I respond to even minor threats with overwhelming displays of force. 4 The next time I laugh will be the first. The sound of merriment takes me to the edge of violence.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Zerthimon shall return, and I will be worthy to walk beside him. 2 Courage. The mind can master anything if it is unfettered by fear. 3 Duty. My people survive only because those like me place their
githzerai and githyanki will align to rule the multiverse. 3 I respond to even minor threats with overwhelming displays of force. 4 The next time I laugh will be the first. The sound of merriment takes me to the edge of violence.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
KaLashtar prophecy you can’t ignore!
Many of the people of Khorvaire have never met a kalashtar. Some say these people are in contact with celestial spirits; here at the Voice of Breland, we say they’re
studies are just preparation. Now it’s your sacred duty to be a revenant of your ancestor: to live your life as they did and allow the champion to walk the world again through you. (This title of revenant
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
KaLashtar prophecy you can’t ignore!
Many of the people of Khorvaire have never met a kalashtar. Some say these people are in contact with celestial spirits; here at the Voice of Breland, we say they’re
studies are just preparation. Now it’s your sacred duty to be a revenant of your ancestor: to live your life as they did and allow the champion to walk the world again through you. (This title of revenant
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
only once per turn. Black Gate. The space beyond the western false door contains a black gate. Contact Stone. A contact stone is on the wall near the black gate. 28. Temple of Blood The coppery scent of
during the following round. The residents of the other cells take 1d4 + 1 rounds to respond (roll separately for each). The occupants of the cells are as follows: Cell A. A Red Wizard illusionist
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
only once per turn. Black Gate. The space beyond the western false door contains a black gate. Contact Stone. A contact stone is on the wall near the black gate. 28. Temple of Blood The coppery scent of
during the following round. The residents of the other cells take 1d4 + 1 rounds to respond (roll separately for each). The occupants of the cells are as follows: Cell A. A Red Wizard illusionist
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
to speak to you, publicly or privately, if something in the game upsets them. Then respond appropriately. For instance, you can move past upsetting topics by quickly narrating a resolution to a scene
, the players explain what they want their characters to do. (If what they want to do is impossible, tell them so and ask them to choose a different action. For example, a character can't walk through a
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
to speak to you, publicly or privately, if something in the game upsets them. Then respond appropriately. For instance, you can move past upsetting topics by quickly narrating a resolution to a scene
, the players explain what they want their characters to do. (If what they want to do is impossible, tell them so and ask them to choose a different action. For example, a character can't walk through a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
etiquette Resisting the urge to respond to goading or insults from an enemy Recognizing when an enemy attempts to trick a character into a breach of honor Sanity Score Consider using the Sanity
for the first time Making direct contact with the mind of an alien creature Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell Passing through a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
through this area or via another route. This nexus of the Drought Elder’s being is vulnerable to Chimagua’s power. If it comes into contact with a seed from a ghost orchid’s white seed pod, it and the
pod are destroyed instantly. Maw. A gap lined with dull mandibles opens into area D5. The tiny mouth-parts twitch occasionally but are harmless. D5: Mandible Walk Massive mandibles extend from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
information and respond to questions from the party. If the characters miss an important detail, this NPC can reinforce details in a way books and recollected facts can’t.
Any one of these methods is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
information and respond to questions from the party. If the characters miss an important detail, this NPC can reinforce details in a way books and recollected facts can’t.
Any one of these methods is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first mission is to do whatever the Keepers of the Flame ask them to — but to report to Themberchaud before reporting to them. The dragon doesn’t wait for the characters to respond, since his ego can’t
). Droki uses the West Cleft to contact his employers, and Gartokkar wants the party to follow this derro and locate the Gray Ghosts. If the characters accept his offer, Gartokkar gives them a holy symbol
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
through this area or via another route. This nexus of the Drought Elder’s being is vulnerable to Chimagua’s power. If it comes into contact with a seed from a ghost orchid’s white seed pod, it and the
pod are destroyed instantly. Maw. A gap lined with dull mandibles opens into area D5. The tiny mouth-parts twitch occasionally but are harmless. D5: Mandible Walk Massive mandibles extend from the