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Returning 35 results for 'contacts warned receive'.
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Backgrounds
Guildmasters’ Guide to Ravnica
and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor
.
Contacts
The ordered structure of the Boros Legion offers abundant opportunities to make friends — and rivals — in higher places. You might have close friends in other guilds that share the
Backgrounds
Guildmasters’ Guide to Ravnica
member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
Selesnya Guild Spells
Prerequisite: Spellcasting or Pact Magic
.
Contacts
The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other
Backgrounds
Guildmasters’ Guide to Ravnica
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
something horrible that I can’t remember because of the guild’s mind magic.
6
I put too much trust in the people who give me orders.
Contacts
As an agent of House Dimir working
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive. Agency Contacts d8 Contact 1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
Espionage Agency Contacts Your assignments come from a superior in the agency who typically works at a desk rather than in the field—compiling intelligence into reports for their superiors and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive. Agency Contacts d8 Contact 1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
Espionage Agency Contacts Your assignments come from a superior in the agency who typically works at a desk rather than in the field—compiling intelligence into reports for their superiors and
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->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
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the fringes of a society first test its defenses by stealing objects, and if these crimes go unpunished, they begin stealing people.
Enslaved creatures receive the worst treatment the goblins can dish
; means “magic” in the Goblin tongue. Should ye happen upon goblins chanting “booyahg booyahg booyahg,” be warned! There might be a powerful sorcerer lurking in their midst
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the House House Dimir has a clandestine aspect hidden from all but its most important members. The guildmaster, Lazav, and his direct contacts guide and manipulate the covert operations of the
guild. Members of House Dimir ultimately receive their orders from this source without having any idea of who issued the order or why. Messages to agents are funneled through thought strands (see
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the House House Dimir has a clandestine aspect hidden from all but its most important members. The guildmaster, Lazav, and his direct contacts guide and manipulate the covert operations of the
guild. Members of House Dimir ultimately receive their orders from this source without having any idea of who issued the order or why. Messages to agents are funneled through thought strands (see
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
you receive a cancer diagnosis or a similar health news, you probably appreciate that concept a little more than other people. Watching someone you love waste away is a terrible thing. You want a
aims and achievements were revealed to me.
Thus moved, I offer a few bits from my archive. Be warned. What you find here represents what I consider to be the least of my knowledge. It concerns
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
you receive a cancer diagnosis or a similar health news, you probably appreciate that concept a little more than other people. Watching someone you love waste away is a terrible thing. You want a
aims and achievements were revealed to me.
Thus moved, I offer a few bits from my archive. Be warned. What you find here represents what I consider to be the least of my knowledge. It concerns
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Meeting Captain Zodge Captain Zodge is expecting the characters. If they choose not to speak with him, he tracks them down eventually. The Flaming Fist has contacts throughout the city, so hiding
it out. Eliminate anyone who gets in your way, and don’t worry about collateral damage.
“If you do what I say, I’ll see that you each receive two hundred gold pieces in addition to my gratitude
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Meeting Captain Zodge Captain Zodge is expecting the characters. If they choose not to speak with him, he tracks them down eventually. The Flaming Fist has contacts throughout the city, so hiding
it out. Eliminate anyone who gets in your way, and don’t worry about collateral damage.
“If you do what I say, I’ll see that you each receive two hundred gold pieces in addition to my gratitude
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) and one lustrous black marble (see area 81). Mister Threadneedle understands Common but can’t speak. He communicates by nodding and shaking his head, or with gestures and facial expressions. Warned of
him to. Advice from the Spirits Any characters inhabited by the spirits of Kubazan or Nangnang receive advice when entering this area: Wild Kubazan urges his host to try the roast boar. Greedy
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
complaints receive similar treatment. If the characters ask him about a quest, Harbin sets them on the right track, offering payment upon their return. When the time comes to pay up, he slips the
here, and have been working an archaeological dig seeking treasure and relics. They need to be warned that a white dragon has moved into the area. Take the warning to them, then return to Townmaster
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
complaints receive similar treatment. If the characters ask him about a quest, Harbin sets them on the right track, offering payment upon their return. When the time comes to pay up, he slips the
here, and have been working an archaeological dig seeking treasure and relics. They need to be warned that a white dragon has moved into the area. Take the warning to them, then return to Townmaster
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) and one lustrous black marble (see area 81). Mister Threadneedle understands Common but can’t speak. He communicates by nodding and shaking his head, or with gestures and facial expressions. Warned of
him to. Advice from the Spirits Any characters inhabited by the spirits of Kubazan or Nangnang receive advice when entering this area: Wild Kubazan urges his host to try the roast boar. Greedy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might
, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
entering the temple (“I serve the Black Earth”). Although they know of the prophet, neither halfling has met Marlos Urnrayle. The corrupted Nettlebees’ main contacts are Hellenrae in the Sacred Stone
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might
, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might
finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might
finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
entering the temple (“I serve the Black Earth”). Although they know of the prophet, neither halfling has met Marlos Urnrayle. The corrupted Nettlebees’ main contacts are Hellenrae in the Sacred Stone
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
bureaucracy is filled with offices, forms, modron officials, and lengthy queues. It takes 26 (4d12) hours of standing in lines and answering repetitive questions before the characters receive the
drains lead to the underground. Beltha has previously met contacts at the Divine Machine tavern. Once their conversation is over, Aristimus wishes the party luck and leaves them to their business
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
bureaucracy is filled with offices, forms, modron officials, and lengthy queues. It takes 26 (4d12) hours of standing in lines and answering repetitive questions before the characters receive the
drains lead to the underground. Beltha has previously met contacts at the Divine Machine tavern. Once their conversation is over, Aristimus wishes the party luck and leaves them to their business
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
, or just her right hand. If the characters are working for the Golden Vault, they know the organization would not approve of this method. The characters receive no reward from the organization if they kill or mutilate Prisoner 13.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
, or just her right hand. If the characters are working for the Golden Vault, they know the organization would not approve of this method. The characters receive no reward from the organization if they kill or mutilate Prisoner 13.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
, or just her right hand. If the characters are working for the Golden Vault, they know the organization would not approve of this method. The characters receive no reward from the organization if they kill or mutilate Prisoner 13.