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                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn
                                                
                                            
                                                
                                                    ât be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
                                                
                                            
                                        
                                                    Aasimar
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ;provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies
                                                
                                            
                                                
                                                     receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Each aasimar can count a specific
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Conclusion If the characters rescue him, Varram remains incoherent until he receives healing magic or finishes a long rest. Once his health is restored, the fallen wyrmspeaker is quick to accept his
                                                
                                            
                                                
                                                    , though bringing back word of his death is nearly as impressive. If he is asked about the White Dragon Mask, Varram grudgingly admits that he saw it in the poolâand that it has already been found and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids
                                                
                                            
                                                
                                                     command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    Conclusion If the characters rescue him, Varram remains incoherent until he receives healing magic or finishes a long rest. Once his health is restored, the fallen wyrmspeaker is quick to accept his
                                                
                                            
                                                
                                                    , though bringing back word of his death is nearly as impressive. If he is asked about the White Dragon Mask, Varram grudgingly admits that he saw it in the pool â and that it has already been found and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids
                                                
                                            
                                                
                                                     command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    What the Dead See In the wake of the battle with the Returned, the characters have an opportunity to continue along their way. Before they can, though, all of them witness an incredible sight: an
                                                
                                            
                                                
                                                    , but it is plainly marked with the word âKheaâ followed by line after line of cramped glyphs. If a character seeks out a library in the polis and spends a day trying to decrypt the text, they can make a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     a dungeon and receives a mystifying vision that leads to the next quest. The party might find a cryptic map or relic that, once its meaning or purpose is determined, points to a new destination
                                                
                                            
                                                
                                                     when they spot a wanted poster or a missing person poster (complete with the promise of a sizable reward). Members of the local militia or city watch put out the word that a crime has been committed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     take them at their word. If the ice-dagger murders stop, sheâll know her trust was not misplaced. Failure to stop Sephek allows him to continue slaying Ten-Towners who cheat Auril the Frostmaiden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     other races, he swore the orcs would avenge themselves by taking what they wanted by force. The great orc hordes continue to do just that today, appearing periodically from out of the wilderness to
                                                
                                            
                                                
                                                     raid and scavenge. As a result, the word âorcâ has no pleasant connotation in the minds of other FaerĂ»nians. At the same time, the word âhalfâ is a mark of derision among orcs. Some half-orcs raised
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the towerâs command words by casting an identify spell on it. The command word to open the front door or
                                                
                                            
                                                
                                                     the trap door on the roof is âmimsy.â The command word to transform the tower into a one-inch metal cube is âbrillig,â but speaking it has no effect since the shadow demons are still inside. To return
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     worked. Then the room grows cooler, the lights dim, and the planchette moves to the word âGreetings.â One of the investigators asks the first question: âWho are we speaking to?â The spirit replies by
                                                
                                            
                                                
                                                     having them light a candle detailed in area 25. When every character has asked a question and the spirit conveys its message, the presence moves the planchette to the word âFarewellâ and departs. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Cataclysmic Fire Though the signs of the godsâ rage have receded from the world, violet flames from the Cataclysm continue to burn in Sarlamirâs tomb. This magical fire lingers as a mark of disgrace
                                                
                                            
                                                
                                                     knight from the previous vision is cast out from a group of other knights. The scene fades into a wedding between the knight and the elf woman from the previous vision. Quest. The knight receives a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     the pulse-pounding action of a pulp adventure, noir typically relies on intrigue â in every sense of the word â to keep the protagonists engaged as they move deeper into the story. Setting the Stage
                                                
                                            
                                                
                                                     characters into the mystery.  Story Opening   d6 Event   1 The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure. 2 A courier escorts the party to an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the final rest that she deserves. The destruction of Xanthoria and her phylactery halts the spread of the saprophytic plague. Creatures infected by the plague continue to suffer its effects but no
                                                
                                            
                                                
                                                     longer utter the word âXanthoriaâ as they lose their mycelial connection to the lichen lich. Moreover, their spores are no longer contagious.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the gift. Once it receives a dark gift, a creature can never receive that same dark gift again. 
 The instant a dark gift is bestowed, the creature receiving it undergoes a transformation, gaining a
                                                
                                            
                                                
                                                     becomes an NPC under the Dungeon Masterâs control, although the DM can allow the player to continue playing the evil character.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     hit points. If the patronsâ team wins a match, each combatant on the team receives 100 talons. The matches have one-hour breaks between them, allowing participants to take a short rest in the
                                                
                                            
                                                
                                                     stat block but have iron wings that give them a flying speed of 30 feet. If a participant wins a match but doesnât wish to continue to the next tier, the participant can pay an exit fee of 15 talons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     to life after 24 hours to resume his pursuit of the desecraters. He, too, might appear in the Temple of the Black Earth. Further, Uthgardt of the Elk tribe could continue to harass the Nettlebees
                                                
                                            
                                                
                                                    , worn bag of holding of halfling make that is an heirloom. Restoring the Barrow. To keep their word about restoring the barrow, the characters need only take Javorâs items there and leave them in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     tomb into the weedy yard of uneven earth. The stone door to the tomb is engraved with the word âDOLINDARâ above it.
 Four vampire spawn catch up to the party when the characters reach the door to the
                                                
                                            
                                                
                                                     continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there werenât many of them. They didnât like Evernight but couldnât leave it for some reason
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the forest. Myth of Nikaia the First Caryatid
 A Setessan archer named Nikaia claimed that she could outshoot anyone, even Nylea. Word of this unwise boast spread, and in response Nylea appeared at
                                                
                                            
                                                
                                                     worthy mortals, blessing them with the long lives of mighty trees. The grown seedlings of Nikaia and Nyleaâs other favored continue to share their wisdom and protect Setessa to this day.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
                                                
                                            
                                                
                                                     fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     book are right for your game and promise the most fun for all players.  Uncle Rudolph,
 We continue our pursuit of that were-wretch, Natalia Vhorishkova. Before she fled our last confrontation, she
                                                
                                            
                                                
                                                     Kartakass. The folk here are hospitable. Fawning actually. They hang on our every word. Iâve escaped their attentions by sequestering myself in our room at a local taverna while Laurie overindulges in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
                                                
                                            
                                                
                                                     fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     a DC 20 Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic. Once an exemplar of courage
                                                
                                            
                                                
                                                     hit points. After being released from its menhir, a marilith can be magically compelled to divulge the command word that activates the gate. A legend lore spell or similar magic also reveals the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     of encountering one of the scarecrows. The attacks continue until all three scarecrows are destroyed. Reward: Each Emerald Enclave character gains 1 renown for ending the threat. 3rd âSir Ambrose
                                                
                                            
                                                
                                                     characters from service. Reward: Each Emerald Enclave character gains 1 renown. Each party member who patrolled the cemetery for all ten nights receives 100 gp. 4th âDoppelgangers threaten the balance of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Force Grey (Gray Hands) The Blackstaff, Vajra Safahr (see appendix B), is friends with Renaer Neverember, and word of his rescue quickly reaches her ears. She uses a sending spell to deliver the
                                                
                                            
                                                
                                                    : Each Gray Hand character gains 2 renown. Every character who participated in the raid receives a potion of resistance. In addition, Vajra covers the cost of any raise dead spells needed to bring back dead characters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     Spider sent word that the dwarf was to be brought to him. Sildar doesnât know who or what the Black Spider is. Gundren had a map showing the secret location of Wave Echo Cave, but the goblins took it
                                                
                                            
                                                
                                                    .) Sildarâs contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lordsâ Alliance received no word from Iarno, Sildar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     level to another. Astral projection, teleport, plane shift, word of recall, and similar spells cast for these reasons simply fail, as do effects that banish a creature to another plane of existence
                                                
                                            
                                                
                                                    . While they are in Undermountain, characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow contact with beings from other planes function
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     frames a calm, pale-blue face and glowing eyes. Artavazda embodies the Sunweaver in word and deed. Though Artavazda holds lawbreakers accountable for their crimes, the pari is a staunch believer in
                                                
                                            
                                                
                                                     offer. Should the characters still refuse, the pari understands but requests they visit the Ruz Bazaar to see the pain the Ashen Heirs are causing. Continue with âAfsounâs Arrestâ but then skip the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     disposed of. Giving Chase If the Second Wind was destroyed earlier in the adventure, continue with âShipless Pursuitâ below. Otherwise, skip ahead to âAboard the Second Wind.â Shipless Pursuit Without the
                                                
                                            
                                                
                                                     ago.â The unconscious prisoner is an astral elf aristocrat (see Booâs Astral Menagerie) named Xedalli. She has 0 hit points and is stable. If the unconscious elf receives any amount of magical healing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     arrested by the City Watch and held in Castle Waterdeep while he waits to be questioned by the Lords of Waterdeep about the Black Networkâs operations in the city. The characters continue to receive
                                                
                                            
                                                
                                                     Wisdom (Perception) check. Soluun flees if reduced to half his hit points or fewer. Reward: Each Zhentarim character gains 1 renown. If Heldar survives Soluunâs attack, each character receives 50 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     level by uttering the command word, âlights.â These rooms are set aside for the ten members of the Absolution Council, though only three rooms are currently in use. The other seven members of the
                                                
                                            
                                                
                                                     cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, âlights.â The middle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     attune to the Stone of Golorr. After 1d6 hours, word comes down that the magister is prepared to hear the charactersâ testimony, whereupon the guards in area H8 unlock the charactersâ cells and
                                                
                                            
                                                
                                                     and punished accordingly (see the Code Legal handout in appendix C). A character who pleads for leniency and succeeds on a DC 14 Charisma (Persuasion) check receives an alternate punishment for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     level by uttering the command word, âlights.â These rooms are set aside for the ten members of the Absolution Council, though only three rooms are currently in use. The other seven members of the
                                                
                                            
                                                
                                                     cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, âlights.â The middle
                                                
                                            
                                        






