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                        Returning 30 results for 'danger ignore are being'.
                    
                
                        
                            
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                                        dagger ignore are being
                                    
                                
                                    
                                        darker ignore are being
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    , but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs
                                                
                                            
                                                
                                                     others will be normal cats.
Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of &ldquo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has â? DANGER
                                                
                                            
                                                
                                                    â written in chalk on it. The door down the southern stairs is spiked shut, and has âDANGERâ scrawled on it in chalk. Five bearded devils are seated at the marble tableâthe last survivors of Varramâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has â? DANGER
                                                
                                            
                                                
                                                    â written in chalk on it. The door down the southern stairs is spiked shut, and has âDANGERâ scrawled on it in chalk. Five bearded devils are seated at the marble table â the last survivors of Varramâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    24. Servant Barracks Twenty kobolds are trying to sleep here on dozens of small piles of bedding, fur, and clothes. They are exhausted and ignore the characters unless they are in great danger. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    24. Servant Barracks Twenty kobolds are trying to sleep here on dozens of small piles of bedding, fur, and clothes. They are exhausted and ignore the characters unless they are in great danger. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore
                                                
                                            
                                                
                                                     comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of âsticks of wood held by humansâ for the rest of its life. A lucky, healthy tressym can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the following telepathic warning in Common: âTurn back! Youâre not prepared for the danger that lies ahead!â Characters are free to ignore her warning. She canât and wonât elaborate on the nature of
                                                
                                            
                                                
                                                     the danger that awaits the adventurers or communicate with them in any other way, for fear of being detected by Halaster. Powerful divination magic can reveal Jhesiyraâs disembodied presence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thiefâs Reflexes When you reach 17th level, you have
                                                
                                            
                                                
                                                     become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You canât use this feature when you are surprised.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thiefâs Reflexes When you reach 17th level
                                                
                                            
                                                
                                                    , you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You canât use this feature when you are surprised.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     connection to the Deck of Many Things; anyone seeking the deck could be drawn to the abbey, heedless of danger. The site is a sandbox that encourages exploration, roleplaying with multiple factions
                                                
                                            
                                                
                                                     ignore it completely. Stubborn angels, salamander servitors, and a trio of hags all create further complications. The threats on the hill span a wide range of difficulty; low- and moderate-level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     fort.â If combat erupts, Xolkin drinks his potion of invulnerability before leaping into the fray. The Zhents have no easy way to reach the keep and ignore it for the time being. That said, if the
                                                
                                            
                                                
                                                    . Because the orcs donât know what theyâre up against, characters can try to hide in the village and pick off a few orcs at a time. They can also retreat to the keep, which the orcs ignore. If the orcs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     is, tales of overcrowding, starvation, and disease. Although we at the Voice of Breland sympathize with all who suffer, we refuse to ignore the deadly threat in our midst. The majority of Cyrans who
                                                
                                            
                                                
                                                     Breland! Donât let the current plight of these unfortunates blind you to the danger!
 As a metropolitan district filled with immigrants, merchants, and travelers from across Khorvaire and beyond it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     ready to flee at the first sign of danger.  d8 Personality   1 Cowardly; looking to surrender 2 Greedy; wants treasure 3 Braggart; makes a show of bravery but runs from danger 4 Fanatic; ready to die
                                                
                                            
                                                
                                                       1 Has a rival; wants one random ally to suffer 2 Is abused by others; hangs back, betrays at first opportunity 3 Is worshiped; allies will die for it 4 Is outcast by group; its allies ignore it 5 Is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     decided not to bother showing up, having weighed what Grynsk offered to pay them against the danger of the lake monster. Grynsk was drunk when he hired the fishers and doesnât remember their faces; he
                                                
                                            
                                                
                                                     assumes the characters are his new employees, and heâs quick about setting them to work. If the characters ignore him or walk away, he yells profanities after them but doesnât pursue them. Characters who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
                                                
                                            
                                                
                                                     easy for the characters to stay out of their reach and kill the fungus monsters with ranged attacks. The interesting part of this encounter is identifying the danger. One violet fungus moves and attacks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    . Characters who have the Stonecunning trait can confirm that the tunnel is not in danger of collapsing, despite the crumbled walls. The tunnel ends in a rockfall that would take days to clear. The entrance
                                                
                                            
                                                
                                                     the aurumvoraxes. Danger Signs. A large red X is painted next to one cave entrance, a warning from the mining crew formerly working here. Inside the cavern, three patches of green slime cling to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     is consistent with the characterâs personality trait, flaw, or bond. The characterâs action should be notable in some way. It might drive the story forward, push the adventurers into danger, or make
                                                
                                            
                                                
                                                     others feel that heroism, roleplaying, and other parts of the game are their own rewards that donât need incentives like inspiration. If you choose to ignore inspiration, youâre telling the players that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroesâ Feast: Saving the Childrenâs Menu 
                                                    
                                                
                                            
                                                     in the adventure for inspiration. Flauma is pleased to see new playthings, and as long as the characters appease her, she doesnât cry. If they ignore her, hurt her, or make her angry, she sobs and
                                                
                                            
                                                
                                                     within reach of the door. If Ignis feels her child is in real danger, she breaks through the wall or the glass roof to retrieve Flauma and destroy the threat. If Ignis breaks the glass roof, each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     tentacle pulls Chalkie into the drink. Belle then perishes if the characters ignore the fight completely. Shore Fight. The crew is aboard a 15-foot longboat with a sail. The fight takes place 15 feet
                                                
                                            
                                                
                                                    . Whatâs more, youâre never more than two steps from some sort of convenient rope that you can cut and use to dramatically swing into danger.
 Whatâs more, people donât realize that profit-sharing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     pretends to ignore the group, although he makes note of their presence as he staggers by. Any character who succeeds on a DC 17 Wisdom (Insight) check gets the feeling that the halfling is only acting
                                                
                                            
                                                
                                                     under the warehouse, the halfling could follow and intervene on their behalf, healing unconscious party members or dragging them away from danger. Later in the campaign, Otis might act as a recurring NPC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     armory. Should danger arise, the locals arm themselves here. Lavenderâs. Lavender Jalls (lawful neutral, human mage) is a renegade wizard who hasnât taken the Test of High Sorcery. He specializes in
                                                
                                            
                                                
                                                     characters can ignore difficult terrain during travel, allowing them to cover double the distance listed on the Northern Wastes Land Travel table earlier in this chapter. While with the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     telepathy to politely instruct the intruders to leave the area. If the intruders behave threateningly or ignore its warnings, the magen tries to drive them away using suggestion spells, or failing that
                                                
                                            
                                                
                                                    , which he keeps in his study. She proposes that the characters break into Iriolarthasâs study, steal his staff, and bring it to her. She declines to accompany them, on account of the likely danger. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    â section), and has counter-bribed the militia that Dory has paid off, so that they ignore calls for help from the warehouse. No patrol ever arrives, forcing Mr. Dory to rely solely on his own guards and
                                                
                                            
                                                
                                                     real danger on the walkway and the bridge comes from their uneven surface and the lack of a railing. A character who moves no more than 10 feet per turn and devotes all their attention to watching
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     automatically know the direction to the greatest danger within 500 feet of you.
You leave a trail of black footprints that allow anyone to automatically follow you.
45
You can cast the detect
                                                
                                            
                                                
                                                     can ignore the verbal component of any spell you cast.
You must shout the verbal component of any spell you cast.
98
As an action, you conjure a mindless, shapeless force that is your exact
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     frame and the door itself. The word âDANGERâ is scrawled on that door in the Common tongue using chalk.
 The left door, leading to area 22, is unlocked. Barred Door. Characters who examine the bar
                                                
                                            
                                                
                                                     that damage, they instead ignore that vulnerability for this attack. Development. If the characters spend more than a few moments here, a faint blue light appears at the seam of the secret door to area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     portal now remains tied to a pocket dimension channeling the power of the Far Realm. Danger lurks on the other side of the door, whose stone has been marked as off limits for Dran Enterprises employees
                                                
                                            
                                                
                                                    ) slashing damage. Secure the Rum. Casks of rum are rolling around the decks, creating a short-term danger to the crew â and a longer-term danger to the crewâs morale if too much of the rum goes overboard. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     down after the second warning, Rasqel orders the bugbears to attack while he hangs back. They obey reluctantly, but if it becomes clear that their lives are in danger at any point, or if the characters
                                                
                                            
                                                
                                                     the characters, Carkuss asks the following riddle: I stand aloof, alone as a savior. I shine my oily smile across the rippling vastness. I, with this beaming, attract and repel. Ignore me, and you are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     into the room (see âDevelopmentâ below). Goblins in nearby caves normally ignore the sounds of growling wolves, but if the characters fight the wolves, 1d4 goblins come to investigate in 2 rounds. A
                                                
                                            
                                                
                                                    : The passage fills with a mighty roar as a huge surge of rushing water pours from above!
 The flood threatens all creatures in the tunnel. (The goblin on the bridge is out of danger, as are any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     succeeds on a DC 20 Intelligence (Investigation or Nature) or Wisdom (Perception or Survival) check can spot the danger zone if Gorkoh didnât tell the group about it. As an action, a character can strike
                                                
                                            
                                                
                                                     regularly put him in danger, Gorkoh abandons them. If that happens, another goblin named Splugoth the Returned approaches Gorkoh with alternative employment. Gorkoh can show up later in the adventure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     (Perception) check notices the mold, recognizing its danger with a subsequent successful DC 15 Intelligence (Nature) check. S4c: Northwest Dining Room. Ten vegepygmy scavengers rummage through this room
                                                
                                            
                                                
                                                     Contents  d4 Description   1 Two worker robots attempt to corner a three-eyed giant toad in this room. All three creatures ignore the effects of radiation. If the characters capture or slay the toad
                                                
                                            
                                        






