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Returning 21 results for 'decide improvise are blessed'.
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Backgrounds
Guildmasters’ Guide to Ravnica
You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat&rsquo
Selesnya contact; you can decide if the contact is an ally or a rival.
10
I have a sibling in the Simic Combine, and we argue every time we see each other.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you
blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
handler might be able to obtain it for them, provided the equipment is readily available and not too expensive. If you decide to use the Golden Vault as the characters’ patron organization, work with
the players to determine what heroic or impressive deeds their characters performed in their backstories to gain the attention of the Golden Vault. Then improvise a roleplaying scene in which the characters meet their Golden Vault handler.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you
blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the characters do something unexpected, improvise as best you can while gently steering them toward their main goal. Each chapter ends with a cliffhanger to set the stage for the next session, assuming
discover the true cost of saving their world and must decide the fate of Xaryxis and the Xaryxian Empire before making the long voyage home. Planetary destruction is a major theme of this adventure, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
have time to memorize all the lines, we’ll need to improvise.” Tossing the script over one shoulder, he says, “Worry not! I’ll feed you lines from the wings if you get stuck!”
Have each player roll
once on the Performers’ Roles table to determine what role Stagefright assigns to that player’s character. If two players get the same result, Stagefright lets them decide which one of them takes that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
character in Theros begins with one supernatural gift chosen from those in this section. Work with the DM to decide where your character’s gift came from. Is it tied to the god you serve? Was it the
fruit that blessed me with extraordinary resilience. (Resilient)
I studied with a supernatural tutor. (Skilled)
I was bathed in the waters of a mystic river that left my skin resistant to harm—and glittering with starlight. (Tough)
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sections offer more detailed information on how an encounter typically unfolds, in three steps. Step 1: Describe the Situation As the DM, you decide how much to tell the players and when. All the
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what
way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide
gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Putting the Planes Together As described in the Player’s Handbook, the assumed D&D cosmology includes more than two dozen planes. For your campaign, you decide what planes to include, inspired by the
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
players might come up with. If they do, be prepared to improvise. Raw materials for putting together such equipment can be found in the shops and warehouses of Elturel. Once the characters have
collected the necessary resources, you can decide which ability checks might come into play as they create their improvised equipment — and to determine how well that equipment works. Use the following
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, followed by a die expression in parentheses, like this: 10 (3d6). You decide whether to use the average or roll the dice. Using average damage speeds up play, but it might feel less exciting, and players
does it reveal everything that a creature might say or do. You’re expected to improvise and bring creatures to life as best you can. For example, the adventure describes Mister Light (one of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing thief might run into the waiting arms of his accomplices. The outnumbered characters might decide to flee with the thieves in pursuit.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
for as long as possible, and she doesn’t willingly identify other wereravens with whom she’s acquainted. She can’t be persuaded to accompany the characters if they decide to confront Baba Lysaga
into them: bear, elk, hawk, goat, owl, panther, raven, and wolf. The standing stones are nonmagical. However, druid characters who enter the circle can sense that powerful gods once blessed this site
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Possible Visions The following are the most relevant visions the characters can receive as answers to their questions. Elaborate upon or modify these as needed, and improvise visions for other
King As much as the characters learned from fighting the Pudding King in Blingdenstone, they might decide to seek more knowledge of the mad svirfneblin or his fiendish master, Juiblex the Faceless
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and unimaginable joy. THE BLESSED OF CORELLON
Ever changing, mirthful, and beautiful, the primal elves could assume whatever sex they liked. When they bowed to Lolth’s influence and chose to fix
their physical forms, elves lost the ability to transform in this way. Yet occasionally elves are born who are so androgynous that they are proclaimed to be among the blessed of Corellon — living symbols
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage a creature. (You can decide whether to allow Tannus to fight to protect himself or others, but should encourage the player running him to think about creative nonattack ways to influence the fight
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
skeleton of Orestes, a few grave goods, and Varyas’s cowering eidolon. Additionally, it possesses two magical properties. First, the sarcophagus is blessed by Phenax with a ward against defilement. The lid
character drips their blood upon the sarcophagus lid, though, you can decide if their blood turns black or not—choosing if you want the character’s story to go in that direction (and you think the character’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
battle gear in preparation for a final, all-encompassing battle that will decide the fate of the world. If the suspicions are true, these sites are expertly hidden and kept secret even from most fire
a tribe but could earn a place of honor as one blessed by Thrym. Ruthless Raiders Frost giant society has no industry to speak of. It takes what it needs from others, and if it can’t take something






