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Returning 13 results for 'demands claiming'.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
receive an icy reception at best. Action Cheldar demands that the city levy enormous taxes on adventurers, claiming that they must pay their fair share to keep the city safe.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
flies down to scold them for trespassing. He demands each character pay him 10 GP as tribute or face his fiery wrath. A character can attempt to avoid Cindertooth’s toll by making a DC 13 Charisma
into this area and joins the fray. At your discretion, the ogre might fight alongside the characters in hopes of claiming the dragon’s hoard for himself. Treasure. The provisions and supplies in this
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
the journal — but offering to do so only in exchange for a body. Specifically, it demands that the body of the defeated Grand Master be brought to this area. If this is done, the brain can use the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
opportunity. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Monstrous
. The terms of such bargains typically involve demands to compromise principles or give up something dear — especially if the thing lost diminishes or negates the knowledge gained through the bargain. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
have to round up and threaten them before they can make use of them. Bugbears accept hobgoblin demands for assistance only grudgingly, and often they must be bribed with loot, spirits, battle gear
Warfare in the name of Maglubiyet isn’t conducted like the raiding of orcs or the wanton slaughter of gnolls. It is instead a practice of claiming territory and subjugating people. Those who surrender to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cruel existence. The Mind’s Eye disagrees with both of the others, claiming that the gods are legitimate and that every individual can become one. True potential lies within; it’s an ingot waiting to
direction.
“Halt, criminal!” demands one of the peacekeepers, a squinting human with a gold front tooth. “You’re under arrest for violating the laws of the multiverse. We can do this the easy way
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
serve Strahd. The elders have died, leaving a pair of brothers named Luvash and Arrigal in charge. Both men are evil and willing to do whatever Strahd demands of them. These Vistani have two problems
small wooden box containing twelve fake potions in stoppered gourds (the Vistani sell these nonmagical elixirs to naive strangers, claiming that they protect against the deadly fog surrounding Barovia
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
can stop the druids’ attacks by claiming to be allies of Claugiyliamatar and succeeding on a DC 15 Charisma (Deception) check made as an action. The druids lead characters they believe to be allies
to participate in the backstabbing, intrigue, and machinations of political nobility. Before she asks the characters why they have come to her lair, she demands that they state where they come from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
die before consenting to ransom demands. When death finally takes her, Thalamra’s dying words to her killers are, “See you in hell.” Thalamra keeps two keys in a pocket of her dress. One key unlocks
combat whenever possible. He sheds crocodile tears for Elturel, claiming that he was visiting a parish a few miles outside the city when it disappeared, and expressing horror in response to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside a hollow red triangle.
Patrols. Four bands of hobgoblins patrol Azrok’s Hold. Each patrol consists of three hobgoblins and a hobgoblin captain, who interrogates visitors and demands to see
visiting Skullport, claiming that it’s not safe for adventurers. It also tells them an Undermountain secret, hoping they’ll be lured away by the mystery. Draw a card from the Secrets Deck (see
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. “Kastrith” forbids the characters from opening the chests, claiming they belong to other priests. Inside each chest is a human corpse. Two of the corpses wear bright yellow robes and wooden masks, while the
number on their dice wins. If the numbers are the same, it’s a tie, and the winners divide the pot evenly.
After each game, a cultist approaches the table and demands a 1 gp “tax” from the winner. If
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
night, claiming the land around Noanar’s Hold is haunted by the spirits of dead hunters. Characters who seek an audience with the Hunt Lords must first speak to Amrath Mulnobar (NE male shield dwarf
arrives a minute later, opens an iron slit in the door at dwarf’s-eye level, and demands to know what they want. The dwarf doesn’t open the doors unless the characters are delivering new saddles for his
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for the rules of conduct (see “Rules of Conduct” in chapter 2). Dubhforgail assumes the characters are Kelek’s minions and demands that they bring her the cake that Kelek promised her (“Eight tiers
the mage is attacked. Shon confronts intruders and orders them to leave the library at once, claiming that no one may peruse the books without Zybilna’s consent. Zybilna has made no such declaration