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Returning 35 results for 'details instincts are breaks'.
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details instincts are break
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details instincts are bricks
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details instincts are bleak
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
uneventfully, tell the players that and move on. Don’t make the players spend time discussing which character cooks what for dinner unless they enjoy such descriptions. It’s OK to gloss over mundane details
those discussions unless they have questions for you. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
players spend time discussing which character cooks what for dinner unless they enjoy such descriptions. It’s OK to gloss over mundane details and return to the action as quickly as possible. Expect
. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you finish a lengthy combat encounter or a tension-filled
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
window. Choose the one you think is creepier: Strahd smashes the cake and breaks the window to make the characters think something terrible has escaped and is now stalking them. Strahd’s hate assumes
whichever character is carrying the groom figurine. The room has wooden doors in the north and west walls, and an ornate steel door in the east wall (see area K35 for details). The harp stands 6½ feet tall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Krebbyg Masq’il’yr watch the characters at night, and Soluun Xibrindas watches them during the day (doing his best to stay out of the sunlight). See appendix B for details on these lieutenants
breaks off all contact with the characters for the time being. On the other hand, if the characters try to confront the drow spies, they avoid contact but leave behind a black eye patch as a calling
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
steadfast followers. Characters who draw their magic from gods won’t have access to spells or magical class features until the end of the encounter, as this prelude details a meeting with their deity
, possibly since childhood. The read-aloud text below describes such a vision. You can add details that correspond to each character’s deity. For example, a character who worships Sirrion might find the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Gellan (NE male human noble) is a well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. With his cunning instincts, he has positioned his family to become the most prominent
town, while also distributing fresh tropical fruit free of charge to the townsfolk. 11–12 A fire breaks out in town, and Eda Oweland raises funds to support those who lost their homes. 13–14 A fishing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Resolute, which binds them to defend the nation of Elturgard. I met him years ago, and my instincts told me he was a charlatan. Afterward, I grew to suspect that he had cut a deal with one or more powerful
mazelike troughs carved into the box’s surface. She then tips the box so that the liquid flows in certain directions through the mazelike patterns — until the box’s horn inlays pop loose and it breaks
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and the leonin who call that land
damage normal for an unarmed strike. Hunter’s Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. Daunting Roar. As a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Armillary Sphere Conjunction table to determine what happens. Once a conjunction effect occurs, the armillary sphere breaks down, causing the levers to lock in place and the hatch to lock shut. The
wall conceals a crawlway that leads south and passes underneath the control room. See area 61 for details.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
have less time to play than you think once late starts, food breaks, and other interruptions are all taken into account. When planning your adventures, account for less time than your full game session
dreadful impossibilities. Idle Uneasiness Occasionally slow your adventure’s pace to draw out the tension you’ve established. Linger on describing sensory details. Ask players to describe what their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
investment in the world. Optional Rule: Environmental Elements
A fight breaks out in The Cat & Biscuit. The gnome rogue leaps from the landing and swings across the room, passing over the heads of
ideas; interesting details to use while describing their actions. But if a player comes up with a particularly clever way to use an element, the DM could grant advantage on a check or attack roll, or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
vampire spawn with special qualities (see below). If the characters examine the contents of the tomb, see “Treasure” for details. Any of the items can be lifted off or out if the characters so desire. If
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
there takes 14 (4d6) fire damage. Flooded Passage. The passage to area M3 is partially collapsed and underwater—see that area for details. M7: Ghosts of the Past Crumbled chairs lie toppled about the
using the scrying spell to monitor the characters and has judged they might be useful in ridding the ruins of the Dragon Army invaders. The gem Demelin breaks is an elemental gem. An instant later, an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Other Nonplayer Characters This list of twenty NPCs is provided for when you need one quickly. You can, of course, change any details about them that you wish. Use them to flesh out the caravan, to
inexplicably breaks into merry songs and short stretches of joke-telling. His voice is a fine tenor and his jokes are hilarious. But these gregarious moods are always short. The rest of the time, he is silent
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Other Nonplayer Characters This list of twenty NPCs is provided for when you need one quickly. You can, of course, change any details about them that you wish. Use them to flesh out the caravan, to
inexplicably breaks into merry songs and short stretches of joke-telling. His voice is a fine tenor and his jokes are hilarious. But these gregarious moods are always short. The rest of the time, he is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
details). Stool Stool is a myconid sprout captured by Sarith Kzekarit. Stool is lonely and frightened, wanting only to return to its home in Neverlight Grove. If befriended by the characters, Stool gladly
wererats. Infected with the curse of lycanthropy, neither deep gnome has entirely embraced it yet, and they struggle to control their wererat instincts and urges. They are fearful of what potential
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Development. Brawn knows a great deal about Tresendar Manor, including the location and layout of its dungeon. Characters who talk to him about his past can learn a few details of the entrance to the
dungeons (see “Tresendar Manor” below). If effective roleplaying or ability checks get the characters on Brawn’s good side, he can be convinced to provide further details of the layout of dungeon areas
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures along the bucket chain (in areas 12, 18, and area 34) begin receiving empty buckets. The empty buckets don’t immediately cause concern, for shift changes and work breaks are common. But if 15
pounds). Development If battle erupts here, the four fire giants working in the foundry below begin hurling globs of molten iron at enemies they can see. (See area 34 for details.) If the characters take
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
breaks out here, characters standing in front of the gate are exposed to fire from the arrow slit in area K3 and the parapet on the wall. If the bandits in area K2 can’t line up shots at the intruders
commands. If a fight breaks out here, Drosnin defends the chapel to the death. Once she falls, any surviving reavers retreat to area K14 or K16 to raise the alarm. K16. Great Hall The great hall becomes a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Creatures of the Dreadwood gain advantage on all attacks against them for the next day and know the character’s name and personal details, calling to them to journey deeper into the forest and serve
fungi grow among the rotting trees of this region. If a fight breaks out, roll a d20. On a 15 or higher, 1d6 violet fungi erupt from where they are hidden around the area among debris and mundane
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
floor ahead with a pole or who has a passive Perception score of 14 or higher. A character who puts their full weight on the grate breaks through and falls into the cargo hold (area 12). The fall into
, and it can’t be opened by any normal means. See “Moving Aubreck’s Treasure” for details on carrying the box after the elder octopus attacks, and for getting the treasure safely off Emperor of the Waves.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character spends looking through the documents yields one of the following: Bribe. A tattered parchment details how a prisoner, jailed for stealing racehorses, was freed after a noble bribed a local
poison gas. The vial breaks if the cabinet is opened by any means other than using the proper key (which is in Vidorant’s possession). A character can use thieves’ tools to try to disarm one of these
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
details.) Raw Oztocanite. Chunks of oztocanite (the giant’s magic-imbued remains) are gathered into crates around the room. A fist-sized chunk of oztocanite can be used as a spellcasting focus that
Aminta’s key safely disarms the capsule, as does a character who picks the lock and succeeds on their check by 5 or more. Otherwise, the capsule breaks when the door is opened, releasing a cloud of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
beds. Hostel Visitors. The Hostel Visitors table details guests the characters might encounter in the hostel. All adult visitors use the commoner stat block. If the characters failed to earn Hadley’s
can easily convince Mainwaring to give them the benefit of the doubt, and she agrees to overlook the characters’ activities as they seek answers in the tower. If combat breaks out in this room, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action. Clothes, Fine (15 GP) Fine Clothes are made of expensive fabrics and adorned with expertly crafted details
plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. If you want your campaign to move at a quick pace, run only these encounters. In doing so, you don’t have to worry about random encounters and setting up details of the journey such as who keeps
wagon. A successful DC 10 Dexterity check using thieves’ tools unlocks the box, inside which are five vials of holy water and five vials of antitoxin. Smashing the box open works automatically but breaks
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes. Clothes, Traveler’s (2 GP) Traveler’s Clothes are resilient garments
next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to Monsters.) Two Dry Cloaks is a wild card, placed in the adventure to help the characters gain information. She can share details about the vaults in general, where vault records are stored, and the
altar. The guests have a good laugh at the couple forgetting the ceremony details, chalking it all up to the pair being nervous. Once at the altar, Jormun asks for the couple’s vows. This is a fun
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to leave while the other prepares to fight if necessary. If a fight breaks out with the galeb duhr, the occupants of area T3 come to investigate after 3 rounds. The occupants of T3 act immediately
stoically gripping a warhammer. An altar at the statue’s feet is smashed into rubble, around which hops a brain-shaped mass of gelatinous eggs. A black fragment of stone with glowing green details sits amid
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
challenges the characters, demanding in Draconic that they retreat. The other guards join him immediately. Development. If a fight breaks out, one of the guards tries to run back to the barracks (area 3
they take offensive action. The lizardfolk adults defend their hatchlings and their property, doing their utmost to prevent the characters from entering area 25. If a fight breaks out, two lizardfolk
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa is paralyzed (see the throne’s description in appendix B for details). If the characters do nothing to force Iymrith’s hand, she allows them to leave and pursue Serissa’s quest, convinced that
can use ropes to pull it over with a successful DC 22 Strength (Athletics) check. Doing this breaks the statue and reveals a flooded, 15-foot-wide shaft that descends for 30 feet, then bends to the west
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Tricking Duoro requires a successful DC 12 Charisma (Deception) check. If Duoro believes the characters are allies, he shares the following: Ilvaash Details. Duoro relays that Ilvaash was formed from
target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Acererak’s magic confines the statues to this room, but previous adventurers have told them about surrounding areas. The statues can share details about what’s in areas T16 and T18. Treasure. One of
evocation or transmutation tiles, and tell them which colors these tiles are. When a creature steps on an incorrect tile, the tile breaks away, and both the tile and the creature are sucked into the vortex
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that pervades these rooms and area S15. S16a: Living Quarters. Four vegepygmy scavengers live in each of these repurposed passenger quarters, for a total of twenty-eight vegepygmies. If combat breaks
computer terminal inhabited by Aphelion, the ship’s integrated intelligence. See the “Artificial Antagonist” section at the beginning of this adventure for important details about Aphelion, its goals, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
other tribe members here are too young, too old, or too cowardly to defend themselves; they flee if combat breaks out and are worth no XP. Even the kobolds capable of fighting run away if they are
humanoids moving across the area to the north. Trap. The door that connects the northernmost empty chamber with area 31 contains a trap. See area 31 for more details. 26. Dry Fountain Dust and odd bits of






