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Returning 35 results for 'during ignore are begins'.
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Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
The Adventure Begins The adventure begins in the town of Leilon, which is currently undergoing reconstruction after being abandoned for many years. The characters can receive quests, choose which
describe the town where the adventure begins. Knowing Leilon well will ensure a smooth start to the adventure. SLEEPING DRAGON AS A STAND-ALONE
Some sections of this adventure reference Storm Lordâs
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
signpost at the intersection points west and reads, âVineyard.â If the characters head west on the trail toward the vineyard, read: A light drizzle begins to fall. Unpainted fences blindly follow the
beckoning figure is one of nine wereravens (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Starting the Adventure The adventure begins as the characters near the walls of Yeonido. Read or paraphrase the following description as the party draws close to the city gates: The curving walls of
and other travelers are bewildered by the strange weather but do their best to ignore it or joke to hide their insecurity. If asked about the fog, locals say theyâve never seen anything like this. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sequence of Events Following is a round-by-round summary of how events progress as the octopus brings down the ship. Round 1 The octopus begins its attack, wrapping itself around the ship and
move to area 1. Unlike the other creatures aboard the ship, they stop to fight any characters they encounter but ignore spiders, Krell, and other creatures found aboard the ship. Monsters in area 1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
a ruin based on how well the players resolved the dayâs top card. If youâre using cards that have a different meaning when theyâre upright versus upside down, ignore the cardsâ orientation. Rewards
and donât need to consume any of their rations. They eat well that night, and each character begins the next day with inspiration. Reduced Travel Time. The characters find a shortcut that reduces the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pieces and canât be saved. As the characters observe it for the first time, the mad golem removes the Runestone fragment from the pulverized remains of its latest victim and swallows it, then begins
attaching pieces of the destroyed stone golem to itself. Swallowing the Runestone fragment allows the mad golem to ignore its Immutable Form trait and restores all its hit points. Characters who
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
horde soon begins overwhelming defenses nearby. Once the characters defeat a few zombies, roll 1d6 and consult the Zombie Siege Encounters table. The event rolled unfolds within sight of one of the
characters. Itâs up to the characters to either take action or let the event transpire. When the characters complete an encounter, roll on the table again. If the characters ignore one of these events
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Beginning the Adventure The adventure begins at Grahlistaâs dwelling. Grahlista is a human sage (Medium, Neutral Good Priest) and is cordial but Indifferent toward the adventurers she has invited
into her home. Read or paraphrase the following aloud to begin the adventure: The heat is impossible to ignore. Across the land, crops have withered, streams have turned to dust, and the locals swelter
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Seek the Keep Characters have random encounters with raiders when they enter Greenest, but this one should be their first mission of the chapter. It begins when a terrified human family (father
carrying a child has disadvantage on attack rolls and cannot wield a two-handed weapon. Unless characters interfere, the kobolds assume the characters are cultists and ignore them. Assuming
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Seek the Keep Characters have random encounters with raiders when they enter Greenest, but this one should be their first mission of the chapter. It begins when a terrified human family (father
carrying a child has disadvantage on attack rolls and cannot wield a two-handed weapon. Unless characters interfere, the kobolds assume the characters are cultists and ignore them. Assuming characters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part of one wall shifts, detaches, and charges toward you.
An earth elemental materializes out
process repeats once more, until the third earth elemental appears and is destroyed. The elementals ignore the galeb duhr, which continue to stand motionless throughout the fight. When the characters reduce
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
area M14 donât attack characters dressed in Sacred Stone robes and masks. Other villains and monsters ignore the disguised characters unless they act suspiciously. Infiltration and Combat The denizens
raise the alarm. However, the cultists do respond aggressively to the sounds of fighting. When a fight begins in an area, check adjacent areas to see if any other monsters or villains are nearby. Then
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
then even as you are close to freeing the woman, the tree begins to rise on its own. Two other trees standing nearby shift back along the ground as the elf stands and smiles, showing no sign of
is confronted by Chuth, he or she feels a stirring warmth from the garland and automatically succeeds on the saving throw against the dragonâs Frightful Presence. If the characters ignore the druid
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
are close to freeing the woman, the tree begins to rise on its own. Two other trees standing nearby shift back along the ground as the elf stands and smiles, showing no sign of injury.
âHeroes at last
Chuth, he or she feels a stirring warmth from the garland and automatically succeeds on the saving throw against the dragonâs Frightful Presence. If the characters ignore the druid, she calls out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
structure has an arcane lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. This chamber contains stone shelves lined with provisions for the guards of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
each round to flee from the source of the fear. 41-50 The character begins babbling and is incapable of normal speech or spellcasting. 51-60 The character must use his or her action each round to attack
, exaggerate, or outright lie to be interesting to other people." 36-45 "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." 46-50 "I find it hard to care
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventure Synopsis See the flowchart below that illustrates the intended flow of the adventure. It also shows the level for which each chapter is designed. The adventure begins with chapter 1. The
when they begin each chapter. Once they reach 9th level, they donât advance to 10th level until theyâve completed the goals in both chapters 10 and 11. Of course, you can ignore these milestones and track XP as normal. Figure 0.1: Adventure Flowchart
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
actual object or merely a poetic flourish. The fact that this readable line begins the inscription leads Khea to surmise that the key to translating the full message lies in the tomb. The exact
of Theros, the gods, the Underworld, and the Returned. If any characters balk at the idea of seeking out the Court of Orestes, Khea explains that the gods donât look kindly upon those who ignore their
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
weeping. 31â40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. 41â50 The character begins babbling and is incapable of
thing of interest to me, and Iâll ignore everything else to pursue it.â 46â50 âI find it hard to care about anything that goes on around me.â 51â55 âI donât like the way people judge me all the time.â 56
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
; see âWait and Watchâ below for more information. Map 2.1: The Stone Tooth View Player Version Scout the Area Ambitious characters might choose to ignore the path and scale the Stone Toothâs slopes
way, the expedition begins in area 1 of map 2.2, the Mountain Door. (B) Chimney. When the characters reach the area marked B on the map, they can discover the source of the smoke. A natural rock chimney
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) patrol near the tower. They ignore creatures wearing Dragon Army armor but confront anyone else on the floating island. If the towerâs guards are attacked, this patrol arrives to aid their allies in
checks made to influence the towerâs guards. The draconians ignore sounds inside the tower. T2: Entry Murals of idyllic life in the flying city adorn this grand foyerâs gray stone walls. One on the west
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
this approach to work, create a list of your genreâs main conventions and share it with your players. Before the campaign begins, talk about the list to make sure your group is on board for embracing
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->Dungeon Masterâs Guide
before play begins. Being clear about your expectations and making sure you understand your playersâ expectations in return can help ensure a smooth game. Take your playersâ opinions and desires
befall characters, including mind-control magic, helplessness, and death. That said, D&D is a game that has in-world conflicts and mayhem. Certain core elements of the game are difficult to ignore. For
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
inspired by, and which flavors of fantasy interest you. Being transparent with your players allows them to decide if this is a game they want to play, which is best to know before play begins. Being
, including mind-control magic, helplessness, and death. That said, D&D is a game that has in-world conflicts and mayhem. Certain core elements of the game are difficult to ignore. For example, taking damage
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
other side of the room, and attacks in the second round of combat. Unless they are attacked first, the duodrones ignore the characters to start. But if combat with the swarms goes to three rounds, the
duodrones assume they are under attack and enter the fight. They target the characters as intruders but ignore the swarms. Or if the swarms are doing a good enough job against the characters, the
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Effects d100 Effect 01â05 A violent thunderstorm begins, centered over the region. It doesnât end until the party leaves the region. 06â10 A random building in the region gains the benefits of the
insect swarm or a Small or larger insect, such as a giant centipede or giant spider, in the region. A creature begins a short or long rest. An Infested City Infested Effects d100 Effects 01â05
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
â to come. The two reavers with her roll their eyes and look bored, but Drosnin keeps going and going, brooking no interruptions. Once Drosnin begins, she drones on for two hours before dismissing the
party. If they attempt to leave before she finishes her sermon, or if they interrupt her frequently, she orders the reavers to keep them from leaving. She attacks if the characters ignore her
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
instructions through her documancy satchel. If Dagdra notices intruders, she is startled and begins to call for help. The characters must either silence her, overcome her quickly, or convince her to hear
mustache. The creatureâs companions fire arrows and swing down the rigging to do battle below. As your portal begins to close, the tentacled creature looks up to coldly watch you.
Choose one of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to breathe underwater. Only two are here, since one troll guards area C15 at any given time. The trolls â named Gorgebelly, Marrowsucker, and Ninetooth â ignore goings-on in the dungeon around them
look like they expect a fight. If the characters are in a boat, the troll begins the battle by trying to capsize the vessel, which requires an action and a successful DC 20 Strength check. C16
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fare looks particularly unhealthy, featuring questionable meats, past-their-prime vegetables, and copious amounts of lard. Skeletons come and go to pick up food and drop off dishes. They ignore any
.
Coiled around the globe is a long, serpentine creature that resembles a cross between a centipede and a crocodile â and which is made entirely of clockwork. It begins to move, but of more immediate
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
years ago, and the innkeeper went missing shortly thereafter. Suggested Encounter Hill giants have attacked many of the cattle ranches around Beliard. Every attack is the same: the giants ignore the
against poison, and resistance to poison damage. The king, curiously, seems reluctant to enter the fray. âHarnothâ calls for the treacherous knights to stand down, but they ignore his commands. As
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
drops into a 10-foot-deep pit and takes 3 (1d6) bludgeoning damage. The lid remains open, and the pit begins filling with water flowing up from grates in the floor â along with small, glowing blue fish
breath weapon against the darkmantles because the weight of the boulders makes it hard for her to breathe. When the characters engage the darkmantles, the monsters ignore the dragon to focus on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
garden. They ignore characters in boats, attack anyone in the water, and wonât climb up the stairs. The water flowing down the main concourse is only 1 foot deep, and the current isnât particularly strong
failed save, the character begins to experience illusory sights, sounds, smells, and sensations that seem real. Casting a lesser restoration spell or similar magic on the character ends the effect, which otherwise lasts for 1d4 + 4 hours.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bandits joyride on riding horses stolen from a corral
4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious crimes
5 1d4 patriars (human nobles) and 2d8 guards
6 1d4
. Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little Calimshan is sharply defined by brick-and-plaster walls, 15
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
Whitkeep Hostel throw tomatoes at passersby who flaunt their wealth 3 1d4 bandits joyride on riding horses stolen from a corral 4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious
with regard to those Baldurians living in the city proper. Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little






