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Returning 34 results for 'feeling trust'.
Other Suggestions:
feeling trait
feeling truth
feelings trust
feeling true
feline trust
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
traditions have a troubling side: the disquieting ancestral spirits called gwishin that refuse to leave the world behind. When a citizen of Yeonido dies feeling wronged or knowing that they’ve harmed others
the trust of the great dragon Mireu. Everyone has an opinion, but no one knows how to restore harmony in Yeonido.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
emotional responses. At the end of a horror game session, leave time to check in with players and ask them how the game went, how they’re feeling, and what they liked about the session. You might ask the
craft the next session to create a game your players enjoy. If players give short or vague answers or you suspect that trust at the table has been broken, try creating an anonymous space to receive
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
emotional responses. At the end of a horror game session, leave time to check in with players and ask them how the game went, how they’re feeling, and what they liked about the session. You might ask the
craft the next session to create a game your players enjoy. If players give short or vague answers or you suspect that trust at the table has been broken, try creating an anonymous space to receive
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
traditions have a troubling side: the disquieting ancestral spirits called gwishin that refuse to leave the world behind. When a citizen of Yeonido dies feeling wronged or knowing that they’ve harmed others
the trust of the great dragon Mireu. Everyone has an opinion, but no one knows how to restore harmony in Yeonido.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
emotional responses. At the end of a horror game session, leave time to check in with players and ask them how the game went, how they’re feeling, and what they liked about the session. You might ask the
craft the next session to create a game your players enjoy. If players give short or vague answers or you suspect that trust at the table has been broken, try creating an anonymous space to receive
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
traditions have a troubling side: the disquieting ancestral spirits called gwishin that refuse to leave the world behind. When a citizen of Yeonido dies feeling wronged or knowing that they’ve harmed others
the trust of the great dragon Mireu. Everyone has an opinion, but no one knows how to restore harmony in Yeonido.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
moments. Everything can’t be scary, and continuous terror is unsustainable. Before players grow numb to endless tension, create opportunities for them to catch their breath and regain a temporary feeling
characters are thinking, feeling, or fixating on. Detail the ways objects could be used violently, words could be lies, and shadows could hide monsters. Ask players what they think is the worst possible
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
moments. Everything can’t be scary, and continuous terror is unsustainable. Before players grow numb to endless tension, create opportunities for them to catch their breath and regain a temporary feeling
characters are thinking, feeling, or fixating on. Detail the ways objects could be used violently, words could be lies, and shadows could hide monsters. Ask players what they think is the worst possible
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
moments. Everything can’t be scary, and continuous terror is unsustainable. Before players grow numb to endless tension, create opportunities for them to catch their breath and regain a temporary feeling
characters are thinking, feeling, or fixating on. Detail the ways objects could be used violently, words could be lies, and shadows could hide monsters. Ask players what they think is the worst possible
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
in response to a snide comment, Raah might attack again for a round before calming down. Understanding Raah. A successful DC 14 Wisdom (Insight) check reveals that Raah is feeling emotionally wounded
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
in response to a snide comment, Raah might attack again for a round before calming down. Understanding Raah. A successful DC 14 Wisdom (Insight) check reveals that Raah is feeling emotionally wounded
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
in response to a snide comment, Raah might attack again for a round before calming down. Understanding Raah. A successful DC 14 Wisdom (Insight) check reveals that Raah is feeling emotionally wounded
Magic Items
Infernal Machine Rebuild
.
Food doesn’t satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry.
51
You shed light like a torch, as if you were the target of a light cantrip
, you forget one of your allies (of the DM’s choice) and no longer trust that character. You lose this distrust at the end of your next short rest.
94
As an action, you cause a swirling
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
uneasy, a feeling that stems from the presence of psurlons on board it. At the same time, the psurlons’ Aberrant Mind trait confounds the flumph’s Advanced Telepathy. Flapjack has the vague sense
that the characters shouldn’t trust a word it says, nor should they free it. 14: Cargo Hold This cargo hold looks and smells like a slaughterhouse. Bodies lie strewn about the deck, and the floor is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
existence. Initiates are born into a new life, remaining in the world of mortal affairs but feeling elevated to a higher sphere. The initiate is promised a place in the god’s realm after death, but also
expected to take sides. The majority of those who follow a dualistic religion worship the deity or force identified as good. Worshipers of the good deity trust themselves to that god’s power to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
existence. Initiates are born into a new life, remaining in the world of mortal affairs but feeling elevated to a higher sphere. The initiate is promised a place in the god’s realm after death, but also
expected to take sides. The majority of those who follow a dualistic religion worship the deity or force identified as good. Worshipers of the good deity trust themselves to that god’s power to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
uneasy, a feeling that stems from the presence of psurlons on board it. At the same time, the psurlons’ Aberrant Mind trait confounds the flumph’s Advanced Telepathy. Flapjack has the vague sense
that the characters shouldn’t trust a word it says, nor should they free it. 14: Cargo Hold This cargo hold looks and smells like a slaughterhouse. Bodies lie strewn about the deck, and the floor is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
existence. Initiates are born into a new life, remaining in the world of mortal affairs but feeling elevated to a higher sphere. The initiate is promised a place in the god’s realm after death, but also
expected to take sides. The majority of those who follow a dualistic religion worship the deity or force identified as good. Worshipers of the good deity trust themselves to that god’s power to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
uneasy, a feeling that stems from the presence of psurlons on board it. At the same time, the psurlons’ Aberrant Mind trait confounds the flumph’s Advanced Telepathy. Flapjack has the vague sense
that the characters shouldn’t trust a word it says, nor should they free it. 14: Cargo Hold This cargo hold looks and smells like a slaughterhouse. Bodies lie strewn about the deck, and the floor is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
secret with him. (Any old fact will do, as long as he doesn’t know it already.) If his trust is earned or the characters capture him, Thinnings shares the following information: After using Zybilna’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
secret with him. (Any old fact will do, as long as he doesn’t know it already.) If his trust is earned or the characters capture him, Thinnings shares the following information: After using Zybilna’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
secret with him. (Any old fact will do, as long as he doesn’t know it already.) If his trust is earned or the characters capture him, Thinnings shares the following information: After using Zybilna’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn’t trust the cultists, they treat her with more respect than anyone else does, and the keep is a
to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that touches the statue feels bolstered and happy, gaining 10 temporary hit points. This feeling also makes the creature more likely to trust others, giving it disadvantage on Wisdom (Insight) checks and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
area H8, promising to release Sildar when they bring back Klarg’s head. Sildar groggily warns the characters that they shouldn’t trust the goblin, and he’s right. If the characters take the deal
Cragmaw band that waylaid Sildar. The goblin gave Sildar a bad feeling, but the Cragmaws didn’t seem to know the creature. The goblin whispered “you’re not what Ruxithid wants” to Sildar before leaving the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mists. Creatures feeling their way along the walls find their sense of touch numbed, so they’re never quite sure if they rounded a corner or continued straight. Because of these effects, don’t show
adventurers’ appearances. The doppelgangers play the role of grieving elves who have just found the bones of their long-lost kin, reading the characters’ thoughts to gain their pity and trust. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mists. Creatures feeling their way along the walls find their sense of touch numbed, so they’re never quite sure if they rounded a corner or continued straight. Because of these effects, don’t show
adventurers’ appearances. The doppelgangers play the role of grieving elves who have just found the bones of their long-lost kin, reading the characters’ thoughts to gain their pity and trust. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that touches the statue feels bolstered and happy, gaining 10 temporary hit points. This feeling also makes the creature more likely to trust others, giving it disadvantage on Wisdom (Insight) checks and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that touches the statue feels bolstered and happy, gaining 10 temporary hit points. This feeling also makes the creature more likely to trust others, giving it disadvantage on Wisdom (Insight) checks and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn’t trust the cultists, they treat her with more respect than anyone else does, and the keep is a
to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mists. Creatures feeling their way along the walls find their sense of touch numbed, so they’re never quite sure if they rounded a corner or continued straight. Because of these effects, don’t show
adventurers’ appearances. The doppelgangers play the role of grieving elves who have just found the bones of their long-lost kin, reading the characters’ thoughts to gain their pity and trust. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn’t trust the cultists, they treat her with more respect than anyone else does, and the keep is a
to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
area H8, promising to release Sildar when they bring back Klarg’s head. Sildar groggily warns the characters that they shouldn’t trust the goblin, and he’s right. If the characters take the deal
Cragmaw band that waylaid Sildar. The goblin gave Sildar a bad feeling, but the Cragmaws didn’t seem to know the creature. The goblin whispered “you’re not what Ruxithid wants” to Sildar before leaving the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
area H8, promising to release Sildar when they bring back Klarg’s head. Sildar groggily warns the characters that they shouldn’t trust the goblin, and he’s right. If the characters take the deal
Cragmaw band that waylaid Sildar. The goblin gave Sildar a bad feeling, but the Cragmaws didn’t seem to know the creature. The goblin whispered “you’re not what Ruxithid wants” to Sildar before leaving the