Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 25 results for 'grabbing conflicts leave'.
Other Suggestions:
grasping conflicts level
grabbing conflicts level
granting conflicts level
grasping conflicts learn
granting conflict leave
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.
Implacable Gods
Hobgoblins revere two
. Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of âcourtesy&rdquo
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Journey to Candlekeep When the characters are ready to leave for Candlekeep, read the following boxed text to the players: As the Basilisk Gate opens, Flaming Fist soldiers hold back the tide of
neighborhood of Little Calimshan, to the great span of Wyrmâs Crossing.
If Falaster Fisk is with the party, he leads them to his residence in Little Calimshan. In addition to grabbing weapons, he also
Compendium
- Sources->Dungeons & Dragons->Monster Manual
waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal
undersea lairs. Merrow often keep prisoners in their larders as future meals. Merrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
allowing creatures to enter or leave the city. She even bars gods from stepping foot in the cityâa ban she can extend to anyone at any time. The Lady knows when any creature uses a portal and can block
Lady can cause all the cityâs portals to cease functioning. This grinds the city to a halt; food and drink canât enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Ending a Campaign A campaignâs ending should conclude the last of the major conflicts and tie up most of the threads of its beginning and middle. (Itâs OK to leave some loose ends for characters to
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
game. If that conflict keeps arising at the game table, you might need to ask them to step away from the campaign for a while or leave the game entirely. Roleplaying. Conflicts between characters
adventures youâre thinking about running to your prospective players. Note the in-world conflicts that might arise, the settingâs overall tone, and the themes youâd like to explore. (The âEvery DM Is Unique
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
do new and dangerous things, the goblins offer to stay on after crossing the Silken Paths, and to help guide the characters through the Underdark. The two wonât leave the Underdark, however. Yuk Yuk
it is walking break, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature manages to avoid a fall by grabbing nearby web strands. On a failure, the creature falls
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
adventures youâre thinking about running to your prospective players. Note the in-world conflicts that might arise, the settingâs overall tone, and the themes youâd like to explore. (The âEvery DM Is Unique
, 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->Mythic Odysseys of Theros
see cities as inherently superior to other locations, they are unmoved by simple pleas to leave the wilderness as it is, and the characters likely must stop them by force. Epharaâs Divine Schemes
Epharaâs power struggles with other deities often have a ripple effect that touches the mortal followers of all gods involved. The Epharaâs Divine Schemes table presents just a few conflicts the god might
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
. Darklords Are Prisoners. Darklords cannot leave their domains. If a Darklord enters the Mists or uses another method to attempt an escape, the Dark Powers return them to their domain. Even death rarely
brood over their failures, but nevertheless they relentlessly strive to achieve their ambitions. Their desperate struggles fuel their conflicts with characters. Liberally use Darklords in your
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
as it licks that characterâs face. Then, using every communication tactic at its disposal, it tries to lead the party to its masterâs house a few blocks away, grabbing a character by the bootstrap and
was to lead them up the mountain. Garret took six dogs and a sled with him. Boy, here, was Garretâs favorite. Raised him from a pup. Boy would never leave Garretâs side unless something terrible had
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
considered mythical.
Avariel. The ArilâTelâQuessir, or winged elves, were among the first to settle in FaerĂ»n. They are famed for their feathered wings and ability to fly. Ancient conflicts with dragons
Sildëyuir near the Feywild. A conflict with the nilshai, a race of wormlike sorcerers from the Ethereal Plane, forced some star elves to leave their home and come to Faerûn.
Wild Elves. These
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
threaten their power to pay the dragon, as well as their other aspirations on the Sword Coast. Mintarn has long been a neutral ground for various forces â a place aloof from the conflicts between the
behind were comforted by the knowledge that their family and friends didnât leave for war, but for much safer duties. The trouble started, not surprisingly, with Hoondarrh. Though Mintarn made yearly
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that the lair is protected from intruders. Special Enemies When orcs attack a settlement of humans or halflings, they will kill anyone who presents a threat, but they are more interested in grabbing
plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more or less intact, the orcs leave
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
-turning conflicts.
At the edge of each mapped battlefield encounter and beyond is a region called the Fray. The Fray is an interpretation of the dangers of combat, from clashing combatants to
encounter, roll on the High Hill Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
governments of the founding civilizations, particularly in tariff disputes or major crises. Thus far, the Radiant Citadelâs policy is to resolutely remain neutral in all conflictsâwhether they involve the
lighting ceases to function. Similarly, a Speaker cannot leave the Radiant Citadel for more than thirty days before the cityâs basic utilities begin to fail. Speakers for the Ancestors are often
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
governments of the founding civilizations, particularly in tariff disputes or major crises. Thus far, the Radiant Citadelâs policy is to resolutely remain neutral in all conflictsâwhether they involve the
lighting ceases to function. Similarly, a Speaker cannot leave the Radiant Citadel for more than thirty days before the cityâs basic utilities begin to fail. Speakers for the Ancestors are often
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
had been touched by the gods and granted strange powers. Some of these so-called Chosen were at the root of the conflicts that grip the land. Some seemed driven by divine purpose, while others claimed
during the Sundering had ground to a close. Other conflicts arose, and mighty threats still imperiled the world, but the deities ceased interfering with the world through their Chosen. The gods were no
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
basic details. If the characters are friendly to Nosey or promise to help him escape, he stays close to them and even fights alongside them. Bullywug Pursuers. Before the characters can leave or search
bullywugs by themselves. If the characters donât leave this area immediately, the bullywugs see them. One runs to alert King Gurgle in area C4, while the other two attack. Otherwise, the bullywugs
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
crimes, seeking their fates in the future, not the past. While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless conflicts with
Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Minotaurs mature and age at about the same rate as humans. Alignment. Minotaurs who leave the walls of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
characters tell Ralvald he should simply leave with his loyal giants, he sighs and agrees. Within 10 minutes, Ralvald departs with the giants in the animal pen and campsite (areas D3 and D4). Fight the Dragon
), which she doesnât know exists. Magic Devices. Finkleton had several magic devices, including this box, to which Gelida is bound, and a Shield Guardian. Gelida canât leave the box for more than a few
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other peoples. Hobgoblins have little appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits
(and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of âcourtesyâ is often extended to
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
randomly determine a disaster that conflicts with your setting, you can reroll, but the challenge of justifying the catastrophe can produce interesting results. With two exceptions, the disasters on the
the land and effectively eliminates a place the characters once knew. Leave one or two survivors to tell the characters what happened, and ensure that the characters feel the depth of the catastrophe
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Zardak appears to notice something odd about one of the characters or the body they inhabit, but this ends up just being his bad eyesight. Fifteen minutes after they arrive, the two take their leave
(possibly group checks) to leave the guest quarters, cross the barracks, and reach the vault. Use the same DCs and options provided for Rala in the previous itinerary section as guidelines. Once the






