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Returning 35 results for 'manner story with only about from for list'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known, but
an inveterate collector of magic items, though, his demiplane is likely filled with powerful artifacts long thought lost to the multiverse. If the story is true, his demiplane is undoubtedly guarded
Species
Mordenkainen Presents: Monsters of the Multiverse
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to
Species
Spelljammer: Adventures in Space
you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.
Like gnomes, autognomes can
live for centuries, typically up to 500 years.
Autognome History
d6
Story
1
Your creator gave you autonomy and urged you to follow your dreams.
2
Your creator died, leaving you
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
on a geographical feature located in or near the clan’s territory.
The following list of sample tabaxi names includes nicknames in parenthesis.
Tabaxi Names: Cloud on the Mountaintop (Cloud
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
feature
For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
list of key story elements that you can refer to throughout the course of the adventure. Include locations and NPCs important to each character’s faction and background. As the characters become more involved in aspects of the adventure, keep this list up to date.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this
manner doesn’t alter an NPC’s challenge rating. Armor and Weapon Swaps. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Competition. The DM isn’t competing against the other players. It’s your job to provide fun challenges and keep the story moving. Be Fair and Flexible. Treat your players in a fair, impartial manner. The
DM Tips The most important part of being a good DM is facilitating the fun of everyone at the table. Keep these tips in mind to help things go smoothly. Embrace the Shared Story. D&D is about telling
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
adventure’s story Preparation. Steps to get yourself ready to run the adventure, including a list of all the stat blocks from the Monster Manual you might need Key NPCs. A table summarizing key nonplayer
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
player, consider adding only story-appropriate spells to the spell list of that player’s character. So why can’t people who use magic do it all the time?
I can disintegrate things whenever I want. Like now. And now. And now. And now … Hey, where’d everybody go?
entire spell list for their class. Given that fact, the DM should be cautious about making all of these new spells available to a player who is overwhelmed when presented with many options. For such a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3). Alternatively, the password can be used for any other function that fits with your story. You find an old piece of paper bearing a list of spells and components. Random letters are also scratched
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
overwhelmed when presented with many options. For such a player, consider adding only story-appropriate spells to druid’s list. For example, if the player’s druid is from a coastal region, you could
Druid Spells When druids prepare their spells, they have access to the entire spell list for their class. Given that fact, beware of making all of these new spells available to a player who is easily
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror Content Survey Take advantage of the time before your first game session to learn about your players’ thoughts related to horror adventures. To do this, create a brief list of questions
use them to guide what sort of adventures you’ll create. Content and Themes Questions Start your survey by listing common story and horror elements to determine your players’ comfort with them. The
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Story Thus Far . . . As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the Cult’s scheme in some manner or has a connection to dragons
survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Story Thus Far ... As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the cult’s scheme in some manner or has a connection to dragons
they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
The Story Thus Far . . . As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the Cult’s scheme in some manner or has a connection to dragons
survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
between them. Where the locks end is a vast cavern containing a smooth stone retaining wall that rises 10 feet above the water’s surface. The partially collapsed remnants of a ten-story-tall hoist
of Skullport would like to fix it, but they lack the mutual trust and cooperation required for such a project to succeed. The absence of the hoist hasn’t stopped all manner of nefarious sorts from using their own ropes to haul rowboats and other small craft over the barrier wall.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
play. Step 3: Plan Adventures. Consider the smaller conflicts that make up the larger conflicts of the campaign, and devise fun quests that help drive the story. Flesh out the antagonists, the
wraps up. You might have noticed that these steps are similar to the “Step-by-Step Adventures” list at the start of chapter 4. In many ways, a campaign is just an adventure writ large. In an ongoing
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Player’s Handbook provides a baseline for domains, it doesn’t include paladin oaths or archetypes from other sources. As new options are always emerging, there’s no way to create an absolute list, and
beyond that this is something driven by a character’s story. The Oath of Devotion is a logical archetype for a paladin of the Silver Flame, but a zealous paladin specifically devoted to pursuing evil
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
and keep the story going. The DM is a narrator. The DM sets the pace of the story and presents the various challenges and encounters the players must overcome. The DM is the players’ interface to the
characters. You’re there to run the monsters, referee the rules, and keep the story moving.
It’s a shared story. It’s the group’s story, so let the players contribute to the outcome through the actions of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Competition. The DM isn’t competing against the other players. It’s your job to provide fun challenges and keep the story moving. Be Fair and Flexible. Treat your players in a fair, impartial manner. The
DM Tips The most important part of being a good DM is facilitating the fun of everyone at the table. Keep these tips in mind to help things go smoothly. Embrace the Shared Story. D&D is about telling
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nautical Adventures The Callapheia chronicles the legendary story of Callaphe, captain of The Monsoon, whose wild adventures pitted her against all manner of pirates and sea monsters. Sailors also
brave crews sail along with them. Feel free to think of the ship your heroes travel upon less in the terms of a pirate story (full of commonplace duties and dangers) and more like a vessel in a space
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
these steps: Step 1. Focus on the story of the adventure. Read or reread the adventure’s introduction and background information. Create a bulleted list of key plot points to make sure a coherent
story unfolds. Step 2. Identify the encounters you want to run, then figure out how likely it is each encounter will get played, categorizing each one as “definite,” “possible,” or “unlikely.” Step 3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
away — though this manner of expression is merely a metaphor for their shifting influence. When another plane’s influence on the Material Plane is especially strong, the plane is said to be
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
? Ah, then what manner of music they would bring to this world!
— Fletcher Danairia, master bard
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the
feats of valor as well as their less than impressive failures. Of course, the world has many people who can carry a tune or tell a good story, and there’s much more to any adventuring bard than a glib
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
these steps: Step 1. Focus on the story of the adventure. Read or reread the adventure’s introduction and background information. Create a bulleted list of key plot points to make sure a coherent
story unfolds. Step 2. Identify the encounters you want to run, then figure out how likely it is each encounter will get played, categorizing each one as “definite,” “possible,” or “unlikely.” Step 3
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
match for every story. Remarkable Villains. One reason the world needs heroes is because it already has villains. It may be a long time before you’re ready to face the archlich Erandis Vol in battle. But
? This isn’t something every group will enjoy, and you never want players to feel as though they can’t succeed. But for some groups, this sort of collaboration can produce a compelling story and a sense of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
conversations about content to be embraced and avoided. You don’t need to reveal the major plot points or twists in your story, but share the themes you’re interested in exploring, the kinds of stories you’re
. If you know that some elements of the game might run up against some players’ limits, list those elements in this box. See the “Hard and Soft Limits” section for examples.
Once the above information
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
conversations about content to be embraced and avoided. You don’t need to reveal the major plot points or twists in your story, but share the themes you’re interested in exploring, the kinds of stories you’re
elements of the game might run up against some players’ limits, list those elements in this box. See the “Hard and Soft Limits” section for examples.
Once the above information is added, give a copy of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
apply the rules and keep the story going. The DM is a storyteller. The DM sets the pace of the story and presents the various challenges and encounters that the players must overcome. The DM is the
help you arbitrate issues as they arise. When in doubt, make it up. It’s better to keep the game moving than to get bogged down in the rules. Embrace the shared story. D&D is about telling a story as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, paladins might not swear their oaths to ideals, but instead swear fealty to powerful sorcerers. To capture this story concept, you could build a new paladin spell list with spells meant to protect
your world might worship a patron deity, performing secret missions in that deity’s name. To reflect this cultural detail, you could add Religion to the list of skills that a rogue character can choose
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Story Overview Ages ago, the vicious warlord Dalk Dranzorg ravaged the countryside at the head of a bandit army. After conquering the lands of Count Cordon Silvra, he took the lord’s fortress
resurfaced, providing the roots for all manner of ghastly tales and a new name for the structure: the House of Lament.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
regardless of their approach. Bloodbath It’s possible to kill or defeat the Amberdune Pack without ever hearing their side of the story. With no one to stop them, characters in this situation can
(Investigation) check. On a success, they arrive at one of the realizations from the following list. If the check succeeds by 5 or more, they come up with all three: There are keys on Korvala’s person. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Awarding Magic Items Awarding magic items is the purview of the DM. You can award a magic item because the story calls for it or the players would be especially pleased to have it. This section helps
in high-level adventures, and characters rarely have them for long (either because the Artifacts are meant to be destroyed or because the campaign is nearing its end). Player Wish List. Encourage






