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Returning 34 results for 'master some with only are feeling for linger'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
painfully obvious 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. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
A Dungeon Master One player has the special role of Dungeon Master. Some people love being the DM all the time, while others can end up feeling trapped as the “forever DM” for their gaming group. The
“Group Size” section in the Dungeon Master’s Guide discusses possibilities for sharing the role of Dungeon Master among multiple players in a group.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
A Dungeon Master One player has the special role of Dungeon Master. Some people love being the DM all the time, while others can end up feeling trapped as the “forever DM” for their gaming group. The
“Group Size” section in chapter 2 discusses possibilities for sharing the role of Dungeon Master among multiple players in a group.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
who linger among this land’s pastures and colorful cottages can’t escape the feeling of being watched, or the impression that the idyllic fields have a distinctly somber cast. The locals dismiss such
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a forgotten grave, yet exude the feeling of an unvoiced scream. If the characters are traveling in Vistani wagons, they can continue on to the village of Barovia (area E) without incident. If the
, Dalvan Olensky, was trying to escape from Barovia with a letter from his master when he was killed on the road by Strahd’s dire wolves. Wanting to return at once to Strahd, the wolves left the body in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
homeland of the orcs, the Marches were scarred in the ancient conflict with the daelkyr. The fiends left twisted creatures and aberrations in the swamps, and sowed seeds of madness that linger to this
foundation of House Tharashk, as these clans joined together to master the economic potential of their mark and leverage their mineral wealth. The Shadow Marches aren’t a nation. No one voice speaks for the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The homeland of the orcs, it was scarred in the ancient conflict with the daelkyr. These fiends left twisted creatures and aberrations in the swamps, and sowed seeds of madness that linger to this day
, as these clans joined together to master the economic potential of their mark and leverage their mineral wealth. The Shadow Marches aren’t a nation. No one voice speaks for the clans and tribes, and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
make mortal existence worthwhile? A Nyxborn is like a fragment of divinity, an idea or a dream that is incarnate. You embody an idea—like the way leaves turn toward the sun or the feeling of ocean
effects that might linger around your person. Additionally, you gain the following traits. Cloak of Stars. As an action, you wrap yourself in a starry cloak, appearing like a silhouette formed of the night
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fire, poison, and psychic damage. Finally, each is secured with a locking mechanism that requires a successful DC 18 Dexterity check with thieves’ tools to unlock. Instructor Minexes carries a master
the characters examine any of the crates except for the empty crate in area D5, they get an unsettling feeling. Detect magic reveals latent, sinister magic in the air, as well as a strange sense of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the action takes place in the imaginations of the players, and it’s narrated by everyone together. Here’s a glimpse at what that looks like: Jared (as Dungeon Master): After your long journey
Gareth): I examine the gargoyles. I have a feeling they’re not just statues!
Maeve (as Mirabella): I want to see how sturdy the drawbridge is. Do I think we can cross it, or is it going to collapse
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
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->Bigby Presents: Glory of the Giants
mystic shapes of our runes.
—Diancastra
You’ve dedicated your life to studying runecraft. Whether you were taught by a master rune carver or learned by poring over ancient engravings, you can tap into
, so I can prevent it from happening to societies of the present. 5 Life may be a whirlwind of chaos, but whenever I create my runes, I feel at peace. 6 My brain struggles to process words written in ink, but the feeling of carved runes makes my mind sing.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents. Dungeon Master (DM): After
to look at the gargoyles. I have a feeling they’re not just statues.
Amy (playing Riva): The drawbridge looks precarious? I want to see how sturdy it is. Do I think we can cross it, or is it going
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents. Dungeon Master (DM
to look at the gargoyles. I have a feeling they’re not just statues.
Amy (playing Riva): The drawbridge looks precarious? I want to see how sturdy it is. Do I think we can cross it, or is it going
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
approaches quietly. A character whose passive Wisdom (Perception) score meets or exceeds Rahadin’s Dexterity (Stealth) check hear him. “The master wishes to see you,” intones a grim voice in the
, he doesn’t leave until after they do. Shadows If one or more characters have a passive Wisdom (Perception) score of 16 or higher, read: You can’t shake the feeling that something is behind you. When
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
feeling of jolting awake from a dream, then emerge into the Drought Elder standing up. Read the following description: The air is dense and humid. Slick, chitinous walls rise around you, forming a space
mandibles. The Drought Elder’s servants avoid this area, fearing that their master might awake and consume them. Void Walk. Creatures that can fly can easily reach and recover the fist-sized crystal
Equipment
experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is
a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is affected by
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is affected
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
feet experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It
or simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in
Equipment
palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is affected by
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is
simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
7. The Sepulcher of Tloques-Popolocas (Tloh-kays Poh-poh-LOH-kahs, master of the outsiders) Once the stone entrance block (area 5) is pushed out of the way, the characters have enough space to get
scribed in Olman. If anyone in the party can read this language, or if the message can be understood by other means, the glyphs will translate as “Here lies Tloques-Popolocas, master of the others, who is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
must succeed on a DC 18 Wisdom saving throw or become cursed. A creature cursed in this way is gripped by a sudden feeling of impending doom. Each of the five scripts imparts a different curse, which
his ghost remains behind to haunt the tower. Characters who linger in the area of the tower witness his gaunt spirit staring glumly down at the debris. Cadavix’s ghost is harmless and attacks only in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. As she was preparing to leave the Hosttower, Nass overheard her master
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
who seem to be Thayan but quickly overcome this reticence if the characters linger and fail to act according to type. Most aquatic monsters prefer to drag foes into the water. Water Globes. Floating 5
floor in the south. On the eastern wall is a contact stone.
Creatures. Ihanvas, the spirit naga overseer of this zone, is eating a prisoner. The naga attacks any intruders. Ten commoners also linger in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to some terrible experiment. It hurt badly, but she managed to escape somehow. She flitted about in the darkness until reaching the cave mouth. She’s been sitting here feeling sad and missing Bunny
in their mind’s eye of a female half-elf in a gossamer cape made of mycelial threads. This brief vision is accompanied by a momentary feeling of intense longing and hunger. This event occurs only once
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to that character’s cubicle and trunk. He carries a master key that opens all the trunks. As an action, a character can try to pick the lock on a trunk using thieves’ tools, doing so with a successful
told that they are feeling toxins and impurities leaving their body as a result of the healthy living the temple promotes. The hag keeps her awful ingredients hidden in a secret compartment in the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
prevailing emotion, the land seeks to hold onto that creature and inspire it to produce more of the feeling tied to the emotional echo. The creature is targeted by a suggestion spell (DC 16), with the
intent of making it linger in the area and perform an act related to its associated emotion. The effect lasts 24 hours. The following list notes some of the most common emotional echoes, where they tend to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
-themed outfits) arrive in coaches drawn by unicorns and driven by satyrs. Characters who linger on the patio might see one or more of these coaches arrive and deposit their guests. P2: Foyer The front
facade. Finding Zorhanna and Eliphas. Oren doesn’t know where Zorhanna is, but characters who ask about Eliphas are told the following: “Lord Adulare wasn’t feeling well and has withdrawn to the upstairs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reavers linger here. They spend most of their time gambling, dozing in their bunks, tending to their gear, practicing in the yard just outside, or starting pointless quarrels with each other. At night
“Womford Rats” section, earlier in this chapter), the genasi and his halfling servant aren’t here. Instead, the master of the keelboat is a bandit captain. Treasure A locked chest in the deckhouse holds 190
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
create elemental devices. The master of the forge is a dao named Xharva Deem. Two duergar assist her. Roleplaying the Dao. Xharva Deem has no interest in fighting, because her bargain with Marlos
a trophy taken from a Howling Hatred cultist (Droth, imprisoned in area B14). Random Encounters. The mess hall sees a good deal of traffic, and characters who linger here are likely to run into more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
opened eyes that glow with a faint, magical light. Characters feel as though they’re being watched as they descend the stairs, and the feeling doesn’t go away once they enter the beholder’s lair. The
familiar ritual. When the gazer becomes a familiar, its alignment changes to match that of its new master. Thorvin Twinbeard. When it is finished, Thorvin’s contraption will enable Xanathar to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
incarcerated the incubus before he could return to his true master. The cage suspended 40 feet above the sludge holds a nameless, unshaven man with a crescent-shaped scar under his right eye. A retired
manes—a creature incapable of feeling guilt. Even if they are freed from temporal stasis, the prisoners remain trapped in their cages until the pixies release them, which they can’t do while frozen in






