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Returning 35 results for 'player accept and his curses'.
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Species
Van Richten’s Guide to Ravenloft
might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.
monsters
Undoing Gift (1/Day). The maidenwood must accept and eat an apple offered to it or to its lure. The maidenwood then takes 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction
. Response: The maidenwood gains 10 Temporary Hit Points.Maidenwoods are creatures birthed from tree stumps by old magics, often arising from curses that turn the forest against a transgressor. They scuttle
spells
This spell curses a creature with narcissistic hubris. The target must make an Intelligence saving throw against your spell save DC.
Successful Saving Throw. On a successful save, the target takes
Test it makes.
Culmination. The cursed creature twists into a deformed figure and becomes a Mind Siphon.
GM TipsIf a player’s character turns into a monster after the Culmination of a curse
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku’s beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because
. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
escape to the Material Plane. Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the
punished, the kenku were set loose on the Material Plane. Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
affect a character must be clear to a player before they choose whether or not to accept. The offer of a Dark Gift might manifest in a dream, in a moment of frozen time, or when the character is alone
on the brink of death. A mysterious voice offers to save the character’s life, but only if they accept its Dark Gift. An experiment or magical accident goes wrong. The DM allows a character to accept
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
affect a character must be clear to a player before they choose whether or not to accept. The offer of a Dark Gift might manifest in a dream, in a moment of frozen time, or when the character is alone
on the brink of death. A mysterious voice offers to save the character’s life, but only if they accept its Dark Gift. An experiment or magical accident goes wrong. The DM allows a character to accept
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
escape to the Material Plane. Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the
punished, the kenku were set loose on the Material Plane. Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
NPC Party Members NPCs might join the adventuring party because they want a share of the loot and are willing to accept an equal share of the risk, or they might follow the adventurers because of a
bond of loyalty, gratitude, or love. Such NPCs are controlled by you, or you can transfer control to the players. Even if a player controls an NPC, it’s up to you to make sure the NPC is portrayed as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
NPC Party Members NPCs might join the adventuring party because they want a share of the loot and are willing to accept an equal share of the risk, or they might follow the adventurers because of a
bond of loyalty, gratitude, or love. Such NPCs are controlled by you, or you can transfer control to the players. Even if a player controls an NPC, it’s up to you to make sure the NPC is portrayed as a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
next game (assuming the participant wants to keep playing). Life and Death Life and death is a dice game played between the house (represented by a dealer) and a player. While up to five players can
sit at a table, their only opponent is the house. To play, each player places a bet; once bets have been placed, the house and the players each roll a d20. If a player rolls lower than the dealer, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
plot point gets to add some element to the setting or situation that the group (including you) must accept as true. For example, a player can spend a plot point and state that his or her character
optional rule is to worry that your players might abuse it, it’s probably not for you. Using Plot Points Each player starts with 1 plot point. During a session, a player can spend that point for one
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Beginning a Transformation Individuals rarely choose to change into monstrous beings. Most often, they have an affliction forced upon them. Foul curses, horrific experiments, and the diabolical
discussion between the player, the GM, and the rest of the players involved in the campaign. Intentions should be clearly stated, as campaigns with a lighter tone or strict moral boundaries may not suit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
next game (assuming the participant wants to keep playing). Life and Death Life and death is a dice game played between the house (represented by a dealer) and a player. While up to five players can
sit at a table, their only opponent is the house. To play, each player places a bet; once bets have been placed, the house and the players each roll a d20. If a player rolls lower than the dealer, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
plot point gets to add some element to the setting or situation that the group (including you) must accept as true. For example, a player can spend a plot point and state that his or her character
optional rule is to worry that your players might abuse it, it’s probably not for you. Using Plot Points Each player starts with 1 plot point. During a session, a player can spend that point for one
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Special NPCs In this chapter, each player runs not only a player character but also an NPC who has ties to the settlement that the characters are defending. Once you’ve determined where the adventure
ideal, and a flaw), and a stat block. When the giant attack begins, give one NPC to each player and tell the player where the NPC is at the start of the encounter, as noted in the encounter description
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Special NPCs In this chapter, each player runs not only a player character but also an NPC who has ties to the settlement that the characters are defending. Once you’ve determined where the adventure
ideal, and a flaw), and a stat block. When the giant attack begins, give one NPC to each player and tell the player where the NPC is at the start of the encounter, as noted in the encounter description
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Low-Level Followers Your campaign might allow player characters to take on lower-level NPCs as followers. For example, a paladin might have a 1st-level paladin as a squire, a wizard might accept a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Low-Level Followers Your campaign might allow player characters to take on lower-level NPCs as followers. For example, a paladin might have a 1st-level paladin as a squire, a wizard might accept a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Progression of a Shadowsteel Curse Shadowsteel curses are spells that progress in phases called Stages. Between each stage is an Escalation Check. A Shadowsteel curse uses the following structure
player character transforms into a creature from this curse, it becomes an NPC. This can only be cured by a Wish spell or similar magic. Initial Effect A Shadowsteel curse often has an immediate
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
side of his face and neck. Mistress Ilvara likes to impress her will with scourge in hand and remind you that your life now belongs to her. “Accept your fate, learn to obey, and you may survive.” Her
words echo in your memory, even as you plot your escape.
Assume that each player character has been a prisoner in Velkynvelve for 1d10 days. (Roll separately for each character.) The characters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
side of his face and neck. Mistress Ilvara likes to impress her will with scourge in hand and remind you that your life now belongs to her. “Accept your fate, learn to obey, and you may survive.” Her
words echo in your memory, even as you plot your escape.
Assume that each player character has been a prisoner in Velkynvelve for 1d10 days. (Roll separately for each character.) The characters
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
reconstruction anonymously. Fill’s Quest Andrew Kolb Map: Fills BakeryView Player Version After imparting the information above, Fill beseeches the characters to find Briochebane and bring his ward home
of crime. If the characters accept, Fill tells them Briochebane likes to frolic and hunt in the woods east of town. He then hands the characters a sack containing three warm cinnamon rolls
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
adventurers can be varied; however, one cannot deny that delving into the darkness to find strength often comes at a steep and sometimes fatal cost. As you play with these new player options, reflect on
how the common folk that the characters interact with accept and react to them. Are these powers visible to bystanders when they are used? If so, do they mimic or even exemplify the types of powers
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
reconstruction anonymously. Fill’s Quest Andrew Kolb Map: Fills BakeryView Player Version After imparting the information above, Fill beseeches the characters to find Briochebane and bring his ward home
of crime. If the characters accept, Fill tells them Briochebane likes to frolic and hunt in the woods east of town. He then hands the characters a sack containing three warm cinnamon rolls
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lycanthropes One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by
lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lycanthropes One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by
lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
characters can use Charisma checks (applying Persuasion, Intimidation, or perhaps Deception skills, as appropriate) to get it to accept a lower amount; each successful DC 15 check reduces the amount he
Merrow Lots of players will attack first. Other players will decide their characters attack if other approaches fail. When a player decides that their character attacks, their character acts first in
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
characters can use Charisma checks (applying Persuasion, Intimidation, or perhaps Deception skills, as appropriate) to get it to accept a lower amount; each successful DC 15 check reduces the amount he
Merrow Lots of players will attack first. Other players will decide their characters attack if other approaches fail. When a player decides that their character attacks, their character acts first in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
team of three shield dwarf scouts to accompany them, along with a giant lizard mount for each enclave scout and each player character. The scouts are named Brim Coppervein, Thargus Forkbeard, and
Griswalla Stonehammer. If the characters accept the Emerald Enclave’s support, make three photocopies of the Emerald Enclave Scout stat card at the end of this chapter as well as photocopies of the Giant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
team of three shield dwarf scouts to accompany them, along with a giant lizard mount for each enclave scout and each player character. The scouts are named Brim Coppervein, Thargus Forkbeard, and
Griswalla Stonehammer. If the characters accept the Emerald Enclave’s support, make three photocopies of the Emerald Enclave Scout stat card at the end of this chapter as well as photocopies of the Giant
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for each character, consult the Minor Curses table to determine what minor curse besets that character. Use the adventure’s Story Tracker to record this information, then ask each player to also be
character in the adventuring party, roll a d8 and consult the Lost Things table to determine what was stolen from that character. If a player doesn’t like their result, let them choose an option they prefer
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for each character, consult the Minor Curses table to determine what minor curse besets that character. Use the adventure’s Story Tracker to record this information, then ask each player to also be
character in the adventuring party, roll a d8 and consult the Lost Things table to determine what was stolen from that character. If a player doesn’t like their result, let them choose an option they prefer
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
farthest from the characters. Map 5.1: parade routeView Player Version Azra Nir. Azra uses the acolyte stat block and is surprised during the first round of combat. He seeks only to escape the chaos
stat block but does not have Sunlight Sensitivity. As the biza attacks, it calls out and curses the names Amos Nir, Nargis Ruba, and the others listed in the “Kings of Coin” section later in this
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
farthest from the characters. Map 5.1: parade routeView Player Version Azra Nir. Azra uses the acolyte stat block and is surprised during the first round of combat. He seeks only to escape the chaos
stat block but does not have Sunlight Sensitivity. As the biza attacks, it calls out and curses the names Amos Nir, Nargis Ruba, and the others listed in the “Kings of Coin” section later in this