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Returning 35 results for 'players are and his creatures'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
unfeeling entity.
Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words
Monsters
Strixhaven: A Curriculum of Chaos
necrotic damage.After giving the characters their quest, Professor Lang hands them a file with information the faculty members have collected about Murgaxor from university records. Tell the players
Murgaxor to use it again.
Necrotic Burst. Tendrils of necrotic energy erupt from the ritual circle and lash out at any number of creatures Murgaxor can see within 15 feet of the circle. Each target must
Monsters
Icewind Dale: Rime of the Frostmaiden
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
demystifying her in the eyes of your players. Let her actions, not her words, define her.
Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their
Monsters
Icewind Dale: Rime of the Frostmaiden
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.
Lesser gods in the D&D multiverse are
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to pick the lock, while a successful Charisma (Persuasion) check and some coins might be needed to bribe the guard. Roleplaying. When the players interact with other creatures, roleplay those
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
determine the results of characters’ actions. Roleplaying. When the players interact with other creatures, roleplay those creatures based on whether they are Friendly, Indifferent, or Hostile. Improvise
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to pick the lock, while a successful Charisma (Persuasion) check and some coins might be needed to bribe the guard. Roleplaying. When the players interact with other creatures, roleplay those
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that doesn’t appear in boxed text is usually communicated to players through roleplaying. As the DM, you roleplay all the creatures that the characters encounter in the adventure. Many of the DM
Tips for New Dungeon Masters Most of this book is for the DM’s eyes only, since it’s full of secrets that your players won’t discover until you run the adventure for them. That said, the adventure
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Appendix B: Spells This appendix presents new spells that you can make available to your players. Some of the spells are used by creatures in chapter 7. It’s up to you whether these spells are
available at character creation, whether they are discovered over the course of the adventure, or whether they don’t end up in the characters’ hands at all. Many players are fine sticking with the spells in the Player’s Handbook, whereas other players will be excited to gain new spell options.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Appendix B: Spells This appendix presents new spells that you can make available to your players. Some of the spells are used by creatures in chapter 7. It’s up to you whether these spells are
available at character creation, whether they are discovered over the course of the adventure, or whether they don’t end up in the characters’ hands at all. Many players are fine sticking with the spells in the Player’s Handbook, whereas other players will be excited to gain new spell options.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that doesn’t appear in boxed text is usually communicated to players through roleplaying. As the DM, you roleplay all the creatures that the characters encounter in the adventure. Many of the DM
Tips for New Dungeon Masters Most of this book is for the DM’s eyes only, since it’s full of secrets that your players won’t discover until you run the adventure for them. That said, the adventure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
determine the results of characters’ actions. Roleplaying. When the players interact with other creatures, roleplay those creatures based on whether they are Friendly, Indifferent, or Hostile. Improvise
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Appendix 3. Dungeon Master Tips PREPARATORY NOTES. As you’re reading through and/or running this adventure, pay special attention to areas that include creatures, noting whether or not the
adventurers are likely to see them initially. If creatures are clearly visible, consider providing a minimum of detail (size, shape, and lighting only) for the area description, in favor of providing greater
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Here’s what DMs do: Build Adventures. You prepare the adventures that the players experience. In the
Dungeon Master’s Guide, you’ll find advice for how to create adventures and even create whole worlds. Guide the Story. You narrate much of the action during play, describing locations and creatures that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Deadly Encounters Many of the encounters in this adventure are deadly by design. They test the players’ ability to make smart, informed decisions under pressure. A deadly encounter might be the only
kill (“TPK”) need not herald the end of the campaign. Giants and other intelligent creatures are fond of taking prisoners. The first time a TPK occurs, you can have the characters miraculously awaken as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Here’s what DMs do: Build Adventures. You prepare the adventures that the players experience. In the
Dungeon Master’s Guide, you’ll find advice for how to create adventures and even create whole worlds. Guide the Story. You narrate much of the action during play, describing locations and creatures that
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Appendix 3. Dungeon Master Tips PREPARATORY NOTES. As you’re reading through and/or running this adventure, pay special attention to areas that include creatures, noting whether or not the
adventurers are likely to see them initially. If creatures are clearly visible, consider providing a minimum of detail (size, shape, and lighting only) for the area description, in favor of providing greater
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Deadly Encounters Many of the encounters in this adventure are deadly by design. They test the players’ ability to make smart, informed decisions under pressure. A deadly encounter might be the only
kill (“TPK”) need not herald the end of the campaign. Giants and other intelligent creatures are fond of taking prisoners. The first time a TPK occurs, you can have the characters miraculously awaken as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Strengths, and Weaknesses Share information with the players about the characteristics of creatures they fight as those characteristics become apparent. For example, if a Wizard casts Fire Bolt
Narration in Combat Although it’s important that the players understand what’s going on in terms of the rules, the game can get dull if everyone uses only “gamespeak”: “That’s an 18 to hit,” “You hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Strengths, and Weaknesses Share information with the players about the characteristics of creatures they fight as those characteristics become apparent. For example, if a Wizard casts Fire Bolt
Narration in Combat Although it’s important that the players understand what’s going on in terms of the rules, the game can get dull if everyone uses only “gamespeak”: “That’s an 18 to hit,” “You hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Vermeillon When the characters enter Vermeillon, read the following boxed text to the players: The village is eerily quiet. Plants and wildlife have overtaken the crumbling houses. Leafless vines
climb rotting walls, birds and other small creatures nest in the exposed rafters, and gnarled trees protrude from the fallen roofs of a few buildings. The overcast sky adds an air of oppression to the scene, seeming to envelop the village.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Using and Tracking Conditions Many rules and features in the game apply conditions to creatures. You can also apply conditions on the fly when it makes sense to do so. For example, the Poisoned
condition can reflect a variety of impairments, from influenza to intoxication. You can track monsters’ conditions wherever you track their Hit Points. Players should track any conditions affecting their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Using and Tracking Conditions Many rules and features in the game apply conditions to creatures. You can also apply conditions on the fly when it makes sense to do so. For example, the Poisoned
condition can reflect a variety of impairments, from influenza to intoxication. You can track monsters’ conditions wherever you track their Hit Points. Players should track any conditions affecting their
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
provide an opportunity to put players in control of strange creatures or unique bodies. Either as part of an adventure or a longer campaign, the characters might awaken with their minds transplanted into
undergo that process, could be an exciting way to start an adventure or whole campaign. On the other, players might not appreciate losing access to their characters or having their bodies held hostage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Story. You narrate much of the action during play, describing locations and creatures that the adventurers face. The players decide what their characters do as they navigate hazards and choose what to
Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Here’s what DMs do: Build Adventures. You prepare the adventures that the players experience. Guide the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Story. You narrate much of the action during play, describing locations and creatures that the adventurers face. The players decide what their characters do as they navigate hazards and choose what to
Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Here’s what DMs do: Build Adventures. You prepare the adventures that the players experience. Guide the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Basic Rules). Sound. The sound of water in the cave muffles noises to any creatures that aren’t listening carefully. Creatures can make a DC 15 Wisdom (Perception) check to attempt to hear activity
moving, allowing creatures to easily wade through it. Cragmaw Hideout View Player Version ADVENTURE MAPS
Maps that appear in this adventure are for the DM’s eyes only. A map not only shows an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Respect for the DM As the DM, you have the right to expect your players to respect you and the effort you put into making a fun game for everyone. The players need to let you direct the campaign
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Vermeillon When the characters enter Vermeillon, read the following boxed text to the players: The village is eerily quiet. Plants and wildlife have overtaken the crumbling houses. Leafless vines
climb rotting walls, birds and other small creatures nest in the exposed rafters, and gnarled trees protrude from the fallen roofs of a few buildings. The overcast sky adds an air of oppression to the scene, seeming to envelop the village.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
provide an opportunity to put players in control of strange creatures or unique bodies. Either as part of an adventure or a longer campaign, the characters might awaken with their minds transplanted into
undergo that process, could be an exciting way to start an adventure or whole campaign. On the other, players might not appreciate losing access to their characters or having their bodies held hostage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
during combat or while a character is acting in Initiative order. Don’t let players attack each other or helpless creatures to activate those rules. Rules Rely on Good-Faith Interpretation. The rules
Respect for the DM As the DM, you have the right to expect your players to respect you and the effort you put into making a fun game for everyone. The players need to let you direct the campaign