Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 24 results for 'prime character'.
Other Suggestions:
pride character
prove character
primal character
probe character
prone character
backgrounds
Story Threads table suggests events and people who can be the start of story threads for your character that weave through the campaign.
Rest Warden Story Threads
1d6
Thread
1
A
strange figure commissioned you to carve a headstone for someone who is very much in the prime of life.
2
In a time of desperation, you once accepted a sizeable bribe to look the other way when
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
” week. As actors refuse to break character, outsiders find the performances changing around them to incorporate their interactions with the community. Ruthless competition for prime roles leads to tragedy, the appearance of tragedy, or individual breaks with reality.
stage. Every “resident” is an in-character actor, and most are younger than thirty, including those playing aged roles. These are students of the Emherst School of Living Theater located in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
” week. As actors refuse to break character, outsiders find the performances changing around them to incorporate their interactions with the community. Ruthless competition for prime roles leads to tragedy, the appearance of tragedy, or individual breaks with reality.
stage. Every “resident” is an in-character actor, and most are younger than thirty, including those playing aged roles. These are students of the Emherst School of Living Theater located in the
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Perception April Prime In a courtyard full of monsters, will characters even notice that the tree has eyes? As the DM, you’re the interface between your players and the world of the game. You tell
they didn’t have. In those circumstances, use characters’ Passive Perception scores instead. Using the Investigation Skill. The Investigation skill applies to situations where a character is using
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Perception April Prime In a courtyard full of monsters, will characters even notice that the tree has eyes? As the DM, you’re the interface between your players and the world of the game. You tell
they didn’t have. In those circumstances, use characters’ Passive Perception scores instead. Using the Investigation Skill. The Investigation skill applies to situations where a character is using
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
successful DC 10 Intelligence (Survival) check, a character examining the racks realizes that the village must produce far more food than the number of villagers alone would require. Villagers If the
, allow the characters to attempt DC 20 Wisdom (Perception) checks. A character who succeeds notices several villagers slipping away one by one and disappearing into the meeting hall. From the hall, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
successful DC 10 Intelligence (Survival) check, a character examining the racks realizes that the village must produce far more food than the number of villagers alone would require. Villagers If the
, allow the characters to attempt DC 20 Wisdom (Perception) checks. A character who succeeds notices several villagers slipping away one by one and disappearing into the meeting hall. From the hall
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
successful DC 10 Intelligence (Survival) check, a character examining the racks realizes that the village must produce far more food than the number of villagers alone would require. Villagers If the
, allow the characters to attempt DC 20 Wisdom (Perception) checks. A character who succeeds notices several villagers slipping away one by one and disappearing into the meeting hall. From the hall
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
successful DC 10 Intelligence (Survival) check, a character examining the racks realizes that the village must produce far more food than the number of villagers alone would require. Villagers If the
, allow the characters to attempt DC 20 Wisdom (Perception) checks. A character who succeeds notices several villagers slipping away one by one and disappearing into the meeting hall. From the hall, the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
master thief stole a prime burial place near the king and queen, arranging for her locked coffin to be placed in this unmarked chamber. As an action, a character can pick the lock with a successful DC 20
room has become the den of an ankheg, drawn to the tomb complex to feast on giant rodents and Cynidiceans who come to pay their respects. A character who examines the dead rat and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
master thief stole a prime burial place near the king and queen, arranging for her locked coffin to be placed in this unmarked chamber. As an action, a character can pick the lock with a successful DC 20
room has become the den of an ankheg, drawn to the tomb complex to feast on giant rodents and Cynidiceans who come to pay their respects. A character who examines the dead rat and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
1d10 vials.
17 Two draft horses run free along the road. A character who succeeds on a DC 15 Wisdom (Animal Handling) check can claim them.
18 A swarm of poisonous snakes has formed in the
Zhentarim. A character who succeeds on a DC 15 Wisdom (Insight) check can tell that Rasqel seems unsure about the bite behind his threat. His little operation is off the books, with no sanction from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
1d10 vials.
17 Two draft horses run free along the road. A character who succeeds on a DC 15 Wisdom (Animal Handling) check can claim them.
18 A swarm of poisonous snakes has formed in the
Zhentarim. A character who succeeds on a DC 15 Wisdom (Insight) check can tell that Rasqel seems unsure about the bite behind his threat. His little operation is off the books, with no sanction from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tokens at the cashier, and presents everyone with a tray of drinks. These are complimentary beverages, loaded with rum and fruit juice. They taste delicious, but any character who imbibes four or more
drinks gains the poisoned condition for 1 hour, or until the character has a meal at the lounge. A total of twenty skeletons work the floor, acting as dealers, bartenders, wait staff, and entertainment
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tokens at the cashier, and presents everyone with a tray of drinks. These are complimentary beverages, loaded with rum and fruit juice. They taste delicious, but any character who imbibes four or more
drinks gains the poisoned condition for 1 hour, or until the character has a meal at the lounge. A total of twenty skeletons work the floor, acting as dealers, bartenders, wait staff, and entertainment
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is directly below the avalanche, which means that character must move at least 100 feet to get clear of the avalanche’s path. Next, have all party members roll initiative. The avalanche starts 500
(neutral good human scout), a rugged, bearded man in his prime. He has one level of exhaustion and 6 hit points remaining. In addition to his weapons, he carries a climber’s kit. His other equipment is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is directly below the avalanche, which means that character must move at least 100 feet to get clear of the avalanche’s path. Next, have all party members roll initiative. The avalanche starts 500
(neutral good human scout), a rugged, bearded man in his prime. He has one level of exhaustion and 6 hit points remaining. In addition to his weapons, he carries a climber’s kit. His other equipment is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
H12. Twelve shadows haunt this 30-foot-high cave. They swarm over members of the party but recoil from any character who presents a holy symbol of Mystryl. The shadows were born from those who
frighten intruders. Each statue is carved in the vague likeness of a kobold, which a character can discern with a successful DC 10 Wisdom (Insight) check. Each ice sculpture is a Small object that weighs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
beside it animates and warns in a deep, dire tone, “Turn back—this is not the way!” A character who examines one of the faces and succeeds on a DC 15 Wisdom (Perception) check notices the glint of a
gemstone in its mouth. Speaking to the Faces. The faces repeat their warning if a spoken to, except in the following two circumstances: “Say ‘Aah!’” If a character asks one of the faces to open its mouth
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
warns in a deep, dire tone, “Turn back—this is not the way!” A character who examines one of the faces and succeeds on a DC 15 Wisdom (Perception) check notices the glint of a gemstone in its mouth
. Speaking to the Faces. The faces repeat their warning if spoken to, except in the following two circumstances: “Say ‘Aah!’” If a character asks one of the faces to open its mouth, stick out its tongue, or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
H12. Twelve shadows haunt this 30-foot-high cave. They swarm over members of the party but recoil from any character who presents a holy symbol of Mystryl. The shadows were born from those who
frighten intruders. Each statue is carved in the vague likeness of a kobold, which a character can discern with a successful DC 10 Wisdom (Insight) check. Each ice sculpture is a Small object that weighs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
beside it animates and warns in a deep, dire tone, “Turn back—this is not the way!” A character who examines one of the faces and succeeds on a DC 15 Wisdom (Perception) check notices the glint of a
gemstone in its mouth. Speaking to the Faces. The faces repeat their warning if a spoken to, except in the following two circumstances: “Say ‘Aah!’” If a character asks one of the faces to open its mouth
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
warns in a deep, dire tone, “Turn back—this is not the way!” A character who examines one of the faces and succeeds on a DC 15 Wisdom (Perception) check notices the glint of a gemstone in its mouth
. Speaking to the Faces. The faces repeat their warning if spoken to, except in the following two circumstances: “Say ‘Aah!’” If a character asks one of the faces to open its mouth, stick out its tongue, or