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Returning 35 results for 'something of respond divides verdan'.
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Species
Acquisitions Incorporated
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Created by Chaos When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a
limited form of telepathy — but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to
Elf
Legacy
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Species
Basic Rules (2014)
. “All that haste, their ambition and drive to accomplish something before their brief lives pass away—human endeavors seem so futile sometimes. But then you look at what they have
(Moonbrook), Xiloscient (Goldpetal)
Subrace
Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. Choose one of
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
sheet to help you respond when shocking events occur.
Fear Stays in the Game Understand the difference between scaring characters and scaring players. For example, if you know another player has a fear
concerns mid-game, in the event that things become too intense or go in directions you don’t want to explore. If something in the game leads you to consider scaring or otherwise involving another player’s character, ask that player’s permission before acting. Their enjoyment is more important than shock value.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, here are a few techniques you can use to get things moving again or bring the encounter to a speedy close. Don’t Repeat Game States When characters do something to change the tactical situation, don’t
respond by putting things back to the way they were before. For example, if a character takes the Disengage action to move away from a group of monsters, don’t respond by having those same monsters
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
wants something from it, typically a means of improving one’s status or gaining leverage against enemies. A demon that answers the call wants something in return: an opportunity to spread carnage, to
curry Lolth’s favor, or to accomplish something more devious. As long as both sides get what they want, these arrangements conclude without further incident. Every so often, a demon summoning goes badly
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure A beholder carefully scrutinizes all the treasure in its lair and divides the booty into five groups: tools, gifts, hazards, trophies, and clutter. A tool is any treasure that the beholder
art objects that are pleasing to its alien senses. A beholder usually has the location of all its trophies memorized and immediately senses if something is missing or out of place. Clutter is treasure
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
: Long–short–short–short: “Is it safe?” (The ship initiates the exchange with this signal.) Short–long–short–long: “Everything safe.” (The smugglers respond with this signal.) Long–long–long: “Ready to
the Sea Ghost is accustomed to seeing an improper signal from time to time, because the gang on the shore often operates the lantern clumsily. Just in case something has gone awry, however, the ship’s crew will be on alert when the characters make their approach.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Entering the Village As the characters progress into the village, read the following: In the distance, a slender figure tends to the wounded villagers, who respond with heartfelt gratitude. As the
ran afoul of the law years ago when she was falsely accused of a crime. Paloma and her band were recently attacked by someone or something on the road. Most of the band were killed, but Paloma’s body wasn’t found.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
gaping maw. It uses a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else. Otyugh
Large aberration, neutral
Armor Class 14
it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.
Actions
Multiattack. The otyugh makes three attacks: one with its bite and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
atmosphere of the adventure. Don’t consider fear a tactical disadvantage or something to be avoided. As part of playing a frightening game, you’re a participant in building and reinforcing a sense of dread
might they throw themself into battle, perhaps recklessly or for too long? Record a default reaction on your character sheet so you can respond consistently when shocking events occur. Beyond this
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their enemy is asleep). Although a hag can always resort to attacking with her claws, if it comes to that then something has gone very wrong with her plans. Hag Personality Traits d8 Personality Trait
stakes. 4 I laugh at my own jokes — the darker, the better. 5 I never volunteer information, and I respond only to questions. 6 I offer generous terms in my deals, but the cost for defaulting is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
to urge sentient creatures toward their lairs, sometimes by pretending to be something else.
Dwellers in Darkness. Otyughs tolerate bright light only when considerable stores of carrion or garbage
magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
does producing something that would pique the Black Earth cultists’ interest. If admitted, the characters are escorted to Qarbo so that he can decide what to do with them (see “Audience with Qarbo” in
raise the alarm. However, the cultists do respond aggressively to the sounds of fighting. When a fight begins in an area, check adjacent areas to see if any other monsters or villains are nearby. Then
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
business they have at the house on the far side of the village. However the characters respond, Sarusanda says she is also going to the building. “The locals call it Death House,” she says. “Perhaps we
now, it hasn’t merited intervention by the Ulmist Inquisition. Unexpected Discovery. Recently, the cultists in Death House obtained something important: a fragment of the Rod of Seven Parts. Sarusanda
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Dagger Danger!
Players. Encourage your players to speak to you, publicly or privately, if something in the game upsets them. Then respond appropriately. For instance, you can move past upsetting topics by quickly
exciting and memorable. Use “Yes, and …” or “No, but …” Allow the players to succeed as much as possible and participate in the story. If they want to try something unexpected, try to say “yes” and work
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
to speak to you, publicly or privately, if something in the game upsets them. Then respond appropriately. For instance, you can move past upsetting topics by quickly narrating a resolution to a scene
…” Allow the players to succeed as much as possible and participate in the story. If they want to try something unexpected, try to say “yes” and work their ideas into the story. If you have to say “no” to
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
characters realize something is strange about the Domains of Dread, or is the Land of the Mists all they’ve ever known? Scale of Experience. Do the characters know about a single domain—perhaps one
something else take note of them? Consistency of Experience. Do the answers to these questions apply to all of the characters? Campaign Themes Explore the types of horror adventures you’re interested in by
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
notorious monster is all the scarier when it emerges and rips apart something the characters assumed was their true antagonist. Have foes play dead, only to “return to life” after characters think things are
the affected players—before introducing this content. Without any explanation or debate, if a single person gives a thumbs down or doesn’t respond, this action shouldn’t be performed. Players may
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the
fundamental character, and if the halflings are convinced of a creature’s good intentions, they respond well. Halflings would welcome an orc with a good heart into their company and treat it as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
you want to determine whether a character might inadvertently do something dishonorable. You might call for an Honor saving throw in the following situations: Avoiding an accidental breach of honor or
etiquette Resisting the urge to respond to goading or insults from an enemy Recognizing when an enemy attempts to trick a character into a breach of honor Sanity Score Consider using the Sanity
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
knows what its spirits know, a wealth of information is locked inside them. A constituent spirit within an Incarnate might be awakened by evoking the spirit’s name or presenting something of
a puzzle to solve. Some speak plainly; others respond in poem or parable. And some refuse to speak at all.
Dawn Incarnates of the Preserve Each Dawn Incarnate that inhabits the Preserve of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
information. When it would be helpful for a group to know something about the setting, ask such characters to make an Intelligence check using the relevant skill, then share plot-relevant details if their
information and respond to questions from the party. If the characters miss an important detail, this NPC can reinforce details in a way books and recollected facts can’t.
Any one of these methods is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters who hear that calling and respond to it. Running This Prelude Characters in this prelude can come from any background. Perhaps they’re discovering the gods for the first time, or they might be
who have been experiencing a recurring vision that comes to them in times of great turmoil or doubt. This vision might be a recent occurrence or something they’ve been experiencing for a long time
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
goal was to make something explode. CELESTIAL TOYMAKERS
A handful of master artificers exist among the rock gnomes who take the magic of their craft to new heights. These legendary gnomes usually
artificer’s inventions might include items such as a lock box that opens with a verbal command or a series of gestures, a clockwork critter designed to respond to simple commands, or a common magic item (such
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
knows what its spirits know, a wealth of information is locked inside them. A constituent spirit within an Incarnate might be awakened by evoking the spirit’s name or presenting something of
a puzzle to solve. Some speak plainly; others respond in poem or parable. And some refuse to speak at all.
Dawn Incarnates of the Preserve Each Dawn Incarnate that inhabits the Preserve of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
unusually brusque, and any character who succeeds on a DC 15 Wisdom (Insight) check can tell that she is hiding something. With appropriate roleplaying or a successful DC 14 Charisma (Persuasion
close attention to Faerl’s house (area G4) and to any strangers in the village. If the characters ask them any questions about Viallis, the cultists respond by attacking. If they see the previously
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
first arrive at a location or under a specific circumstance, as described in the text.
The guards are Bartho and Gala. The characters must respond to the guards and say whether they mean well or
daydreaming, might involve you pretending to yawn mid-sentence or getting distracted by a butterfly. Perhaps he confides with the characters that he’d rather be doing something else.
Descriptive
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
three statues on short pedestals: one of a tiefling, one of a dwarf, and one of a human, all in poses of supplication. Two of the statues—the tiefling and the human—appear to be missing something
heavens. His other arm is bent as if holding something, but it is empty. An etching at the base of the statue reads, “Leuchis, who traveled on the wind.” Lilva. In the middle of the room, this red stone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
this claim is true or not, but he states it as a way of persuading the characters to accompany him to the temple; his main objective, he says, is to find something there that he can use to bring Patrina
N9i). If the characters ask something of the Vistani but have not earned Luvash’s goodwill, he agrees to do business with them if they accomplish one of two tasks: either find his missing daughter or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sleeping in area 10 awaken and respond to any loud disturbance here. 9. Sparring Chamber Mirran uses this air-filled room to practice her sparring. A giant-sized dummy made from the mast, sails, and rigging
. If a character throws it a dead fish or something else it can eat, the whale remembers the gift and won’t attack that individual unless the character attacks it first. The pool is connected to the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Secretary then hesitates, and the image wavers. “Zhong Yin, I will not be retrieving you as planned,” she says. “I am sorry.”
The image flickers, then vanishes.
Any attempt to respond to
information: Secretary Wei believes the emperor is dying. She has secretly been sending agents to ancient imperial sites across the land to search for something called Dragon’s Blessing (the document
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
something under the surface.
At high tide, the tunnel is flooded, so visitors must approach by boat or swim. At low tide, walkways formed by the tops of stone columns line the sides of the tunnel, leading
a meld, experiencing a shared transcendent state. The two conscious myconids move quickly to confront any intruders who aren’t escorted by other myconids, and they respond with violence to any threat
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the street. A metal-reinforced prison cart sits in the northwest corner, occasionally shaking as something growls inside.
This carriage house serves as the base’s prison. Draconians. Three kapak
respond after 2 rounds. Stairwell. The stairs lead up to area O9. O5: Lower Hallway This hall leads to areas O6 and area O8, then ends in a heap of rubble where the east wing of the house collapsed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caves of Hunger Locations (H31-H39) H31. Thing in the Ice A flat sheet of cloudy ice forms one wall of this forty-foot-high cavern. Something dark and humungous shifts behind the wall, its tentacles
waving unimpeded. You become aware you are not alone inside your mind. Somehow, this horror from another world has wormed its way inside you.
Something beyond mortal comprehension exists partially