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                        Returning 9 results for 'speaking cards'.
                    
                
                        
                            
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                                        speaking card
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Effects for Single Cards A Deck of Many Things typically appears not as individual cards, but as a collection of cards characters can draw from. But this doesn’t have to be true; you can give each
                                                
                                            
                                                
                                                     they can use in subsequent adventures to find the cards that remain. Eventually the heroes assemble the entire deck, which they can then use in the traditional manner, drawing transformative cards from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     to you or randomly pull cards from The Deck of Many Things card set. The prompts can be personality traits, relationships, or events. Most are described as part of your character’s past, but they
                                                
                                            
                                                
                                                     whispers advice to you in dreams or visitations, taking on different guises and speaking through others. Skull You were returned to life through resurrection magic, divine intervention, or a mysterious
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Rooms Three guards (veterans) are stationed in each of these two rooms. The guards pass the time by playing cards, sharpening their weapons, and complaining about the interminable winter. Embedded in the
                                                
                                            
                                                
                                                     are at Revel’s End currently: Councilor Voss Anderton. Voss represents the city of Neverwinter. He is a lawful neutral human noncombatant who has a precise, lawyerly way of speaking. He takes his role
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     smell of pipe smoke greets visitors to this raucous hall. Four gnomes sit here laughing, eating, and playing cards.
 Three members of the Griswill Garrison (lawful neutral, gnome guards) sit here
                                                
                                            
                                                
                                                     character can unlock the door with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools. If the drawer is unlocked without first speaking the password, a magical glyph inside the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    .
 Three guards (veterans) are stationed in each of these two rooms. The guards pass the time by playing cards, sharpening their weapons, and complaining about the weather. Embedded in the north wall of
                                                
                                            
                                                
                                                     Neverwinter. He is a lawful neutral, human noncombatant who has a precise, lawyerly way of speaking. He never misses a council meeting or parole hearing. He votes with his head, not his heart, and he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Appendix D: Roleplaying Cards   Agdon Longscarf the Harengon 
 CHAPTER 2: HITHER
 This harengon brigand is an insufferable braggart and a daring thief who’s willing to put himself in seemingly
                                                
                                            
                                                
                                                     pocket watch.
 Alignment. Chaotic good.
 Personality Trait. “I carefully consider my words before speaking them aloud.”
 Ideal. “Caution. Thoughtless decisions lead to reckless acts.”
 Bond. “This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                    Appendix: Roleplaying Cards   Agdon Longscarf the Harengon 
 CHAPTER 2: HITHER
 This harengon brigand is an insufferable braggart and a daring thief who’s willing to put himself in seemingly
                                                
                                            
                                                
                                                     pocket watch.
 Alignment. Chaotic good.
 Personality Trait. “I carefully consider my words before speaking them aloud.”
 Ideal. “Caution. Thoughtless decisions lead to reckless acts.”
 Bond. “This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
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 Three guards (veterans) are stationed in each of these two rooms. The guards pass the time by playing cards, sharpening their weapons, and complaining about the weather. Embedded in the north wall of
                                                
                                            
                                                
                                                     Neverwinter. He is a lawful neutral, human noncombatant who has a precise, lawyerly way of speaking. He never misses a council meeting or parole hearing. He votes with his head, not his heart, and he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     pack of well-used, greasy playing cards (examination reveals the deck has two aces of spades) Two sets of dice, one of them loaded A book titled Grog Hovels, which describes taverns and inns along the
                                                
                                            
                                                
                                                     the bosun’s cabin. Oceanus shouts to attract their attention if he overhears someone speaking Aquan or Elvish. Treasure. The sea chest is unlocked and contains grubby garments of no value. Concealed by
                                                
                                            
                                        





