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Returning 35 results for 'bad both diffusing creating risks'.
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Monsters
The Wild Beyond the Witchlight
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
hag will occasionally visit another to plot against the third sister, creating a vicious circle in which Bavlorna and Endelyn plot against Skabatha, Endelyn and Skabatha conspire against Bavlorna, and
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
who seem the fairest often have the most to hide.
6
I don’t pay attention to the risks in a situation. Never tell me the odds.
7
The best way to get me to do something is to tell me
.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Backgrounds
Sword Coast Adventurer's Guide
.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6
I don’t pay attention to the risks
things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from
an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What
Backgrounds
Baldur’s Gate: Descent into Avernus
attention to the risks in a situation. Never tell me the odds.
7
The best way to get me to do something is to tell me I can’t do it.
8
I blow up at the slightest insult.
d6
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past — or present? Are you on the run from the law or from an angry
thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What was the trigger that led
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
. Creating new Warforged Titans is illegal under the terms of the Treaty of Thronehold, which ended the Last War. Violating that treaty risks reigniting open war across Khorvaire.
Backgrounds
Sword Coast Adventurer's Guide
2
Exile
5
Sightseer
3
Fugitive
6
Wanderer
Where Are You From?
The most important decision in creating a far traveler background is determining your homeland. The places
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suspense and mystery with familiar features of D&D, creating gloom so your heroes’ light shines all the brighter. Genres of Horror. Horror comes in broad varieties. You and your players decide what
how to bring it to life through your adventures. Creating Atmosphere. Threatening traps and monsters alone don’t create exciting D&D adventures. This book provides techniques to help you build
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
business plan ever developed — and that plan has your name all over it. As a conjurer, your utility to your franchise knows no bounds, whether you’re creating the right tool for the job, summoning
creatures for scouting or guard duty, or using dimension door to slip away from a deal gone bad. The hard part of that last one is always figuring out which of your franchise mates you’ll bring with you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, consider the following genre tropes when creating your dark fantasy domain: Good does not always win. Evil individuals with great power and unopposed schemes might be the norm. The lines between good
and evil are blurred. Choices involve deciding which outcome is least bad. Corruption and suspicion flourish among organizations and individuals. Magic and magic items might be rarer or require a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
gamble with the utmost skill and daring. Yet she is thought to watch over all who take risks to better their fortunes. The battle cry of the followers of Tymora is “Fortune favors the bold.” Someone
might say words to Tymora before any endeavor in which a little good luck would help, but not when an incidence of bad luck might occur. (On such occasions folk pray to Beshaba to spare them from bad
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
enjoy making an unexciting aspect of life more enjoyable, such as inventing a shovel that whistles a tune to lighten the toil of digging, or creating a telescoping fork that can reach across the table
are recurring obstacles on the path to discovery, gnomes revel in the search. They savor the acquisition of new knowledge, realizing it might come at a cost, and even a series of bad results in experiments doesn’t dissuade a gnome from following their chosen path.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
of any planning or striving. (Lawful)
3 Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 Survival. You can’t win if you’re dead. Live to fight another day — when the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past — or present? Are you on the run from the law or from an angry
thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What was the trigger that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Creating a Blue Dragon Use the Blue Dragon Personality Traits and Blue Dragon Ideals tables to inspire your portrayal of distinctive blue dragon characters, and use the Blue Dragon Spellcasting table
Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any)
6 Loyalty. I don’t form bonds with those outside my
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, a rival goblin gang that often deals in illicit arms. Rumors swirled that Krenko killed Dargig, the youngest of the three brothers, after a weapons drop went bad. The remaining two brothers, Rikkig
your own adventures in Ravnica, you can use the suggestions in the Dungeon Master’s Guide for creating villains to craft a guildless villain, one who prefers the independence of operating outside the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the
its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
adult elf learns how to control the memories that bubble up during trance, choosing to recall experiences from its waking life that enhance its training or give it solace in bad times. This is the stage
creating delicate wood carvings. This versatility speaks to every adult elf’s eagerness for new experiences, because memories of adventures, escapades, and accomplishments will fuel the next and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
damage is a bad wound for the enemy, say: “You swing wildly, and the knight brings his shield up just a second too late. Your blade catches him along the jaw, drawing a deep gash. He recoils, bleeding
to incentivize the kind of behavior you want to see in your game, such as acting in character, taking risks, thinking strategically, cooperating well, or embracing the tropes of a particular genre
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
could be hidden. 4 I would rather make a new friend than a new enemy. 5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide. 6 I don’t pay attention to the risks in a
money. 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. 4 I have a “tell” that reveals when I’m lying. 5 I turn tail and run when things look bad. 6 An innocent person is in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to complain humorously about the characters’ terrible choices and bad planning. You can occasionally use this NPC to suggest legitimate courses of action or share insights. Dutiful Assistant. A dutiful
of 10 or higher risks anything to help fellow party members. An NPC whose Loyalty Score is between 1 and 10 is tenuously faithful to the party. An NPC whose Loyalty Score drops to 0 no longer acts in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
could be hidden. 4 I would rather make a new friend than a new enemy. 5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide. 6 I don’t pay attention to the risks in a
money. 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. 4 I have a “tell” that reveals when I’m lying. 5 I turn tail and run when things look bad. 6 An innocent person is in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guide and Monster Manual. The first of these books guides the DM through creating and running adventures, and the second holds hundreds of monsters to fill those adventures. Dice. You need a set of
useful: DM Screen. Many DMs like to use a screen to shield their notes and dice rolls from players. It’s bad manners to peek over the screen! Miniatures and Battle Grid. Some DMs use a battle grid and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
raids, she risks her best warriors and marauders becoming experienced and powerful enough to challenge her rule. Also, if she sends out too many raiding parties at one time, the security of Tu’narath
hands, crave novelty. They expect every returning raid to provide new forms of entertainment. This preoccupation with newness stands at the hollow center of githyanki culture. They dabble in creating
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating
treasures that bring esteem to a cloud giant’s household. Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards
compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 13: Building Combat Encounters
When creating a combat encounter, let your imagination run wild and build something your players will enjoy. Once you have the details figured out, use
tactics and quick thinking, and the party risks defeat.
XP Thresholds by Character Level Character Level ————— Encounter Difficulty —————
Easy Medium Hard Deadly
1st 25 50 75 100
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
anything in particular to the characters but feel like a bad omen. Lost and Found Prior to the vision, the characters were traveling to Vogler and had stopped to camp or rest near a forested path. After
surrounding vegetation, creating an unnatural clearing similar to the one in the characters’ visions. The cleared plants also reveal overgrown ruins nearby: A crumbling stone structure lies among the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a piece of the franchise’s action. Rival NPCs can be worked up using the rules in chapter 4, “Creating Nonplayer Characters” of the Dungeon Master’s Guide, incorporating schemes, methods, and
campaign story unfolds. Perhaps the characters were forced to slay an evil guard in a raid gone bad. Later, their majordomo engages in a little gambling as part of a franchise task … and finds the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Where Are You From? The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword
a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Combat Encounter When creating a combat encounter, let your imagination run wild and build something your players will enjoy. Once you have the details figured out, use this section to
the party risks defeat. XP Thresholds by Character Level Character
Level
----- Encounter Difficulty -----
Easy Medium Hard Deadly 1st 25 50 75 100 2nd 50 100 150 200 3rd 75 150 225 400 4th
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) check, a character can convince her to speak openly. Kara knows that Viallis is creating some sort of following, having attracted many admirers who now live in and around the village. She doesn’t know
floor that can be rented out by the day or tenday. Old Fargo’s Suspicions. Old Fargo has long distrusted Lord Viallis, instinctively seeing him as a bad sort, but he keeps his thoughts to himself unless
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
relentlessly. She delights in creating dangerous and destructive manifestations of elemental water, especially maelstroms and floods. She is eager to assert her power by smashing any vessel that dares to
Olhydra’s presence in an elemental node creates a number of widespread effects — bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate-towns come knocking on their doors, residents feign ignorance or offer up false clues to throw off the nose of justice. Residents remain smugly aloof, fending off bounty hunters like bad suitors
Carceri, creating one or more of the following effects in and around the gate-town: Ball and Chain. Creatures in Curst feel as though they’re dragging a ball and chain behind themselves and have their






