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Returning 35 results for 'conduct resting gives to have rogue'.
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Monsters
Spelljammer: Adventures in Space
autognome obeys its creator’s commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it
was designed for.
No two autognomes are necessarily made of the same materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives
Monsters
Adventure Atlas: The Mortuary
, speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
;specters, and other malign entities that prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed
Magic Items
Baldur’s Gate: Descent into Avernus
This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
Monsters
Fizban's Treasury of Dragons
power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good
Serpents of the Dreaming City draws power from an ancient amethyst dragon, which the cultists keep in eternal slumber with braziers of enchanted smoke.
2
A rogue purple worm swallowed a large
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The City of the Dead Look to the cliffs to the north of Sharn, and you’ll see a collection of crypts embedded into the cliff face. This is the City of the Dead, the final resting place of the
. Few people reside in this area. Among its major features are Aureon’s Holt, a temple of the Restful Watch, where Sovereign priests conduct funerals and serve as the caretakers of the tombs. Warden
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The City of the Dead Look to the cliffs to the north of Sharn, and you’ll see a collection of crypts embedded into the cliff face. This is the City of the Dead, the final resting place of the
. Few people reside in this area. Among its major features are Aureon’s Holt, a temple of the Restful Watch, where Sovereign priests conduct funerals and serve as the caretakers of the tombs. Warden
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
or until Granny Nightshade gives them a mission. The redcaps are hostile toward creatures other than Granny Nightshade. However, if a redcap is offered a gift, it accepts the gift and becomes so angry
at the thought of having to reciprocate (see “Rules of Conduct” in chapter 2) that it clutches its chest and keels over dead at the start of its next turn.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
or until Granny Nightshade gives them a mission. The redcaps are hostile toward creatures other than Granny Nightshade. However, if a redcap is offered a gift, it accepts the gift and becomes so angry
at the thought of having to reciprocate (see “Rules of Conduct” in chapter 2) that it clutches its chest and keels over dead at the start of its next turn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith. Your class gives you a
variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, the galeb duhr takes offense, grumbling about ingratitude. An apology accompanied by a successful DC 12 Charisma (Persuasion) check satisfies the galeb duhr. On a failed check, the galeb duhr gives
). If the characters offer the bullywugs nothing in return for their help, the bullywugs take no offense. They don’t expect foreigners to honor the rule of reciprocity (see “Rules of Conduct” earlier in the chapter).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, the galeb duhr takes offense, grumbling about ingratitude. An apology accompanied by a successful DC 12 Charisma (Persuasion) check satisfies the galeb duhr. On a failed check, the galeb duhr gives
). If the characters offer the bullywugs nothing in return for their help, the bullywugs take no offense. They don’t expect foreigners to honor the rule of reciprocity (see “Rules of Conduct” earlier in the chapter).
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, rogue, sorcerer, warlock)
5 I use my class features to take on draconic characteristics. (Barbarian, sorcerer)
6 I have a dragon tooth, horn, claw, or scale that I use as a focus for my
connection to nature gives me a strange link to a dragon whose presence alters the fabric of nature around the dragon’s lair. (Druid, ranger)
9 I recently discovered that a person I loved and trusted was
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, rogue, sorcerer, warlock)
5 I use my class features to take on draconic characteristics. (Barbarian, sorcerer)
6 I have a dragon tooth, horn, claw, or scale that I use as a focus for my
connection to nature gives me a strange link to a dragon whose presence alters the fabric of nature around the dragon’s lair. (Druid, ranger)
9 I recently discovered that a person I loved and trusted was
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith. Your class gives you a
variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Hungry Ogres One night (or day if the situation dictates), while the traveling goat show is resting for the evening, a family of ogres catches their scent. Being ogres, always hungry and particularly
) check to notice that the goats are getting restless. This gives those on guard three rounds to wake up any sleepers and take precautions. After three rounds, the ogres, numbering three plus one per
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Hungry Ogres One night (or day if the situation dictates), while the traveling goat show is resting for the evening, a family of ogres catches their scent. Being ogres, always hungry and particularly
) check to notice that the goats are getting restless. This gives those on guard three rounds to wake up any sleepers and take precautions. After three rounds, the ogres, numbering three plus one per
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
how she feels about the characters’ behavior so far. She gives them a lot of credit for not killing any lizardfolk (if that’s the case), or she chastises them for taking the lives of lizardfolk
characters give it back. If the mission isn’t ruined by how they conduct themselves prior to this first audience, the queen allows the characters to circulate through the lair for a brief time to give
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
natures.
Germaine is gruff and doesn’t like wasting time. She gives the characters the information she has and tries to send them on their way before they can ask questions about her involvement in the
case. The sooner the characters solve her problem, the sooner she can get back to collecting extra money from the Boromar Clan for doing nothing other than ignoring their crimes. Germaine gives the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
how she feels about the characters’ behavior so far. She gives them a lot of credit for not killing any lizardfolk (if that’s the case), or she chastises them for taking the lives of lizardfolk
characters give it back. If the mission isn’t ruined by how they conduct themselves prior to this first audience, the queen allows the characters to circulate through the lair for a brief time to give
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
natures.
Germaine is gruff and doesn’t like wasting time. She gives the characters the information she has and tries to send them on their way before they can ask questions about her involvement in the
case. The sooner the characters solve her problem, the sooner she can get back to collecting extra money from the Boromar Clan for doing nothing other than ignoring their crimes. Germaine gives the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the floor.
Monsters. Lurking behind the cluster of stalagmites to the north are five domesticated death dogs, four hobgoblins, and the hobgoblin warlord Yargoth the Breaker.
When Yargoth gives
this enclosure are a pair of 10-foot poles, each with a loop of rope at one end, and a battered wooden tower shield.
When Yargoth gives the order to attack, three hobgoblins acting on the same
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a human skull resting on an open rolltop desk.
Skabatha Nightshade spends part of her day here (see Where’s Skabatha? earlier in the chapter); if present, she is seated at the writing desk and
, ownership, and reciprocity in detail (see “Rules of Conduct” in chapter 2). Twilight Tides is a fat, wrinkled book about navigating the oceans of the Feywild. After two books were stolen from her
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Twice each day that the party spends in the Labyrinth (whether traveling or resting), roll a d20 and consult the Labyrinth Encounters table to determine what, if anything, they
monodrone 19 2d6 quaggoths 20 1d4 shriekers Behir This long-bodied reptile is either prowling a tunnel or resting in a cave when the characters encounter it. The behir retreats if reduced to 80 or fewer
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the cloister. She fears he went to the ancient observatory on the southeast side of the island, which is another dragon’s final resting place. She suspects some evil has arisen there, but says she
dares not go there herself, lest her presence reopen old wounds. She gives them a moonstone key—a 3-inch-long, 1-inch-wide hexagonal prism made from moonstone, with a dragon’s head engraved on one end—and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a human skull resting on an open rolltop desk.
Skabatha Nightshade spends part of her day here (see Where’s Skabatha? earlier in the chapter); if present, she is seated at the writing desk and
, ownership, and reciprocity in detail (see “Rules of Conduct” in chapter 2). Twilight Tides is a fat, wrinkled book about navigating the oceans of the Feywild. After two books were stolen from her
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the cloister. She fears he went to the ancient observatory on the southeast side of the island, which is another dragon’s final resting place. She suspects some evil has arisen there, but says she
dares not go there herself, lest her presence reopen old wounds. She gives them a moonstone key—a 3-inch-long, 1-inch-wide hexagonal prism made from moonstone, with a dragon’s head engraved on one end—and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the floor.
Monsters. Lurking behind the cluster of stalagmites to the north are five domesticated death dogs, four hobgoblins, and the hobgoblin warlord Yargoth the Breaker.
When Yargoth gives
this enclosure are a pair of 10-foot poles, each with a loop of rope at one end, and a battered wooden tower shield.
When Yargoth gives the order to attack, three hobgoblins acting on the same
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hanging in front of them. Resting on each shoulder are red-eyed ravens that scrutinize your group. Behind her, a hulking creature built of disparate fiendish parts trudges, moaning and hopping as it
, Mad Maggie tells the characters she needs to gather supplies for the ritual of memory unlocking. This gives the characters a chance to interact with the other members of Mad Maggie’s gang and maybe earn some good will with them as mentioned under their individual descriptions below.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hanging in front of them. Resting on each shoulder are red-eyed ravens that scrutinize your group. Behind her, a hulking creature built of disparate fiendish parts trudges, moaning and hopping as it
, Mad Maggie tells the characters she needs to gather supplies for the ritual of memory unlocking. This gives the characters a chance to interact with the other members of Mad Maggie’s gang and maybe earn some good will with them as mentioned under their individual descriptions below.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Heralds of Dust Exorcist Dauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghosts, specters, and other malign entities that
prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed calls throughout Sigil and the planes beyond
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Heralds of Dust Exorcist Dauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghosts, specters, and other malign entities that
prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed calls throughout Sigil and the planes beyond
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Twice each day that the party spends in the Labyrinth (whether traveling or resting), roll a d20 and consult the Labyrinth Encounters table to determine what, if anything, they
monodrone 19 2d6 quaggoths 20 1d4 shriekers Behir This long-bodied reptile is either prowling a tunnel or resting in a cave when the characters encounter it. The behir retreats if reduced to 80 or fewer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
battle. Elder Brain Resting Pool Usually centrally located, the lair’s resting pool is where the elder brain holds court in its brine pool, protected by a nearly impenetrable layer of a glass-like
illusion, or some other barrier. Illithid Quarters Each member of the colony claims a single room or a small series of chambers at its own and uses the space to conduct its personal research. One