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                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle. This light
                                                
                                            
                                                
                                                     carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the
                                                
                                            
                                        
                                                    Tortle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    The Tortle Package
                                                    
                                                
                                            
                                                     dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
                                                
                                            
                                                
                                                    , defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     find ready audiences, and the constant flow of travelers means that both new spectators and new spectacles are always passing through.
You thrive in front of an audience. You know how to entrance them
                                                
                                            
                                                
                                                     court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     runs 500 yards into a dense stand of trees and brush at the edge of the Mere of Dead Men. At night, when everyone in the compound is asleep except for a few rooftop guards, lizardfolk creep through
                                                
                                            
                                                
                                                     transit point for the cult’s contraband coming up from the south. When wagons arrive from the south, they are brought into the compound one or two at a time for unloading, then moved back outside for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     the edge of the Mere of Dead Men. At night, when everyone in the compound is asleep except for a few rooftop guards, lizardfolk creep through the tunnel and take the marked crates to a location in the
                                                
                                            
                                                
                                                     from the south. When wagons arrive from the south, they are brought into the compound one or two at a time for unloading, then moved back outside for parking. The compound is crowded with food, lumber
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    2. Walled Compound Smoke drifts lazily from a walled compound. The gate lies in splinters, and scorch marks deface the buildings. Near the center of the compound is a plaza littered with charred
                                                
                                            
                                                
                                                     human corpses. One of the corpses is being torn apart by a pack of wild dogs.
 The Red Wizards seized this compound as their base of operations in Omu, but yuan-ti attacked and nearly wiped them out
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
                                                
                                            
                                                
                                                     grass fire upwind from the compound to create cover for themselves. Thick white smoke drifts through the compound and makes the area lightly obscured. Anything more than 30 feet from a viewer is heavily
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     patrol the walls and the land immediately around them. Inside the farm, young treants allied with the Emerald Enclave hide within stands of trees, ready to animate trees to repel invaders. More than five
                                                
                                            
                                                
                                                     the surrounding fields, and it’s enclosed on all sides by a wall of mortared stone. The outer wall is 60 feet high (20 feet high inside the compound) and 30 feet wide. The wall is built out at several
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Arrival at the Fort When the characters get within sight of Fort Knucklebone, describe the location as follows: A fortified compound sits atop a low plateau that rises out of a crater-pocked
                                                
                                            
                                                
                                                     landscape. At the center of the compound is a hill of rust-colored stone that resembles a hand clawing out of the ground, with gaps between the fingers. A jagged wall made of rock, bones, and metal debris
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     their own subterranean food, and prefer to sneak about at night, the people of a town might go for weeks or months without noticing evidence that kobolds are in the area, and years between actual
                                                
                                            
                                                
                                                     undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     mounted to its mainmast and its ragged sails are stitched from worn leather. Barbaric half-orcs patrol its decks and standby, ready to employ its deadly siege weapons. A giant’s skeleton clutching a
                                                
                                            
                                                
                                                     challenge. Characters who attempt to sneak up on the vessel must succeed on a DC 15 group Dexterity (Stealth) check, with advantage if they attempt this task at night. On a failure, the cultists on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                    Hank  Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
 Spell DC: 12
 Spell Attack Modifier: +4
  Level 1 Ranger Spells (Slots: 3)   Spell School Special*   Cure Wounds Abjuration
                                                
                                            
                                                
                                                     ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    Hank  Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
 Spell DC: 12
 Spell Attack Modifier: +4
  Level 1 Ranger Spells (Slots: 3)   Spell School Special*   Cure Wounds Abjuration
                                                
                                            
                                                
                                                     ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Leaving Kalaman Once the characters are ready to sail to the wastes, Darrett arranges to meet them that evening at a section of Kalaman’s docks used by the military. When the characters arrive, they
                                                
                                            
                                                
                                                     appendix A). When the characters board one of the ships ferrying the troops, read the following: Water sloshes and wood creaks as ships depart from Kalaman’s docks in the dead of night. Citizens gathered
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    The Sally Port The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while characters are in the keep, raiders approach
                                                
                                            
                                                
                                                     appendix D), which are guarding the sally port’s 10-foot-by-20-foot ready room against exactly this type of counterattack. After characters seize the room, they discover that the door is heavily damaged. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    The Sally Port The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while characters are in the keep, raiders approach
                                                
                                            
                                                
                                                     appendix D), which are guarding the sally port’s 10-foot-by-20-foot ready room against exactly this type of counterattack. After characters seize the room, they discover that the door is heavily damaged. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     dead of night without awakening any bullywugs in the barracks (areas 1G and 2G). A trapdoor closes off the top of the stairs up to area 3H. The trapdoor isn’t locked, but a pair of iron spikes has
                                                
                                            
                                                
                                                     been hammered between the door and the frame. Opening the door requires either a DC 10 Strength check or ten minutes spent carefully prying out the spikes. If the door is forced and no one is standing by ready to catch the spikes, they clatter noisily down the steps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     dead of night without awakening any bullywugs in the barracks (areas 1G and area 2G). A trapdoor closes off the top of the stairs up to area 3H. The trapdoor isn’t locked, but a pair of iron spikes
                                                
                                            
                                                
                                                     has been hammered between the door and the frame. Opening the door requires either a DC 10 Strength check or ten minutes spent carefully prying out the spikes. If the door is forced and no one is standing by ready to catch the spikes, they clatter noisily down the steps.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     end at five bells in the morning, one bell in the afternoon, and nine bells at night, respectively. Each shift consists of a priest of Chauntea (NG male or female Illuskan human), four acolytes (NG
                                                
                                            
                                                
                                                     belongings are thoroughly searched in the gatehouse to make sure they contain nothing that could damage crops, such as rodents and vermin. Guests who want to spend the night are directed to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Knucklebone without Mad Maggie’s consent, the night hag organizes a posse to run them down and get back what’s hers, plus “interest.” Mad Maggie chases after them in her Scavenger, with Mickey in the passenger
                                                
                                            
                                                
                                                     hull, ready to leap onto enemy vehicles. If Chukka and Clonk got the broken Demon Grinder working, that vehicle comes after the characters as well and is manned entirely by redcaps and madcaps.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     assistance. The card can inspire both the characteristics of the person they meet and the nature of the aid that person provides. Ready Foraging. The characters have abundant food and water for this day
                                                
                                            
                                                
                                                     and don’t need to consume any of their rations. They eat well that night, and each character begins the next day with inspiration. Reduced Travel Time. The characters find a shortcut that reduces the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     throughout the night. When you’re ready to conclude this section, move on to the “Bakaris Defects” encounter.  Night Encounters   d4 Encounter   1 Six kapak draconians scale the walls and attack a group of
                                                
                                            
                                                
                                                    No Sleep in Kalaman The people of Kalaman face a long, anxious night waiting for the Dragon Army’s attack. Use encounters from the Night Encounters table to reinforce the Dragon Army’s menace
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     giant rockspeaker (both in chapter 6) who needs to commune with his dreams within the crystal sand fortress at night. While he does, creatures from the Fiendish Incursion Encounters and Elemental Earth
                                                
                                            
                                                
                                                     they can sing to make the sand do what they want, but none of them can carry a tune, so they’re frustrated and ready to smash intruders to pieces. Wanderer’s Hope A cloud giant in an airship seeks the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     giant’s demands for him to come with her to the Star Forge. Last night, the giants returned to the city and took Theldin by force. Star Forge. Giants built the Star Forge eons ago in a crater up the
                                                
                                            
                                                
                                                     so from the comfort of his own forge.” Once the players are ready to continue, proceed to the “Fireside Monastery” section below.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     adventurers are not quite ready to move to 9th level and start the next adventure in the series, Sleeping Dragon’s Wake. This is a good opportunity to create your own encounters or short adventures
                                                
                                            
                                                
                                                     potential. If the party made peace with the lizardfolk tribe during the “Missing Patrol” quest, the leaders of the tribe may ask the characters to join them to celebrate a holy night in the lizardfolk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     brought them together. Once the players are ready to get under way, use the following boxed text to summarize the situation: Icewind Dale has become trapped in a perpetual winter. Ferocious blizzards make
                                                
                                            
                                                
                                                     shimmering aurora that weaves across the sky each night is said to be her doing—a potent spell that keeps the sun at bay.
 Dalefolk live in a scattering of settlements known as Ten-Towns. The drop
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    . Night of the Eye Every year and a half, the moons of Krynn align in an event known as the Night of the Eye. This prelude unfolds during one of these fateful nights, shortly before the characters head to
                                                
                                            
                                                
                                                     during the Night of the Eye. Trial of the Barb The prelude begins with the characters nearing the Barb: Tonight is an important night. Ahead rises the Barb: a jagged, half-ruined spire of gray stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the gatehouse day and night. The rampart under the palisade impedes the camp’s drainage. The entire compound is riddled with puddles and ankle-deep mud, which make it a breeding ground for mosquitoes
                                                
                                            
                                                
                                                    Camp Vengeance Through the foliage, you see a crude timber fortification — a walled compound with watchtowers and tents inside it, encircled by a ditch bristling with sharpened stakes. A large
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     friendly but humorless groundskeeper of Phaulkonmere, a compound located one block south of Kolat Towers (see chapter 8). Phaulkonmere is owned by the Tarm and Phaulkon noble families. Melannor
                                                
                                            
                                                
                                                     sackcloth hood, another has a rotting pumpkin head, and the third is covered with a threadbare blanket. Characters who camp in a field for the better part of a day or night have a 10 percent chance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     harmed—Madam Kulp is adamant about the caterpillars’ safety. If the characters agree to these rules, they may descend into the maze when they are ready. Running the Challenge Once the characters have
                                                
                                            
                                                
                                                    . When the last character reaches the bottom of the ladder, Madam Kulp shouts, “Ready? Go!” At this point, the characters should roll initiative. Finding Caterpillars. Four tut-krogh caterpillars hide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     bugbears Sixty goblins, split into two groups of thirty All of the bugbears, and half of the ogres and goblins, climb over the walls in the dead of night. They slip into the wheat fields in search of food to
                                                
                                            
                                                
                                                     realize something is amiss and reach the bell in the dead of night.) The ringing bell can be heard for miles and puts all of Goldenfields’ defenses on alert. The bell panics any ogres, bugbears, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     provides. In most other towns and cities, you’ll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep, many buildings are connected
                                                
                                            
                                                
                                                     directly to the sewers. Public facilities for those out and about can be found all around the Market and the Field of Triumph, and near the largest city squares. In places without ready access to sewers
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     delay and the Sea Ghost sails away, returning the next night. The smugglers will drop anchor if the characters send any kind of return signal to the ship — not necessarily the correct one. The crew of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     someone is writing it, word by word. As this text unfurls, read: “Our story starts during the time leading up to the winter solstice on the final night of Uktar in the year 374 DR. A nearly full moon rises
                                                
                                            
                                                
                                                     misleading.”
 “When you are ready to proceed, turn the page.”
 When the reader turns the page, the book glows briefly, as a delayed-action gate spell is activated. Any creature within 10 feet of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     attacked. They are among the bravest of the Citadel, and heroes who die in service to the Shieldbearers receive the city’s highest honors. Shieldbearers stand ready to make the ultimate sacrifice to save
                                                
                                            
                                                
                                                     save lives. But thus far, he has not defied the council. In secret, Arayat drinks heavily. It is the only way he can sleep at night. Personality Trait. “I will do anything and everything to protect the
                                                
                                            
                                        





