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Returning 35 results for 'night conduct risk pdf'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
unfeeling entity.
Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words
Species
Van Richten’s Guide to Ravenloft
overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding
joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.
I’Cath. At night, the starving city of I’Cath is overrun by
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.
Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally
Goliath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
away in the night to seek the cold will of fate.
In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in
give up their lives as their physical skills decay.
Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- term leaders. They hope for innate
Monsters
Fizban's Treasury of Dragons
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can
":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
Unfamiliar drow adventurers have been prowling a city’s streets at night and have been overheard talking about the dragon they
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Monsters
Fizban's Treasury of Dragons
help select spells for a spellcasting dragon.
Deep Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the
","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
Unfamiliar drow adventurers have been prowling a city’s streets at night and have been overheard talking about the dragon
Backgrounds
Ghosts of Saltmarsh
turn day into night.
7
Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
8
Love Story. You fell in love with a
throw this salt over your shoulder. (Lawful)
3
Daring. The richest bounty goes to those who risk everything. (Chaotic)
4
Plunder. Take all that you can and leave nothing for the
Magic Items
Tasha’s Cauldron of Everything
crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact’s bearers realize its full threat, few risk using the Crook of Rao&mdash
1d10 barbed devil;barbed devils and 1d10 vrock;vrocks appear.
71–80
1 arcanaloth, 1 night hag, and 1 rakshasa appear.
81–85
1 ice devil and 1 marilith appear.
86–90
Monsters
Fizban's Treasury of Dragons
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can turn
"}
Adventure Hook
1
Unfamiliar drow adventurers have been prowling a city’s streets at night and have been overheard talking about the dragon they serve.
2
Svirfneblin hire the
Monsters
Fizban's Treasury of Dragons
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can turn
":"Adventure Hook"}
Adventure Hook
1
Unfamiliar drow adventurers have been prowling a city’s streets at night and have been overheard talking about the dragon they serve.
2
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches
, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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->Dragonlance: Shadow of the Dragon Queen
Darrett’s Negotiations Allow the characters to research the Northern Wastes or conduct any business in Kalaman. Afterward, Darrett seeks out the characters and relates the following information
the attention of the Dragon Army, Vendri has ordered a few ships to ferry Darrett’s troops across Kalaman Bay at night. A secluded cove called Wrecker’s Edge lies at the southeastern shore of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Darrett’s Negotiations Allow the characters to research the Northern Wastes or conduct any business in Kalaman. Afterward, Darrett seeks out the characters and relates the following information
the attention of the Dragon Army, Vendri has ordered a few ships to ferry Darrett’s troops across Kalaman Bay at night. A secluded cove called Wrecker’s Edge lies at the southeastern shore of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
occasionally conduct bizarre rituals to maintain your pact. 5 You can never wear the same outfit twice, since your patron finds such predictability to be boring. 6 When you use an eldritch invocation, you must speak your patron’s name aloud or risk incurring its displeasure.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
occasionally conduct bizarre rituals to maintain your pact. 5 You can never wear the same outfit twice, since your patron finds such predictability to be boring. 6 When you use an eldritch invocation, you must speak your patron’s name aloud or risk incurring its displeasure.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart. BREAKING YOUR OATH
A paladin tries to hold to the highest standards of conduct, but
all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart. BREAKING YOUR OATH
A paladin tries to hold to the highest standards of conduct, but
all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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 other useful items, but if they
are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation where the townsfolk would try to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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 other useful items, but if they
are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation where the townsfolk would try to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart. BREAKING YOUR OATH
A paladin tries to hold to the highest standards of conduct, but
all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart. BREAKING YOUR OATH
A paladin tries to hold to the highest standards of conduct, but
all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling
to risk the lives of volunteers by ordering them to take the ship and its crew by force. As soon as an approaching vessel is spotted, the council expects the characters to perform the actual task of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate. In some ways, the goliath drive to outdo
have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling
to risk the lives of volunteers by ordering them to take the ship and its crew by force. As soon as an approaching vessel is spotted, the council expects the characters to perform the actual task of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate. In some ways, the goliath drive to outdo
have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
lizardfolk in the outer ward respond at the beginning of the fourth round. At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
sparingly, for the risk of discovery is too great to use them routinely. Nevertheless, if the Old Wall were ever to be seriously tested, its defenders might find it far less impenetrable than it seems. Green
shrouds the river, the docks, and most of the Lower City. The persistent fog makes it easy to conduct illicit business or commit a murder without anyone catching sight of the “interaction” through a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
lizardfolk in the outer ward respond at the beginning of the fourth round. At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
lizardfolk in the outer ward respond at the beginning of the fourth round. At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sparingly, for the risk of discovery is too great to use them routinely. Nevertheless, if the Old Wall were ever to be seriously tested, its defenders might find it far less impenetrable than it seems. GREEN
shrouds the river, the docks, and most of the Lower City. The persistent fog makes it easy to conduct illicit business or commit a murder without anyone catching sight of the “interaction” through a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
lizardfolk in the outer ward respond at the beginning of the fourth round. At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
sparingly, for the risk of discovery is too great to use them routinely. Nevertheless, if the Old Wall were ever to be seriously tested, its defenders might find it far less impenetrable than it seems. Green
shrouds the river, the docks, and most of the Lower City. The persistent fog makes it easy to conduct illicit business or commit a murder without anyone catching sight of the “interaction” through a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sparingly, for the risk of discovery is too great to use them routinely. Nevertheless, if the Old Wall were ever to be seriously tested, its defenders might find it far less impenetrable than it seems. GREEN
shrouds the river, the docks, and most of the Lower City. The persistent fog makes it easy to conduct illicit business or commit a murder without anyone catching sight of the “interaction” through a