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Returning 35 results for 'bad being distant conduct remote'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
Pirate
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval
you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes, and a pouch containing 10 gp
Feature: Bad Reputation
No matter where
Sailor
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval
more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
Evermeet. The fabled elven islands far to the west are home to elves who have never
Backgrounds
Baldur’s Gate: Descent into Avernus
the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your
. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad Reputation
If your character has a sailor
Genasi
Legacy
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races
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
concentration of them hailing from the regions surrounding the Sea of Fallen Stars.
The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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races
Elemental Evil Player's Companion
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
, the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
different ways that the demons and the dragons could be interpreting those words. Ultimately, the adventurers might be in the position of having to choose between an outcome that is bad for them but good
for the world in the long term, or a short-term triumph that carries tremendous risk for the world in the distant (or not too distant) future. Another possibility is that the adventurers are openly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
different ways that the demons and the dragons could be interpreting those words. Ultimately, the adventurers might be in the position of having to choose between an outcome that is bad for them but good
for the world in the long term, or a short-term triumph that carries tremendous risk for the world in the distant (or not too distant) future. Another possibility is that the adventurers are openly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
different ways that the demons and the dragons could be interpreting those words. Ultimately, the adventurers might be in the position of having to choose between an outcome that is bad for them but good
for the world in the long term, or a short-term triumph that carries tremendous risk for the world in the distant (or not too distant) future. Another possibility is that the adventurers are openly
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Appendix A: Genasi Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Appendix A: Genasi Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Appendix A: Genasi Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Smuggling has also long been a profitable business here. The dwarven mining operation promises to bring about a rapid growth in Saltmarsh’s fortunes. Whether that’s a good or a bad thing depends on
have all helped fuel a bustling local black market. Some fishing boats meet ships at sea to load and unload illegal goods, while other cartels conduct business at isolated points along the shore near
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
it’s not even clear to other residents of Prismeer when a rule has been broken. For example, brigands are able to take what they want from other folk without paying for it, and nothing bad seems to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Smuggling has also long been a profitable business here. The dwarven mining operation promises to bring about a rapid growth in Saltmarsh’s fortunes. Whether that’s a good or a bad thing depends on
have all helped fuel a bustling local black market. Some fishing boats meet ships at sea to load and unload illegal goods, while other cartels conduct business at isolated points along the shore near
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Smuggling has also long been a profitable business here. The dwarven mining operation promises to bring about a rapid growth in Saltmarsh’s fortunes. Whether that’s a good or a bad thing depends on
have all helped fuel a bustling local black market. Some fishing boats meet ships at sea to load and unload illegal goods, while other cartels conduct business at isolated points along the shore near
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
it’s not even clear to other residents of Prismeer when a rule has been broken. For example, brigands are able to take what they want from other folk without paying for it, and nothing bad seems to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
it’s not even clear to other residents of Prismeer when a rule has been broken. For example, brigands are able to take what they want from other folk without paying for it, and nothing bad seems to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lasts in this corner of the world. Travel to and from this remote town was expedited by the ferry that ran out of Easthaven, but with the ferry shut down, Caer-Konig is completely cut off by mountains
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remote, and even angels never make contact with mortals? In the Dark Sun setting, the gods are extremely distant — perhaps nonexistent — and clerics rely instead on elemental power for their magic.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lasts in this corner of the world. Travel to and from this remote town was expedited by the ferry that ran out of Easthaven, but with the ferry shut down, Caer-Konig is completely cut off by mountains
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lasts in this corner of the world. Travel to and from this remote town was expedited by the ferry that ran out of Easthaven, but with the ferry shut down, Caer-Konig is completely cut off by mountains
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
doesn’t deny it and insists they’ll never escape without his help. The séance ends with Dalk’s message followed by the house awakening and the sound of Mara’s distant scream. Mara Silvra: “FIND ME BELOW
what happens when the house wakes and look ahead to “Escaping the House” at the end of the adventure. Unless otherwise noted, should the party try to conduct additional séances at this point, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
doesn’t deny it and insists they’ll never escape without his help. The séance ends with Dalk’s message followed by the house awakening and the sound of Mara’s distant scream. Mara Silvra: “FIND ME BELOW
what happens when the house wakes and look ahead to “Escaping the House” at the end of the adventure. Unless otherwise noted, should the party try to conduct additional séances at this point, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
doesn’t deny it and insists they’ll never escape without his help. The séance ends with Dalk’s message followed by the house awakening and the sound of Mara’s distant scream. Mara Silvra: “FIND ME BELOW
what happens when the house wakes and look ahead to “Escaping the House” at the end of the adventure. Unless otherwise noted, should the party try to conduct additional séances at this point, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remote, and even angels never make contact with mortals? In the Dark Sun setting, the gods are extremely distant — perhaps nonexistent — and clerics rely instead on elemental power for their magic.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remote, and even angels never make contact with mortals? In the Dark Sun setting, the gods are extremely distant — perhaps nonexistent — and clerics rely instead on elemental power for their magic.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
getting married and moving to a distant land. Kasem knows he can’t continue Spicy Brothers without Vi’s charm and concocted a plan to buy out another successful business. But most businesses in the Dyn
them as a vapid tradition created to provide cheap thrills. Kasem encourages the characters to enjoy their evening, avoid the Market Games, and stay away from vendors who give the market a bad name. Any
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
getting married and moving to a distant land. Kasem knows he can’t continue Spicy Brothers without Vi’s charm and concocted a plan to buy out another successful business. But most businesses in the Dyn
them as a vapid tradition created to provide cheap thrills. Kasem encourages the characters to enjoy their evening, avoid the Market Games, and stay away from vendors who give the market a bad name. Any
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
getting married and moving to a distant land. Kasem knows he can’t continue Spicy Brothers without Vi’s charm and concocted a plan to buy out another successful business. But most businesses in the Dyn
them as a vapid tradition created to provide cheap thrills. Kasem encourages the characters to enjoy their evening, avoid the Market Games, and stay away from vendors who give the market a bad name. Any
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified