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Returning 35 results for 'both badly diffusing courtier return'.
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Monsters
Acquisitions Incorporated
Dran clan, Prophetess is a retired paladin of Tymora who now runs the inn known as the Dran & Courtier. Formerly owned by her parents (and once called the Omindran), the inn has been a central
and unexpected return to the world. Through all that time and currently, Prophetess has maintained a challenging relationship with her faith.
Though retired from active service to her deity, Prophetess
Backgrounds
Sword Coast Adventurer's Guide
organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
Skill Proficiencies:
, modifying the entries when appropriate to suit your identity as a courtier.
The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Masterpiece Imbroglio An Adventure for 5th-Level Characters A group of scholars and sages known as the Cognoscenti Esoterica recently purchased a painting of Constantori, a famous courtier rumored to
adventure, the characters must retrieve the portrait of Constantori from the Agile Hand’s guildhouse and return it to Adrisa Carimorte, a member of the Cognoscenti Esoterica. Two adventurers hide from a guard outside the guildhouse of the Agile Hand
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 4: Revenge for the “C” Team You are standing just inside the front door to the Dran & Courtier. The place is deserted, the tables empty. Everything is in shadow, except where a purple light
interior doors, all of which lead to the shared study beyond.
The Fallen Investigation of the members of the “C” Team confirms that they are truly dead. No magic available to the characters can return them
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 1: The Dran & Courtier? The Dran & Courtier is normally a fine inn run by Prophetess “Propha” Dran, who happens to be Omin Dran’s mother, and her wife, Audra Courtier. The inn is a favorite of
versions. The multifaceted extradimensional nature of the Dran & Courtier makes it an ideal location for the Orrery of the Wanderer to channel the extraplanar magic of the Six’s ritual. A convenient number
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fight against Hoobur Gran’Shoop went badly for the party. Returning the Diamonds If the characters recovered Omin’s diamonds, they need to return the goods. It’s up to you whether they have to make a side
they learned within, then figure out their next move. If the characters didn’t find the rotor of return when exploring the lighthouse, Wizzy can reveal where the relic is hidden if he survived. He is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Conclusion With this first episode completed, the characters attain 2nd level! But even as they get to bask in the warm glow of that achievement, they must return to Acquisitions Incorporated to
. If you find the franchise in poor standing or otherwise in distress, I want a full report. And depending on how badly the last group botched things, I might look to you to take over. A failed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
wants something from it, typically a means of improving one’s status or gaining leverage against enemies. A demon that answers the call wants something in return: an opportunity to spread carnage, to
curry Lolth’s favor, or to accomplish something more devious. As long as both sides get what they want, these arrangements conclude without further incident. Every so often, a demon summoning goes badly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with three archmages, one of whom appears to be Halaster. Turbulence is losing badly and has only 3 hit points remaining. Before the archmages can finish her off, the tiefling shouts, “I surrender!” On
archmages have reverted to statues. The statues return to their alcoves, revert to their inanimate forms, and regain all their hit points if, when their turn comes up, no other creatures remain in the room
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
goblins (as in “The Sunless Citadel,” an adventure found in Tales from the Yawning Portal). In this case, fighting the dragon might be necessary if the dragon doesn’t want to return, but killing the
a dragon’s lair is more likely to mean a fight to the death, since the dragon will be less keen on fleeing an encounter that goes badly and more determined to hunt down adventurers who flee after
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 3: Feeling Small You are standing just inside the front door to the Dran & Courtier. The inn is seemingly deserted — or not. No one is in sight, but you see food and drink moving on several
unravels toward you.
This scene takes place entirely in the common room of the Dran & Courtier, since none of the interior doors of this version of the inn can be opened. All the characters use their
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
buried in a rock slide, badly injured and unable to recall what happened—or the location of the dragon’s lair.
4 A reclusive, eccentric noble who sometimes employs adventurers turns out to be a
in return.
The kindly copper dragon has grown fond of the companionship of Humanoids, although he does not know if he will ever grow accustomed to the brief nature of their lives. His last
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for food and treasure, as well as creatures to enslave, but they are cold and eager to return home. Izobai fights only in self-defense. If defeat seems inevitable, she uses her torch to set fire to
released it, but all other creatures on the battlefield are fair game. It would sooner eat a goblin than anything else, given how badly the goblins have treated the bears. The goblins run away from a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to escape if it can seize the components or if it is badly wounded, leaving its lackeys behind to deal with the characters. Treasure In addition to the book, the study holds 30 pp, 150 gp, two pieces
to the characters if they save him, or they can loot it if things go the other way. Getting Away When the fight is done, the characters can exit through the portal, return to the portal nexus, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
out elsewhere amid the chaos of war. Glowing Signal. The kakkuus immediately return if they see the glyph glowing on the door to area Y2. Y2: Guard Hall The exterior door has an invisible glyph
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dimensional Caverns When the basement door is opened, read: Instead of a basement stairway, a rough stone tunnel stretches away from the Dran & Courtier, quickly widening to a cavernous space studded
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.”
Lulu’s memory was badly damaged by events she can’t remember, but a summary of those events is presented here for your benefit. Lulu was more than Zariel’s traveling companion. She was the angel’s
characters feels important. Any remaining memories return at once when Lulu regains all her spellcasting abilities. When the time comes for Lulu to recall a lost memory, roll a d6 and consult the Lulu’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
ship. Firing on the Last Breath If the characters seem determined to fire on the Last Breath from a distance, Gargenhale discourages this course of action: “My ship is badly damaged and brimming with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Recurring Villains The most effective villains are the ones that return, over and over, to plague their heroic nemeses. When the heroes foil the schemes of an evil mastermind, the clever villain
adventurers goes badly. Any villain likely has at least one fallback plan. Take Hostages. Most adventurers wouldn’t be willing to attack the villain if they fear that the villains’ lackeys are about to
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
adventure, Dragon’s Rest serves as a home base for the characters. All the places they’ll explore on the island are within a few miles of the cloister, and they can return here whenever they wish to rest
Minn, now follow Sparkrender, the blue wyrmling in Clifftop Observatory (see chapter 4). When Myla’s wings were badly injured in an attack by stirges (which she describes as “hungry, icky, blood
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly injured and shorn of all hope
runes. Living creatures wither and rot within the entropic energy emanated by Ygorl’s magic.
After the fifth artist dispatched to record Ygorl ’s appearance failed to return, I let the matter rest
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
walls here, two against the northern wall and two against the southern wall. A statue of a dwarf warrior stands between each pair of sarcophagi. The statues and sarcophagi are all badly cracked, as if
stone in this room was badly weakened in the mind flayer assault. The statues fall to pieces if disturbed, creating difficult terrain across the southern half or northern half of the room, depending on
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lift from the cargo hold above (area S33a) is connected to this room. Aphelion or a character who has a violet key card can call the lift down to this area or return the lift to the level above. S49
character to pet. If the characters treat the aurumvoraxes badly, the creatures retreat to their burrows. S50: Crew Room (Green) Off-duty crew relaxed in this break room, which features comfortable
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
fight goes badly for him, he surrenders. He offers his skeleton key and one piece of lore if he’s allowed to flee to the gatehouse. Curse of Fortune. High and low d20 results matter more in this area
few weeks ago. He never considered himself to be a Chosen of Tymora, since he never had any special powers. He always just assumed he had unnaturally good luck. Curran is eager to return home, but he
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall of this otherwise empty closet is a badly beaten man wearing nothing but a loincloth. The iron shackles have cut into his wrists, causing blood to trickle down his hands. The man is a Vallakian
Vallakovich has the key to Udo’s manacles. The manacles break if they take 10 damage or more from a single weapon attack. If the characters release Udo, his first desire is to return to his home. Later
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
defends the modrons. Civil but unhelpful, Qaara wants to find out why the alarm was triggered, then return to the Astral Plane. She has no interest in the characters’ quest or the dragon’s claim to the
will interfere. She refuses to take orders, and if the characters treat her badly, she tries to frighten them into leaving the outpost—but stops short of fighting them without provocation. Using the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the deck disappears into a wall of boarded-up and badly weathered buildings. The only cleared pathway across the tilted deck leads from the bridge to a pair of massive wooden doors leading into the
will return to the unfathomable depths of the ocean and never bother humanity again. If the characters have put together a sense of the aboleth’s plots, Sgothgah admits that it is raising a kraken
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remains of this tome except ashes and a badly burned spine, upon which characters can discern the letters ETHER. It’s obvious that these letters were part of a much longer title, which happens to be
Copper, but the two had a falling out. One morning, after a bitter argument the night before, Copper decided to return to Ten-Towns. He snuck out while Macreadus was still asleep, leaving behind a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
them. The characters must navigate the scene that takes place in the new location, then find an exit portal (another iron door identical to the doors in the nexus) to return to the portal nexus. (Portal
whichever characters dealt it the most damage in the previous round. If any part of the chaos quadrapod is pushed back through the door, it can be forced to return to its void of origin if the door is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
they prohibit entry into area 39. If the characters don’t negotiate, or if talks go badly, combat ensues. Tactics. If combat occurs, the duerger guards first attack with their javelins. They use their
personal quarters. Nimira has appropriated the room for her own use. This room appears to be a bedchamber. In one corner to the south stands a large wooden sleeping platform, badly gouged by axe blows
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chasm floor. Most are dwarves and orcs in badly rusted armor. B2. North Chasm This cavernous area is 100 feet high from floor to ceiling. If the characters enter from the east (via area B1), read the
hang back and pelt the characters with arrows while Nartham and his bulette tear into the party. The hobgoblins are mercenaries, hoping to earn enough loot to return to their tribe and take it over
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
replica duodrones, activated by the door opening, are tasked with maintaining circuits in this room, which have become badly corroded over time. Their second task is to remove intruders who attack them
wants desperately to return to Mechanus. You can decide whether the characters can help Stevie with this plight as a side trek or a downtime activity. Alternatively, the modron might have been
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
twisting passage to investigate the disturbance. If he doesn’t return in a round or two, or if he spots trouble and sounds the alarm, the other goblins in area C7 investigate. C5: Storeroom Old casks
unconscious dwarf who looks badly beaten. Looming over the dwarf are three menacing figures: a mighty bugbear, a snarling wolf of great size, and an elf woman with white hair, gray skin, and gray robes
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
safe. Developments Any loud noises here attract the attention of the goblins in area 7. One goblin comes to investigate the disturbance. If it doesn’t return, or if it spots trouble and sounds the
stands to the south near the door. Near the table, on the floor, is an unconscious dwarf who looks badly beaten.
King Grol is a fierce old bugbear with 45 hit points. He rules the Cragmaws through
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
orders. One undead creature appears during the time the characters investigate the pit, and more can appear if they leave this area, then return again while Gideon is still at large. Use the Undead
as the characters enter this area: This rubble-strewn vault contains five marble statues atop daises. Four of the statues are unrecognizable, as their features have been badly marred by rock fallen






