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Returning 35 results for 'both before dangerous cities reflects'.
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both before dangerous cities reflect
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Backgrounds
Baldur’s Gate: Descent into Avernus
of the Guild or pressed into dirty and dangerous work by unscrupulous masters.
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10 gp
FEATURE: CITY SECRETS
You know the secret patterns and flow to cities and
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Umberlee The ***** Queen, the Queen of the Depths, the Wavemother No community that lives by the sea can ignore the influence of Umberlee, the furious goddess whose tempestuous nature reflects and
domain. There is little in the way of an organized clergy of Umberlee. Her priests roam coastal cities, warning of doom and demanding free passage on ships in return for ensuring the goddess’s pleasure
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Semuanya’s followers believe in pushing their limits in the face of the most hostile conditions. Semuanya’s realm reflects this: a vast, densely canopied swamp that is colorful, sweet smelling, and full of
bog. Dangerous plants are also common in the deepest parts of the mire, but among them grow fruits and herbs that can be used to brew some of the rarest elixirs in the Outlands.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Waterdeep The City of Splendors is the greatest of the Sword Coast cities. Home to as many as two million residents, Waterdeep is a stable and generally peaceful city. Still, there are parts of Waterdeep that can be dangerous for the unwary, such as the rough-and-tumble Dock Ward.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Waterdeep The City of Splendors is the greatest of the Sword Coast cities. Home to as many as two million residents, Waterdeep is a stable and generally peaceful city. Still, there are parts of Waterdeep that can be dangerous for the unwary, such as the rough-and-tumble Dock Ward.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
greatest cities of Galifar. While many of the dwarves of the Five Nations still speak the language of their ancestors, they feel a bond to the lands of their birth. A Brelish dwarf feels a deep, personal
to your relatives or have you had a falling out—or potentially lost your kin in the Last War? Likewise, consider what you did in the war and how that reflects on your current actions. Were you a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Yuan-ti Cities Most yuan-ti cities were built during the height of their empire centuries ago. Since they no longer have the vast number of expendable slaves necessary for large work projects, the
reflects human ideas about art and beauty. Over time this perspective was skewed toward the concept that the snake is the perfect form, so serpents are a common theme in their aesthetic. The major
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Urban Encounters Although they hold the promise of safety, cities and towns can be just as dangerous as the darkest dungeon. Evil hides in plain sight or in dark corners. Sewers, shadowy alleys
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
looking to impress the client or they see the client as potentially dangerous and want backup in case negotiations break down. In either case, Moonstalkers usually blindfold visitors before leading them
descend a stone staircase to the guildhall’s crescent antechamber. Wanewort has also created four magical doors that connect to other cities during different phases of the moon. Each leads to a Moonstalker-owned building in that city.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
protection flourish. But Karametra, as the patron of Setessa, thinks that Ephara’s focus on cities is dangerous and damaging to the lands. Nylea lashes out at both Karametra and Ephara, believing them
Ephara as Campaign Villain A campaign with Ephara as the villain might be well suited to a wilderness-based campaign. Many people of the wilds see the patron of cities as inherently villainous—a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
constructive. But there is another kind of dragonmark, which is dangerous to both the bearer and the people around them. Aberrant marks often appear when people from different dragonmarked families
hurt by it. This factor has led to the general superstition that people with aberrant dragonmarks are dangerous. Aberrant marks are feared for another reason, too. Long ago, aberrant marks were more
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause. The Golden Vault’s undercover
operatives monitor adventuring groups from major cities on the Material Plane. An operative might be a priest, a scholar, a charity worker, a government liaison, a philanthropist, or any other
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities
coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cities, but can be placed to good use in dealing with dangerous monsters and lost treasure. Most large cities in the Realms have a number of thieves’ dens that compete with one another. A few places, such
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant
families controls much of the world’s economy thanks to the edge given them by the mysterious and rare dragonmarks. Its people harness magic as a tool—to build cities, to sail ships through the skies
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
invading armies—to internal enemies—like corrupt leaders or dangerous criminals. In any of these cases, Ephara cares about protecting cities from the poison of corruption and tyranny as well as threats
Ephara’s Champions The god of the polis seeks out those who would defend their cities with the same devotion that she does, fighting against threats both within and outside a city’s walls. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites The clans of the Shadow Marches primarily live in small towns and villages, their huts raised above the swamps on stilts. The Shadow Marches contain many manifest zones tied to
, the source of House Tharashk’s wealth. These fields aren’t as rich as those in Q’barra, but there’s gold to be made by those willing to hunt for shards in the dangerous swamps. Vvaraak’s Cave The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
roots of the game. Here you’ll find a dark, gritty world of evil sorcerers and decadent cities, where the protagonists are motivated more by greed and self-interest than by altruistic virtue. Fighter
civilization, and wizards are the classic villains of these settings. Magic items are therefore rare and often dangerous. Certain Dungeons & Dragons novels follow in the footsteps of classic sword-and
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
the remote fortress where she’s stationed. Corlie asks the characters to come to the stronghold and serve on behalf of the five great Sword Coast cities that are jointly restoring the fortress. The
: Allies in Danger. A character’s family or loved ones in the Western Heartlands send word about how dangerous the area has become and how happy they are to hear that the nearby Ironspine Keep is being
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
adventure. Humans tend to equate adventurers with people who battle monsters, explore dangerous ruins, delve into deep caverns, and generally stir up trouble, usually in pursuit of gold and glory. Elves
societies. They’re more interested in remote forests, lonely valleys, high mountains, and other natural places than in cities. Traveling elves want to meet people, but not too many. A small fraction of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and dangerous to both the bearer and the people around them. Someone with such a mark can kill with a touch or control minds with a glance. Aberrant marks often appear when people from different
from scar tissue while another is traced on the skin in lines of cold fire. While aberrant dragonmarks can be disturbing, on the surface an aberrant mark seems no more dangerous or threatening than
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
alignment. It’s a place where magic has been harnessed as a tool — used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp
entire nation, leaving terrible scars behind. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
easier to predict where the adventuring party might go in the dungeon because the options are limited — less so in the wilderness. Villages, towns, and cities are cradles of civilization in a
dangerous world, but they too offer opportunities for adventure. Encounters with monsters might seem unlikely within a city’s walls, but urban settings have their own villains and perils. Evil, after all
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
magical creatures this land is home to. But Valachan is fiercely protected by its Darklord, the devious and immortal hunter Chakuna. She roams the jungles hunting dangerous beasts—and when she grows
. But desperate contenders might also find unlikely allies who oppose Chakuna and her horrific hunts. Valachan has villages but contains no cities or towns, since the forest doesn’t allow them to be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
routes between cities and nations often cross into the territory of brigands or marauding humanoids. Every forest, swamp, and mountain range has its own perils, whether lurking bandits, savage orcs
agriculture and trade. Most rural folk depend on farming to eat, and Faerûnians who live in cities ply skilled trades or use brawn to earn their keep, so they can purchase the goods and food provided by
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the Cataclysm, joining itinerant and nomadic cultures. Human cities are few and usually small, developed around natural structures that sheltered communities following the Cataclysm. As a human, you
, scattered communities claim to be inheritors of the fallen Empire of Ergoth and dwell among the remnants of its cities and fortresses. These Ergothians enjoy a prosperous peace with the kender
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain
in their subterranean realm, where they feel secure and in control.
Underdark Cities. The drow build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Ask yourself, “What if the standard assumptions weren’t true in my world?” The World Is a Mundane Place. What if magic is rare and dangerous, and even adventurers have limited or no access to it
a great empire, and magically aided travel between its cities is commonplace. Monsters Are Uncommon. What if monsters are rare and terrifying? In the Ravenloft setting, horrific domains are governed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tower allows prisoners to be delivered by airship as well. Revel’s End is controlled by the Lords’ Alliance, a loose confederation of settlements whose current members include the cities of Baldur’s
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
environment. Although no two layers are alike, they are all harsh and inhospitable. Each layer also reflects the entropic nature of the Abyss. In fact, much of what one sees or touches on the plane
resemble his dead realm of Thanatos, and all creatures would become undead under his control. Under its black sky, Thanatos is a land of bleak mountains, barren moors, ruined cities, and forests of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
creatures that many folk consider risible at best and dangerous only in passing. Perhaps the truths contained herein shall dispel such ignorant notions. Any creature of power can upset the Balance and is
thus worthy of cautious respect, if not fear.
Read on and learn that perhaps the derision leveled at these fiends reflects only the fear and trepidation of those who would mock them. And perhaps if
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Molydeus The most ruthless and dangerous of demons — more feared than the dreaded balor — the molydeus speaks with the authority of the demon lord it serves as it enforces its master’s will. Standing
slime. It’s possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it. The weapon a molydeus wields reflects the nature of its master. Those that serve






