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Returning 35 results for 'meet some with only avoid for for loyal'.
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
avoid unwanted attention.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or
despite the rise and fall of empires.
Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling
Noble
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to
.)
Variant Feature: Retainers
If your character has a noble background, you may select this background feature instead of Position of Privilege.
You have the service of three retainers loyal to your
Backgrounds
Baldur’s Gate: Descent into Avernus
effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Baldur
: Retainers
If your character has a noble background, you may select this background feature instead of Position of Privilege.
You have the service of three retainers loyal to your family. These retainers
Backgrounds
Sword Coast Adventurer's Guide
good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which
traditional rituals that are unfamiliar to those around me.
6
Sarcasm and insults are my weapons of choice.
d6
Ideal
1
Open. I have much to learn from the kindly folk I meet
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
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
; animosity, gnomes tend to avoid or abandon settlements that have a severe infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
declare Vogler’s neutrality in all conflicts, ask the mysterious army’s intentions, and welcome them to meet with the mayor. But before the mayor can develop a plan further, Cudgel returns. Cudgel’s
are loyal to her—they could have easily overpowered her if they weren’t. On her return, Cudgel found Jeyev and other loyal mercenaries had heard of the events at High Hill. They had restrained several
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Neverlight Grove If the characters return to Neverlight Grove, myconids loyal to Sovereign Basidia (including Stool and Rumpadump if they remained behind) try to intercept them before their arrival
and warn them off. The myconids say that matters have become grave, and that the characters should avoid the grove at all costs. If the adventurers don’t leave immediately, six myconid adults, four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the basement and plumbing. Clean bedsheets are provided by the Launderers’ Guild. The streets around the establishment are kept up by the Dungsweepers’ Guild and the Loyal Order of Street Laborers
Expenses” sidebar lists the costs that the characters must pay to get their place ready for business, as well as the recurring obligations they must meet while the tavern is open for business.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, where they go next is up to them. Shemeshka will avoid them for the rest of the adventure. To continue with this chapter, the group should meet with R04M, either by returning to the walking castle or by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
also fills the characters in on the tension in the crowd: The folk of the Sensa Empire are loyal to the empress and their own city-states in equal measure. As such, most folk of Anisa favor Prince
on, Uzoma says she has someone she wants them to meet—a young miner who saw monsters in the mine before making his escape. She motions for the characters to follow her through the crowd.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventure, the characters are guiding Kalaman’s troops toward battle with the Dragon Army. The characters should frequently split from the troops, then meet back up with them, serving as scouts and handling
missions while the army advances. Darrett won’t send his soldiers into uncertain danger, such as caves or ruins. Combat Encounters Avoid involving Kalaman’s troops in encounters meant for the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into the ceiling of area 21b. The trapdoor is a 3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
The characters can avoid a fight here if they quickly
prison (area 29b) to meet the prisoner. If the characters obtain the information Al’chaia requested, she and Zolcharrx usher characters from the prison to area 20, where Al’chaia pretends the books are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal
halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Yeenoghu Also known as the Beast of Butchery, Yeenoghu inspires his followers to devour any creatures they meet. In his mind, the cosmos is made up only of predators and prey. To sate his blood lust
, Yeenoghu often rampages across the Abyss, killing everything in his path. Only those demons that join him in wreaking carnage can avoid his wrath. Yeenoghu’s wanderings across the Abyss are like the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Arrival at Cernant Valley When the party enters Cernant Valley, read or paraphrase the following text: Two giant eagles soar down to meet you, landing in nearby trees that creak gently beneath the
eagles who speak Common, welcome the characters to Derwyth’s wood. The eagles are loyal to Derwyth and friendly to those who regard her home with respect. They spend their days soaring over the valley
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
concerns about his guest, Quill is planning a party for that evening and has invited everybody in town to meet the beholder. As the characters explore the manor, they must avoid the gaze of the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
dwarven god of mining and protector of the dead, and the place has mysterious powers of its own that lead most to avoid it. This location is where the gnomes of Gnomengarde agree to meet the party and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
provision the party, and there’s always a chance for the characters to encounter others from whom they can buy or steal provisions. Additionally, many creatures the adventurers might meet and kill
can be butchered, but the meat they yield spoils after a single day if uneaten. Eating spoiled meat might require a Constitution saving throw to keep the meal down, a Wisdom saving throw to avoid
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
meet in battle, the Xaryxia singles out the characters’ ship while the rest of the armada engages the other ships in the characters’ fleet. The Xaryxia and the characters’ ship are 1,000 feet apart at
the “Loyalty to Xedalli or Xeleth?” sidebar. LOYALTY TO XEDALLI OR XELETH?
The crew of the Xaryxia is loyal to Prince Xeleth, but not all ships in the Xaryxian armada share that loyalty. To
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
characters have an encounter. If characters use cover and stealth to avoid encounters, have each character attempt a DC 10 Dexterity (Stealth) check. For every two individual checks that fail, the
, these characters have advantage on their Dexterity checks. If characters don’t use cover and stealth to avoid encounters, roll a d8 for every 100 feet they move in town. If the roll is 4 or lower, they
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters have an encounter. If characters use cover and stealth to avoid encounters, have each character attempt a DC 10 Dexterity (Stealth) check. For every two individual checks that fail, the
, these characters have advantage on their Dexterity checks. If characters don’t use cover and stealth to avoid encounters, roll a d8 for every 100 feet they move in town. If the roll is 4 or lower, they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Contested Caves The drow of House Freth maintain a tenuous hold over these caves. Their defenses are tested daily by troglodytes, trolls, and infiltrators loyal to House Auvryndar. 9a. Hidden
used as a staging area for House Freth’s raids into troglodyte territory. Six drow loyal to House Freth (four females and two males) and four shadow demons lurk here. The drow and their demon allies are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
group won’t find that satisfying, you can avoid playing through a long overland journey by making use of the following scenario. Wherever the characters are when this session begins, a raven flies up
bird brings to meet me in Waterdeep as soon as possible.”
The bird waits patiently while the leather parcel is removed from its harness. The parcel contains a carefully folded spell scroll of teleport
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
group won’t find that satisfying, you can avoid playing through a long overland journey by making use of the following scenario. Wherever the characters are when this session begins, a raven flies up
bird brings to meet me in Waterdeep as soon as possible.”
The bird waits patiently while the leather parcel is removed from its harness. The parcel contains a carefully folded spell scroll of teleport
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
thieves as you please to add an undercurrent of dread or mystery to the carnival’s frivolities. The three thieves are fiercely loyal to their hag mistresses and won’t willingly reveal anything if
detached shadow of Gleam, a high elf acrobat who wears a crescent moon mask. (Gleam herself has vanished from the carnival. The characters won’t meet her until chapter 4.) Gleam’s detached shadow uses
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters to question Zenia and discover any information tying her attack and Jacopo’s murder to Grand Messer Amos. Though she controls the Silent Verse, Samira fears some of its agents are loyal to
directions to an establishment owned by Zenia’s family, a tavern called the Thornapple, where Zenia is under guard. Zenia’s directions avoid several streets closed by festivities and lead through the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
citadel, now a tumbled-down ruin. A tunnel has been opened at the base of the ruined citadel. Crude, torchlit steps descend into the earth.
The ten veterans guarding the tunnel entrance are loyal to
the caves but avoid them because they’re hard to reach. The characters must climb or fly 200 feet to reach either cave, which is situated in the middle of a hillside escarpment. Any such climb requires
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the siege can avoid the main body of the devils’ army, but come under attack by forces to the rear. Adjust the boxed text below accordingly as you read it to the players to set the scene: Armored
Lucille, Zariel’s most loyal pit fiend. If the characters come to Lucille’s attention, the pit fiend sends twelve spined devils to dispose of them. Characters who hurl themselves into the fiendish
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chapter have goals beyond helping the characters survive. Helping guides fulfill their personal goals increases their loyalty.
A particularly loyal guide (loyalty score of 10 or higher) will follow
characters into a dangerous location such as Omu or the Tomb of the Nine Gods. A tenuously loyal guide (loyalty score of 1 to 9) might choose to wait for the characters outside the location rather
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Enemy of Our Enemy As the characters explore the library, ideally after encountering an echo or two, they meet the venerable drow archmage Vizeran DeVir, accompanied by Kleve, a death slaad
greets the adventurers cautiously, introduces himself and his companion, and asks what business brings them to Gravenhollow. He remains cool and polite, trying to avoid any tension for fear of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
land. 6 I begin or end my day with small traditional rituals that are unfamiliar to those around me. Ideals d6 Ideal 1 Open. I have much to learn from the kindly folk I meet along my way. (Good
so secretly) convinced of the superiority of my own culture over that of this foreign land. 2 I pretend not to understand the local language in order to avoid interactions I would rather not have. 3 I
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the eight great drow houses gather and meet. Each noble estate in Qu’ellarz’orl maintains its own militia, consisting of several hundred highly disciplined drow warriors and drow elite warriors, with
district. You can roll a d20 and consult the Qu’ellarz’orl Encounters table, or choose an encounter that you like. The party can avoid random encounters in Qu’ellarz’orl by succeeding on a DC 15 Dexterity






