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Returning 35 results for 'places alone and his courtier'.
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Monsters
Mythic Odysseys of Theros
so blessed is that oreads go out of their way to leave such sites alone.
Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these
mortal's associates find familiar tools and a heap of ashes.
Nymphs
Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with
Monsters
Fizban's Treasury of Dragons
flayer;mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in
will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment.
8
An amethyst dragon is fusing with their echoes on other worlds. They all
Backgrounds
Sword Coast Adventurer's Guide
. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both
comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Suggested Characteristics
Use the tables for the
Backgrounds
Baldur’s Gate: Descent into Avernus
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill
them. Alone or accompanied by a handful of equally bereft survivors, you must navigate a new life that you never asked for.
4
You were captured by kidnappers and taken far from your home. The
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
.
3
I like to squeeze into small places where no one else can get to me.
4
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5
I eat like
Backgrounds
Guildmasters’ Guide to Ravnica
;m alone.
2
I see everything in clear-cut black and white.
3
I’m just a little fascinated by the ways of the Gruul.
4
I trust the chain of command more than anything &mdash
.
Contacts
The ordered structure of the Boros Legion offers abundant opportunities to make friends — and rivals — in higher places. You might have close friends in other guilds that share the
Urchin
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
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 learned to provide for yourself. You fought fiercely over food and kept a constant
of questions.
3
I like to squeeze into small places where no one else can get to me.
4
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
identities as a commodity. The Tyrants have spies throughout the city, even in places where they have no current plans or contracts. The organization gathers as many secrets as possible, then sells that
operations in the Dragoneyes district, in Lower Tavick’s Landing. They have agents spread across the city. A beggar, a bartender, or a courtier could actually be a persona crafted by a Tyrant changeling. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
identities as a commodity. The Tyrants have spies throughout the city, even in places where they have no current plans or contracts. The organization gathers as many secrets as possible, then sells that
operations in the Dragoneyes district, in Lower Tavick’s Landing. They have agents spread across the city. A beggar, a bartender, or a courtier could actually be a persona crafted by a Tyrant changeling. The
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind
ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with
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
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
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
get into places their normal forms couldn’t enter.
Their immunity to poison gives all yuan-ti a tactical advantage in dealing with other creatures. A pureblood serving as a food taster for a
Trait
1
I see omens in every event and action. The serpent gods continue to advise us.
2
I have very high standards for food, drink, and physical pleasures.
3
I prefer to be alone
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
equal awe. Woodlands The Skola Vale’s trees grow in twisted, climbable shapes allowing inhabitants shady places to play and sleep. Dryads protect the largest of these trees, especially from drunken satyr
, cockatrices, and harpies—striving to pick off drunken satyrs wandering alone after a revel. Satyrs rarely travel alone at night, believing that noise and music scare away evil, but revelers aren’t always as wary as they should be.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
equal awe. Woodlands The Skola Vale’s trees grow in twisted, climbable shapes allowing inhabitants shady places to play and sleep. Dryads protect the largest of these trees, especially from drunken satyr
, cockatrices, and harpies—striving to pick off drunken satyrs wandering alone after a revel. Satyrs rarely travel alone at night, believing that noise and music scare away evil, but revelers aren’t always as wary as they should be.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the characters there if they don’t have a teleportation circle address of their own. Halaster has placed enchantments on Tasselgryn’s shop that enable her (and her alone) to cast teleportation circle
spells within its confines, ignoring the restriction that Undermountain places on such magic (see “Alterations to Magic”).
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
hungry, snapping beak. Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
innumerable water-filled caverns and chambers. This vast waterway stretches over a hundred miles across, with ceilings that are miles high in some places and depths that are unfathomable. Long ago, duergar
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
hungry, snapping beak. Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the characters there if they don’t have a teleportation circle address of their own. Halaster has placed enchantments on Tasselgryn’s shop that enable her (and her alone) to cast teleportation circle
spells within its confines, ignoring the restriction that Undermountain places on such magic (see “Alterations to Magic”).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
innumerable water-filled caverns and chambers. This vast waterway stretches over a hundred miles across, with ceilings that are miles high in some places and depths that are unfathomable. Long ago, duergar
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Recluse Though most giants are social creatures, some live alone by choice or circumstance. They establish lairs in remote places, or they tend ancient ruins or enclaves that were more recently
ravages of time. 2 A new settlement in a remote region seeks to hire adventurers to get rid of a giant lairing nearby. The giant just wants to be left alone and is tired of having to move every few
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Recluse Though most giants are social creatures, some live alone by choice or circumstance. They establish lairs in remote places, or they tend ancient ruins or enclaves that were more recently
ravages of time. 2 A new settlement in a remote region seeks to hire adventurers to get rid of a giant lairing nearby. The giant just wants to be left alone and is tired of having to move every few
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Routine forays and raids onto the surface world have come to a halt, as has the flow of trade and information. Rumors have reached the Lords’ Alliance of demon-worshiping cults and chaos around places such
other alliance settlements. He’s a charming and sly courtier, able to immediately size up any social situation, but his fondness for socializing often distracts him from what’s important. As a result
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Routine forays and raids onto the surface world have come to a halt, as has the flow of trade and information. Rumors have reached the Lords’ Alliance of demon-worshiping cults and chaos around places such
other alliance settlements. He’s a charming and sly courtier, able to immediately size up any social situation, but his fondness for socializing often distracts him from what’s important. As a result
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
nearby, indicating that the fiery being is not traveling alone.
Karanor, a flameskull created by Ularan Mortus, leads ghouls to Claugiyliamatar’s lair. The number of ghouls present equals the number
humanoids from places all over Faerûn and placed them in her lair. Each statue is 10 feet tall and weighs 1,000 pounds. A character knows the figure a statue depicts with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
nearby, indicating that the fiery being is not traveling alone.
Karanor, a flameskull created by Ularan Mortus, leads ghouls to Claugiyliamatar’s lair. The number of ghouls present equals the number
humanoids from places all over Faerûn and placed them in her lair. Each statue is 10 feet tall and weighs 1,000 pounds. A character knows the figure a statue depicts with a successful DC 15
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
still operates out of Amn). There are still thieves and even assassins in Waterdeep, but they are broken into innumerable small groups or operate alone. The most common respite for such robbers is what
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
still operates out of Amn). There are still thieves and even assassins in Waterdeep, but they are broken into innumerable small groups or operate alone. The most common respite for such robbers is what
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn’t feel safe. Kobolds take
advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even crawl to make progress. In places where a tunnel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Rewards Volo is drinking alone in the Yawning Portal while anxiously awaiting news of Floon’s fate. He springs up and runs to embrace the characters and his friend as soon as he sees them. A Good
Renaer has its perks. Volo knows the best places to eat and find merriment. He can also give characters a tour of Waterdeep. If the characters accept his offer, share the information in chapter 9, “Volo’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
1 “I can’t stand dark places.”
2 “I’m terrified of a particular kind of animal.”
3 “Deep water will be the death of me.”
4 “I can’t stand heights.”
5 “I hate being stuck in
tight spaces.”
6 “Being around crowds unnerves me, for I always feel judged.”
7 “I hate feeling isolated or being alone.”
8 “Storms and extreme weather rattle me.”
9 “Being
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Rewards Volo is drinking alone in the Yawning Portal while anxiously awaiting news of Floon’s fate. He springs up and runs to embrace the characters and his friend as soon as he sees them. A Good
Renaer has its perks. Volo knows the best places to eat and find merriment. He can also give characters a tour of Waterdeep. If the characters accept his offer, share the information in chapter 9, “Volo’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn’t feel safe. Kobolds take
advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even crawl to make progress. In places where a tunnel