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Returning 35 results for 'been building diffusing chief religious'.
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been binding diffusing chief religion
been binding diffusing chief religious
Backgrounds
Guildmasters’ Guide to Ravnica
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
.
4
Roll an additional Golgari contact; you can decide if the contact is an ally or a rival.
5
I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
encounters distinct. Building Type d20 Type 1–10 Residence (roll once on the Residence table) 11–12 Religious (roll once on the Religious Building table) 13–15 Tavern (roll once on the Tavern table and
9–10 Upper-class home 11–15 Crowded tenement 16–17 Orphanage 18 Hidden thieves’ den 19 Front for a secret cult 20 Lavish, guarded mansion Religious Building d20 Type 1–10 Temple to a good or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
encounters distinct. Building Type d20 Type 1–10 Residence (roll once on the Residence table) 11–12 Religious (roll once on the Religious Building table) 13–15 Tavern (roll once on the Tavern table and
9–10 Upper-class home 11–15 Crowded tenement 16–17 Orphanage 18 Hidden thieves’ den 19 Front for a secret cult 20 Lavish, guarded mansion Religious Building d20 Type 1–10 Temple to a good or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
encounters distinct. Building Type d20 Type 1–10 Residence (roll once on the Residence table) 11–12 Religious (roll once on the Religious Building table) 13–15 Tavern (roll once on the Tavern table and
9–10 Upper-class home 11–15 Crowded tenement 16–17 Orphanage 18 Hidden thieves’ den 19 Front for a secret cult 20 Lavish, guarded mansion Religious Building d20 Type 1–10 Temple to a good or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Acolyte A character with this background might be a follower of Procan or a missionary of some other god sent to establish a new temple in town. Saltmarsh has never been an overly religious place
. Wellgar Brinehanded is your friend and mentor. He expects you to represent the temple in all you do. Missionary If you revere a different deity, you own a small building in Saltmarsh and have been
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Acolyte A character with this background might be a follower of Procan or a missionary of some other god sent to establish a new temple in town. Saltmarsh has never been an overly religious place
. Wellgar Brinehanded is your friend and mentor. He expects you to represent the temple in all you do. Missionary If you revere a different deity, you own a small building in Saltmarsh and have been
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Acolyte A character with this background might be a follower of Procan or a missionary of some other god sent to establish a new temple in town. Saltmarsh has never been an overly religious place
. Wellgar Brinehanded is your friend and mentor. He expects you to represent the temple in all you do. Missionary If you revere a different deity, you own a small building in Saltmarsh and have been
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
react to these unique tastes. Leadership Each Tletepec village is ruled by a rotating assembly, a group of five rulers led by an assembly chief. The chief is chosen through a series of trials that
cooperated survived and grew, so cooperation has become the central tenet in Tletepec. Offerings and Celebrations Offerings are an integral part of life and religious celebrations in Tletepec. Twice a year
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
react to these unique tastes. Leadership Each Tletepec village is ruled by a rotating assembly, a group of five rulers led by an assembly chief. The chief is chosen through a series of trials that
cooperated survived and grew, so cooperation has become the central tenet in Tletepec. Offerings and Celebrations Offerings are an integral part of life and religious celebrations in Tletepec. Twice a year
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
react to these unique tastes. Leadership Each Tletepec village is ruled by a rotating assembly, a group of five rulers led by an assembly chief. The chief is chosen through a series of trials that
cooperated survived and grew, so cooperation has become the central tenet in Tletepec. Offerings and Celebrations Offerings are an integral part of life and religious celebrations in Tletepec. Twice a year
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
to enter the Tomb of the Nine Gods. The water around the shrine is 2 feet deep. 18A. Shrine Entrance The shrine is home to a gold-skinned grung elite warrior named Chief Yorb. Four orange-skinned
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hold a social position similar to that of religious hermits or tribal shamans of other worlds. Common Athasians, especially those who live outside the walls of the city-states, revere elemental
priests and listen carefully when they speak. The chief difference between cultists dedicated to Elemental Evil and the elemental priests normally found in the tribes and villages of Athas is the cult’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hold a social position similar to that of religious hermits or tribal shamans of other worlds. Common Athasians, especially those who live outside the walls of the city-states, revere elemental
priests and listen carefully when they speak. The chief difference between cultists dedicated to Elemental Evil and the elemental priests normally found in the tribes and villages of Athas is the cult’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
to enter the Tomb of the Nine Gods. The water around the shrine is 2 feet deep. 18A. Shrine Entrance The shrine is home to a gold-skinned grung elite warrior named Chief Yorb. Four orange-skinned
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
to enter the Tomb of the Nine Gods. The water around the shrine is 2 feet deep. 18A. Shrine Entrance The shrine is home to a gold-skinned grung elite warrior named Chief Yorb. Four orange-skinned
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hold a social position similar to that of religious hermits or tribal shamans of other worlds. Common Athasians, especially those who live outside the walls of the city-states, revere elemental
priests and listen carefully when they speak. The chief difference between cultists dedicated to Elemental Evil and the elemental priests normally found in the tribes and villages of Athas is the cult’s
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, and offering counsel in matters of ethics and morality.
When the characters arrive at the temple, read the following boxed text aloud:
The interior of this tall building has a lofty, majestic
hard on new recruits.” (True)
DM Secret! Ivlis secretly leads the Cult of Chaos, an evil cult that feeds on destruction and disarray. Her supposed religious journey is a cover for her occult
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, and offering counsel in matters of ethics and morality.
When the characters arrive at the temple, read the following boxed text aloud:
The interior of this tall building has a lofty, majestic
hard on new recruits.” (True)
DM Secret! Ivlis secretly leads the Cult of Chaos, an evil cult that feeds on destruction and disarray. Her supposed religious journey is a cover for her occult
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, and offering counsel in matters of ethics and morality.
When the characters arrive at the temple, read the following boxed text aloud:
The interior of this tall building has a lofty, majestic
hard on new recruits.” (True)
DM Secret! Ivlis secretly leads the Cult of Chaos, an evil cult that feeds on destruction and disarray. Her supposed religious journey is a cover for her occult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Duergar Enclave The gray dwarves trade mostly in armor and weapons of superior craftsmanship, but their enclave also deals in other metalwork, raw ores, and uncut gemstones. The duergar chief
Mantol-Derith’s duergar chief negotiator, Ghuldur Flagonfist. When the svirfneblin mage refused to return the stolen gem, Flagonfist sent invisible duergar to the svirfneblin enclave to capture her and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Duergar Enclave The gray dwarves trade mostly in armor and weapons of superior craftsmanship, but their enclave also deals in other metalwork, raw ores, and uncut gemstones. The duergar chief
Mantol-Derith’s duergar chief negotiator, Ghuldur Flagonfist. When the svirfneblin mage refused to return the stolen gem, Flagonfist sent invisible duergar to the svirfneblin enclave to capture her and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Duergar Enclave The gray dwarves trade mostly in armor and weapons of superior craftsmanship, but their enclave also deals in other metalwork, raw ores, and uncut gemstones. The duergar chief
Mantol-Derith’s duergar chief negotiator, Ghuldur Flagonfist. When the svirfneblin mage refused to return the stolen gem, Flagonfist sent invisible duergar to the svirfneblin enclave to capture her and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Building a Dungeon When you set out to create a dungeon, think about its distinctive qualities. For example, a dungeon that serves as a hobgoblin stronghold has a different quality from an ancient
dungeon. You can roll on the table or choose an entry that inspires you. Dungeon Location d100 Location 01–04 A building in a city 05–08 Catacombs or sewers beneath a city 09–12 Beneath a farmhouse 13
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Building a Dungeon When you set out to create a dungeon, think about its distinctive qualities. For example, a dungeon that serves as a hobgoblin stronghold has a different quality from an ancient
dungeon. You can roll on the table or choose an entry that inspires you. Dungeon Location d100 Location 01–04 A building in a city 05–08 Catacombs or sewers beneath a city 09–12 Beneath a farmhouse 13
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Building a Dungeon When you set out to create a dungeon, think about its distinctive qualities. For example, a dungeon that serves as a hobgoblin stronghold has a different quality from an ancient
dungeon. You can roll on the table or choose an entry that inspires you. Dungeon Location d100 Location 01–04 A building in a city 05–08 Catacombs or sewers beneath a city 09–12 Beneath a farmhouse 13
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The area is always crowded, but the goods for sale here are of low quality and dubious origin. 4. District Garrison This three-story stone building houses the district’s militia (some two hundred LE
meetings in the hall once or twice a month, but most of this structure’s other rooms have sat unused for decades. 6. Refrum’s Workshop This modest wood and brick building along the edge of the Alchemists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The area is always crowded, but the goods for sale here are of low quality and dubious origin. 4. District Garrison This three-story stone building houses the district’s militia (some two hundred LE
meetings in the hall once or twice a month, but most of this structure’s other rooms have sat unused for decades. 6. Refrum’s Workshop This modest wood and brick building along the edge of the Alchemists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The area is always crowded, but the goods for sale here are of low quality and dubious origin. 4. District Garrison This three-story stone building houses the district’s militia (some two hundred LE
meetings in the hall once or twice a month, but most of this structure’s other rooms have sat unused for decades. 6. Refrum’s Workshop This modest wood and brick building along the edge of the Alchemists
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Religious Institutions Those who serve as priests of a god aren’t necessarily clerics. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely (see
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Religious Institutions Those who serve as priests of a god aren’t necessarily clerics. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely (see
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Religious Institutions Those who serve as priests of a god aren’t necessarily clerics. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely (see
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of their regular goods, as well as common and uncommon magic items. House Baenre controls the flow of merchandise here, placing and removing chief negotiators as their efficiency wanes. Sirak Mazelor
warehouse until Sirak Mazelor returns. The drow chief negotiator and her entourage have gone to the Zhentarim enclave (area 7) to meet with representatives of the Black Network, in the hopes of forging an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of their regular goods, as well as common and uncommon magic items. House Baenre controls the flow of merchandise here, placing and removing chief negotiators as their efficiency wanes. Sirak Mazelor
warehouse until Sirak Mazelor returns. The drow chief negotiator and her entourage have gone to the Zhentarim enclave (area 7) to meet with representatives of the Black Network, in the hopes of forging an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of their regular goods, as well as common and uncommon magic items. House Baenre controls the flow of merchandise here, placing and removing chief negotiators as their efficiency wanes. Sirak Mazelor
warehouse until Sirak Mazelor returns. The drow chief negotiator and her entourage have gone to the Zhentarim enclave (area 7) to meet with representatives of the Black Network, in the hopes of forging an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
building where the Speakers of Helm’s Hold meet. The Speakers are the duly elected representatives of the hold, numbering eight in all, plus the Chief Speaker. The current Chief Speaker is Amarandine
edifice: the Cathedral of Helm. As much a fortification as it is a temple, the cathedral has a small building on its grounds that serves as an orphanage, wards for caring for the sick and injured, as well






