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Returning 18 results for 'better being diffusing chained rogues'.
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Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
better-known thieves and assassins. Such rogues blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works.
Rogues There are those whose abilities lie not with sword or the Art, but with quiet motion, dexterous action, and stealth. Such talents often lead to illegal endeavors, which plague most major
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
If It Exists In D&D, There’s A Place for It in Eberron … But It May Not Be the Place You’re Used To. Eberron draws on the core elements of D&D. It’s a world of wizards and rogues, a setting with
sourcebook that’s come before it, this book is intended to be a source of inspiration: use what inspires you, but always feel empowered to change the world to better suit the story you want to tell
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ranks include a number of rogues, spellcasters, and spies. Few organizations or movements in Athas operate across multiple city-states, but the Veiled Alliance is one of them. Heroes who give their
destruction is bad for business, even by House Tsalaxa’s standards. If the house’s agents can seize the cult’s secrets in the process of eliminating the threat, so much the better.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
out one skill or tool proficiency for another doesn’t make a character any stronger or weaker, but doing so can change the flavor of a class in subtle ways. For example, a prominent guild of rogues in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
there is no better way to demonstrate his dominance than by using his cult members to help bring forth a corrupted version of the avatar of Lurue the Unicorn to serve the Beast Lord’s ends in his
bodies, kicking them to and fro. Two worgs chained to nearby posts snarl and growl anytime a dead carcass gets close enough. This noisy revelry provides each character with advantage on any Dexterity
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the drama and derring-do. But the tale is so much better for the telling if you can highlight it with visual aids. You carry a trophy from that big score, which you pull out when the occasion demands
far, no one has dared you to drink it.
10 A cracked mirror from a mystic’s tower, which sometimes shows you a glint of another realm in one of its shards.
Old Business Ties Many rogues
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the grasslands for countless generations. They know the way of Oreskos’s beasts and seasons better than any. Both mystical and knowledgeable, the Sun Guides read the messages in plant growth and
share tales and study the lore of their people. As a result, some of the greatest leonin storytellers and historians number among the Swiftclaws. Fighters and rogues are also common among the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
fight and offers the characters a tiny amount of treasure if they’ll leave.
3 The dragon hates a certain type of character (sneaky rogues, healers, or heavily armored fighters, perhaps) and
better.
10 When the dragon is agitated, the regional effects that alter the terrain around the lair create visible changes around the dragon each round.
11 Factions and grudges within the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stairs leading down to level 3. Glom eagerly betrays her liberators if someone with more food and the promise of a better life comes along. The lock on Glom’s gibbet can be picked with thieves' tools
. Ten goblins (Yek’s toadies) lie about on moldy cushions around him.
Prisoner. Chained to the south wall is a male dwarf clad in leather armor who has been gagged. He has copper-orange hair, but his
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral
Uthgardt to be little better than orcs. Two tribes are the most troublesome to folk of the Dessarin Valley: the Tree Ghosts and the Elk. See chapter 2 for more about the Uthgardt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
townsfolk. Chaotic Neutral. (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful Evil. (LE) creatures methodically take
, Artemis is more than a criminal assassin—he is an antihero, driven by his rivalry with Drizzt. His bond might be phrased as “I will not rest until I have proved myself better than Drizzt Do’Urden
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lost souls to its organization with the promise of a better life. Its agents are evil and grasping. When they are not gathering information for the kraken, they lurk in the shadows and indulge in
Daggerdark has turned his ship, the Morkoth, into a floating prison. King Hekaton lies bound and chained within, unable to escape without aid. The ship circles the islands of the Trackless Sea, far from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the floor, twined in each other’s arms. Cell 12C. A female human assassin is chained to the wall. She cheerfully admits to being a thief who was caught trying to find the king’s treasure room (“Know
then slip away—but until then she will help the characters to the best of her ability (both to better her own chances of staying alive in this awful place and to win their trust). During this time she
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, although by the time it reaches Ice Peak, such news is often out of date and wildly exaggerated, little better than idle rumor. Still, the isolated inhabitants of Aurilssbarg eat it up all the same
(elk) 16–17 Ten-Towners (scouts) 18–19 1d6 yeti 20 1 young remorhaz Ancient White Dragon. Arveiaturace, better known to Northfolk as Iceclaws, claims Icewind Dale as part of her domain. The characters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room. The coral fountain spouts fresh water (see “Treasure”), which the giants drink from their conch shells. The giant visitors know better than to start a fight in here. They have no interest in
back of her pet killer whale. Dealing with the Giant Lords Ordning or no, Count Vaal, Duchess Tartha, Jarl Hellenhild, and Thane Braxow know better than to defy the storm giants in their own stronghold
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. “Hello!” the newcomer says brightly. “You’re uninvited, but if you answer my riddle, or better yet tell me one of your own, you can make yourself at home!”
The gregarious little man is Bindle, a
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the temple, they need to talk fast, because Nartham craves an excuse to kill. The cooking fire and bedrolls belong to the hobgoblins, who have not yet been allocated better quarters in the temple. They
monsters can be bonded with cultists. Each bulette is chained securely to one of the big pillars in the room (the northeast, center west, and southeast pillars, specifically). The chains keep the bulettes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has
goblins are chained here, taken prisoner during the course of several skirmishes. Every so often, the kobolds remove a goblin from the room and ransom it back to the goblins (for a price of 2d10 sp






