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Returning 35 results for 'both building deception continuously rites'.
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Triton
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Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
Strangers to the Surface
Given their isolation, most tritons
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
particular backgrounds and interests of the adventurers, you can make some or all of the following additional activities available as options. Building a Stronghold A character can spend time between
adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
particular backgrounds and interests of the adventurers, you can make some or all of the following additional activities available as options. Building a Stronghold A character can spend time between
adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
particular backgrounds and interests of the adventurers, you can make some or all of the following additional activities available as options. Building a Stronghold A character can spend time between
adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
whatever it takes to win. (Evil)
3 Duplicity. I lie when it suits me, which makes things so much easier. (Chaotic)
4 Secrecy. All deception requires secrecy, but not all secrets are meant to
daring robbery Obstruct champions of other gods Building or restoring a temple to Phenax Your piety score to Phenax decreases if you diminish Phenax’s influence in the world, contradict his ideals, or make
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
whatever it takes to win. (Evil)
3 Duplicity. I lie when it suits me, which makes things so much easier. (Chaotic)
4 Secrecy. All deception requires secrecy, but not all secrets are meant to
daring robbery Obstruct champions of other gods Building or restoring a temple to Phenax Your piety score to Phenax decreases if you diminish Phenax’s influence in the world, contradict his ideals, or make
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
whatever it takes to win. (Evil)
3 Duplicity. I lie when it suits me, which makes things so much easier. (Chaotic)
4 Secrecy. All deception requires secrecy, but not all secrets are meant to
daring robbery Obstruct champions of other gods Building or restoring a temple to Phenax Your piety score to Phenax decreases if you diminish Phenax’s influence in the world, contradict his ideals, or make
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
past a guard with a successful DC 16 Charisma (Deception) check. If the party’s preparations convincingly support their story—such as wearing guard uniforms while claiming they’re new guards—the DC
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
past a guard with a successful DC 16 Charisma (Deception) check. If the party’s preparations convincingly support their story—such as wearing guard uniforms while claiming they’re new guards—the DC
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
past a guard with a successful DC 16 Charisma (Deception) check. If the party’s preparations convincingly support their story—such as wearing guard uniforms while claiming they’re new guards—the DC
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
approaching can make a Charisma (Deception) check, or a character who uses gestures and a calm voice to convince a mascot to wear the band can make a Charisma (Persuasion) check. The spirit statue in area W6
easily traversable but devoid of significant features or creatures): Building Ceilings. The ceiling of Wiltroot Hall (area W1) is 40 feet high. The ceilings of the observation huts (areas W2, W7, W9, W10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the affairs of the universe. People gather in public shrines to worship gods of life and wisdom, or meet in hidden places to venerate gods of deception or destruction. Each deity in a pantheon has a
religious rites and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide training in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the affairs of the universe. People gather in public shrines to worship gods of life and wisdom, or meet in hidden places to venerate gods of deception or destruction. Each deity in a pantheon has a
religious rites and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide training in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
approaching can make a Charisma (Deception) check, or a character who uses gestures and a calm voice to convince a mascot to wear the band can make a Charisma (Persuasion) check. The spirit statue in area W6
easily traversable but devoid of significant features or creatures): Building Ceilings. The ceiling of Wiltroot Hall (area W1) is 40 feet high. The ceilings of the observation huts (areas W2, W7, W9, W10
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
approaching can make a Charisma (Deception) check, or a character who uses gestures and a calm voice to convince a mascot to wear the band can make a Charisma (Persuasion) check. The spirit statue in area W6
easily traversable but devoid of significant features or creatures): Building Ceilings. The ceiling of Wiltroot Hall (area W1) is 40 feet high. The ceilings of the observation huts (areas W2, W7, W9, W10
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
building in a place that once held plants and animals, and Ephara has no patience for any wild creature that encroaches on a settlement. Ephara looks at the wilderness and sees only wasted potential, while
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
building in a place that once held plants and animals, and Ephara has no patience for any wild creature that encroaches on a settlement. Ephara looks at the wilderness and sees only wasted potential, while
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Sanctums of the Heralds Most meetings of the Heralds of the Comet involve broods of initiates gathering in private homes to read divinatory cards and look for signs of impending cataclysm. Rites of
the city in an hour or two. Sanctum Locations The building shown in map 12.1 is a large house built in front of a natural cave opening, donated to the Heralds of the Comet by a wealthy aspirant. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
building in a place that once held plants and animals, and Ephara has no patience for any wild creature that encroaches on a settlement. Ephara looks at the wilderness and sees only wasted potential, while
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the affairs of the universe. People gather in public shrines to worship gods of life and wisdom, or meet in hidden places to venerate gods of deception or destruction. Each deity in a pantheon has a
religious rites and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide training in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Sanctums of the Heralds Most meetings of the Heralds of the Comet involve broods of initiates gathering in private homes to read divinatory cards and look for signs of impending cataclysm. Rites of
the city in an hour or two. Sanctum Locations The building shown in map 12.1 is a large house built in front of a natural cave opening, donated to the Heralds of the Comet by a wealthy aspirant. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Sanctums of the Heralds Most meetings of the Heralds of the Comet involve broods of initiates gathering in private homes to read divinatory cards and look for signs of impending cataclysm. Rites of
the city in an hour or two. Sanctum Locations The building shown in map 12.1 is a large house built in front of a natural cave opening, donated to the Heralds of the Comet by a wealthy aspirant. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, training
Dungeon Master’s Guide (chapter 6): Building a stronghold, carousing, crafting a magic item, gaining renown, performing sacred rites, running a business, selling magic items, sowing rumors
practice, schmoozing, team building.
Other downtime activities can be found in the following books:
Player’s Handbook (chapter 8): Crafting, practicing a profession, recuperating, research
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, training
Dungeon Master’s Guide (chapter 6): Building a stronghold, carousing, crafting a magic item, gaining renown, performing sacred rites, running a business, selling magic items, sowing rumors
practice, schmoozing, team building.
Other downtime activities can be found in the following books:
Player’s Handbook (chapter 8): Crafting, practicing a profession, recuperating, research
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, training
Dungeon Master’s Guide (chapter 6): Building a stronghold, carousing, crafting a magic item, gaining renown, performing sacred rites, running a business, selling magic items, sowing rumors
practice, schmoozing, team building.
Other downtime activities can be found in the following books:
Player’s Handbook (chapter 8): Crafting, practicing a profession, recuperating, research
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M10. Treasury This solitary building is set atop a small floating islet within an area of open space punched down through the main body of the monastery’s island. It is held aloft on its own
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M10. Treasury This solitary building is set atop a small floating islet within an area of open space punched down through the main body of the monastery’s island. It is held aloft on its own
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M10. Treasury This solitary building is set atop a small floating islet within an area of open space punched down through the main body of the monastery’s island. It is held aloft on its own
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
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






