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                        Returning 35 results for 'chain work revered'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to
                                                
                                            
                                                
                                                     work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command
                                                
                                            
                                                
                                                     and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he
                                                
                                            
                                                
                                                     chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     accordingly.”
Combat Notes
War is Zargash’s domain. He wears a rusty chain shirt under his robe and likes to thwart enemy spellcasters by enveloping them in the area of a silence spell. If
                                                
                                            
                                                
                                                     united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering
                                                
                                            
                                                
                                                     to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    , working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you’ve always done — guard work, dock labor, business accounting &mdash
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer
                                                
                                            
                                                
                                                     the more warfare-oriented aspects of the legion’s work.
Personality Traits
d8
Personality Trait
1
I approach every task with the same high degree of military precision
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     motivation behind another strike performed in a different part of the city, or simply to spread fear.
As part of your covert work for House Dimir, you maintain a false identity as a member of another guild
                                                
                                            
                                                
                                                    .
Dimir Contacts
d8
Contact
1
I know a Dimir courier who relays messages to me from someone higher up the chain of command.
2
I get orders from a shapeshifter I recognize only
                                                
                                            
                                        
                                                    Lizardfolk
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.
6
You still don’t understand how metaphors work. That doesn’t stop
                                                
                                            
                                                
                                                     you from using them at every opportunity.
7
You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8
You enjoy eating your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Religion in the Realms Though wizards work wonders with their Art, and adventurers take their fates into their own hands, it is on the gods that most folk in the Forgotten Realms depend when they
                                                
                                            
                                                
                                                     region to region, with different cultures and societies emphasizing some deities over others. Although exceptions exist — the gods of Mulhorand, for example — all the gods are revered across all of Faerûn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    6. Workshop Work Areas. Four work areas line the east wall, each consisting of a stout desk and a swiveling stool.
 Lanterns. Above each stool, a lantern hangs by a chain anchored to the ceiling
                                                
                                            
                                                
                                                     work areas need oil but are otherwise functional. The metalworking space contains an adjustable wooden worktable, a conical iron furnace, and a cracked water barrel that now sits empty and dry. Tools, chain mail aprons, and leather gloves hang from hooks along the walls.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     turned the nuisance of the sahuagin into an opportunity when she used an illusion to appear as a sapient shark (an animal revered by sahuagin) before Gahza, telling the aquatic priestess to raid the
                                                
                                            
                                                
                                                     farming community. The sahuagin fell for the ruse and now believe they are doing the work of their goddess, Sekolah.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
                                                
                                            
                                                
                                                    .
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     dwarves have revered Moradin and sought to follow in his footsteps. Through constant, steady work, they strive to emulate the perfect example set by the originator of the arts and skills the dwarves pursue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     metaphors work. That doesn’t stop you from using them at every opportunity. 7 You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with. 8 You enjoy eating your food while it’s still wriggling.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     within their own ranks, members of any faction might bristle at having to work alongside (much less take orders from) members of other factions. Chain of Command In addition to deciding how the
                                                
                                            
                                                
                                                     expeditionary force is organized and distributed (see “Marching Orders”), the players must also institute a clear chain of command. One or more of the adventurers might be the field commanders of the expanded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and
                                                
                                            
                                                
                                                     armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Spring Encounter Chain Ah, springtime — when beholder eyestalks are in bloom. The Stone of Golorr was originally snatched from Xanathar, and the eye tyrant wants it back. It sends monsters and
                                                
                                            
                                                
                                                     minions to do its dirty work. Summary The stone is delivered to Grinda Garloth, a mage who has worked for Xanathar in the past. When she refuses to give up the stone, members of the Xanathar Guild try to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
                                                
                                            
                                                
                                                     salamander The salamander remains here to watch over the prisoners. 18 Zaltember (young fire giant), 4 ogres Zaltember and the ogres investigate work stoppages in area 17. If wounded, Zaltember flees to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     to all emotional situations, to better fit in with your comrades. 6 You still don’t understand how metaphors work. This doesn’t stop you from trying to use them at every opportunity. 7 You appreciate
                                                
                                            
                                                
                                                     the soft humanoids who realize they need chain mail and swords to match the gifts you were born with. 8 You enjoy eating your food while it’s still raw and wriggling.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Autumn Encounter Chain Deception and misdirection are Jarlaxle’s forte, and he likes to trick his rivals into working for him. He steers the characters toward the Stone of Golorr and lets them think
                                                
                                            
                                                
                                                     Stormcastle, a lamplighter and retired brigand who funnels information to Bregan D’aerthe. They arrive to find the place ransacked (encounter 1, “Alley”). The duergar who looted the residence work for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Gond  The Wonderbringer, the Inspiration Divine, the Holy Maker of All Things Gond is the god of artifice, craft, and construction. He is revered by blacksmiths, woodworkers, engineers, and inventors
                                                
                                            
                                                
                                                    . Anyone who is crafting something might say a prayer to Gond to guide the work, but folk know that Gond smiles most brightly upon new inventions that others find useful. Priests of Gond wander the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     a leader. You serve a sovereign—a national figure or otherwise—and work to achieve their goals no matter the cost. As agents of a sovereign, you serve as diplomats or enforcers, spies or fixers
                                                
                                            
                                                
                                                    , bringers of aid or executors of justice. You work within the system to uphold the status quo or step beyond the law to prevent war and worse. Politics, espionage, and mystery are facts of your world, as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
                                                
                                            
                                                
                                                     GP; or (B) 110 GP  Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Archpriest By forging connections with divine beings and mastering mystical truths, archpriests become conduits for godly intentions and other supernatural forces. Their magic allows them to work
                                                
                                            
                                                
                                                      +1  +1 
  Con  17  +3  +7 
      Ability Score Mod Save 
    Int  14  +2  +6 
  Wis  21  +5  +9 
  Cha  14  +2  +2 
   
 Skills Insight +9, Medicine +9, Perception +9, Religion +10
 Gear Chain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain
                                                
                                            
                                                
                                                     Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP  Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     enormous chains of infernal iron that hold Elturel are the only physical connection between the city and the ground. Each chain link is 30 feet long and 20 feet wide, and is formed of a welded loop of
                                                
                                            
                                                
                                                     infernal iron that is 5 feet thick. See chapter 5 for more information on breaking these infernal chains. The chain links are covered in 1-foot-long iron barbs that make them relatively easy to move
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help
                                                
                                            
                                                
                                                     with religious ceremonies and other sacred duties. Priest
 Medium humanoid (any race), any alignment
 Armor Class 13 (chain shirt)
 Hit Points 27 (5d8 + 5)
 Speed 30 ft.
   STR
  10 (+0)
 
  DEX
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     patrolling in town. The guards work in pairs, operating from two guardhouses built near the road into Saltmarsh. A smaller station at the docks quells the fights that break out there nightly. The captain of
                                                
                                            
                                                
                                                     the town guard is Eliander Fireborn. The guard also patrols the area around Saltmarsh on horseback. Groups assigned to this duty are more heavily armed and armored; they wear chain mail and wield
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost always occur in shady venues.
 Criminal Origins Criminals are pervasive
                                                
                                            
                                                
                                                     personal revenge. 2 The 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost always occur in shady venues. Criminal Origins Criminals are pervasive in
                                                
                                            
                                                
                                                      The 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->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a post in their hut to prevent escape. The
                                                
                                            
                                                
                                                     shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10 Dexterity check. The chain can be broken with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a
                                                
                                            
                                                
                                                     post in their hut to prevent escape. The shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Nyanzaru The fort contains a winch for raising and lowering an immense iron chain stretched between the fort and the lighthouse. When the chain is raised, no ship can sail into or out of the harbor. The
                                                
                                            
                                                
                                                     chain hasn’t been raised against attackers in decades, but it’s used occasionally to prevent a ship from slipping out of the harbor with criminals or contraband on board. The fort also mounts two
                                                
                                            
                                        






