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Returning 35 results for 'conclusion relies guild to have remain'.
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Backgrounds
Baldur’s Gate: Descent into Avernus
money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Baldur
guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal
Species
Eberron: Rising from the Last War
;ak, Shadow Marches
House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragon
customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting “d’Tharashk” as
Species
Guildmasters’ Guide to Ravnica
skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction
.
Reasoning toward Perfection
Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild
Species
Eberron: Rising from the Last War
;ak, Shadow Marches
House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragon
customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting “d’Tharashk” as
Backgrounds
Baldur’s Gate: Descent into Avernus
find a way to salvation.
2
You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can’t travel through that part of the city without your
remain very important to them.
d8
Personality Trait
1
I judge people by their actions, not their words.
2
If someone is in trouble, I’m always ready to lend help.
3
Guild Artisan / Guild Merchant
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain
You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and
races
At the conclusion of the Gods’ End, a thousand souls fell to Etharis like burning stars from the sky. The downcast had once been part of the celestial legions, but the death of the gods sent
downcast, are far fewer in number than when they first arrived. Many succumbed to despair and sickness after their fall from grace. Of those who remain, some still serve the Arch Seraphs in their twisted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Disrupt Command Even though the beholder is the supreme leader of the Xanathar Guild, its lieutenants manage the guild’s day-to-day operations. The chain of command can be disrupted in any of the
following ways. Assassination Killing one of Xanathar’s most trusted underlings, such as Ahmaergo or Noska Ur’gray, throws the day-to-day operation of the guild into chaos for a tenday. Blind Xanathar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Disrupt Command Even though the beholder is the supreme leader of the Xanathar Guild, its lieutenants manage the guild’s day-to-day operations. The chain of command can be disrupted in any of the
following ways. Assassination Killing one of Xanathar’s most trusted underlings, such as Ahmaergo or Noska Ur’gray, throws the day-to-day operation of the guild into chaos for a tenday. Blind Xanathar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion If Shatterkeel is defeated or retreats to the deeper levels and the characters defeat Thuluna Maah and Morbeoth, the Crushing Wave cult falls apart. Surviving cultists abandon this level
, although some monsters might remain. A few cultists retreat to the Fane of the Eye or the Plunging Torrents, while others flee the temple altogether. If Thuluna or Morbeoth remain after the characters leave Crushing Wave territory, the cultists reorganize their defenses to fight off any other incursion.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion If Shatterkeel is defeated or retreats to the deeper levels and the characters defeat Thuluna Maah and Morbeoth, the Crushing Wave cult falls apart. Surviving cultists abandon this level
, although some monsters might remain. A few cultists retreat to the Fane of the Eye or the Plunging Torrents, while others flee the temple altogether. If Thuluna or Morbeoth remain after the characters leave Crushing Wave territory, the cultists reorganize their defenses to fight off any other incursion.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Conclusion Whether the characters found the entrance to the greater caverns (see area L16), succumbed to the dungeon’s many threats, wisely decided to turn back, or simply ran out of time, Iggwilv’s
greatest treasures remain yet to be discovered. This adventure ends on a cliffhanger. The rest of the Witch Queen’s lair, her hoard, and even more iconic adventures can be found in Quests from the Infinite Staircase!
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Conclusion Whether the characters found the entrance to the greater caverns (see area L16), succumbed to the dungeon’s many threats, wisely decided to turn back, or simply ran out of time, Iggwilv’s
greatest treasures remain yet to be discovered. This adventure ends on a cliffhanger. The rest of the Witch Queen’s lair, her hoard, and even more iconic adventures can be found in Quests from the Infinite Staircase!
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->One Grung Above
place in the grung hierarchy, b’Ang’r’Ang is responsible for working with the brothers to execute on “plans” developed by d’Ahten’khan, who relies upon b’Ang’r’Ang to communicate instructions to the
much-lower caste green grung. After a recent batiri goblin ambush where the band of grung scattered to the four winds, the whereabouts of b’Lip, b’Loop, and b’Lahp remain unknown.
Compendium
- Sources->Dungeons & Dragons->One Grung Above
place in the grung hierarchy, b’Ang’r’Ang is responsible for working with the brothers to execute on “plans” developed by d’Ahten’khan, who relies upon b’Ang’r’Ang to communicate instructions to the
much-lower caste green grung. After a recent batiri goblin ambush where the band of grung scattered to the four winds, the whereabouts of b’Lip, b’Loop, and b’Lahp remain unknown.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Building a Party It’s possible to put together a diverse party of D&D characters drawn from a single guild. The guild descriptions in chapter 2 offer suggestions for what such a party might look like
of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so it’s helpful
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Building a Party It’s possible to put together a diverse party of D&D characters drawn from a single guild. The guild descriptions in chapter 2 offer suggestions for what such a party might look like
of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so it’s helpful
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Vestiges of the Waterclock Guild Part of the catacombs once belonged to an occult organization called the Waterclock Guild. The guild members are gone, though their bound elementals and clockwork
mechanisms remain. A network of pipes runs through areas C7–C12 and C14–C15, indicated on map 1.1 by solid lines. The sound of dripping water echoes throughout these areas.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wearing or carrying, turns to ash, and its soul becomes trapped in the void. Magic items that end up in the void remain trapped in it until the void is destroyed (see “Conclusion”).
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wearing or carrying, turns to ash, and its soul becomes trapped in the void. Magic items that end up in the void remain trapped in it until the void is destroyed (see “Conclusion”).
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Vestiges of the Waterclock Guild Part of the catacombs once belonged to an occult organization called the Waterclock Guild. The guild members are gone, though their bound elementals and clockwork
mechanisms remain. A network of pipes runs through areas C7–C12 and C14–C15, indicated on map 1.1 by solid lines. The sound of dripping water echoes throughout these areas.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
creative intellect with a short attention span. The original mandate of the Izzet guild was to provide solutions for public works projects (sewers, boilers, and roadways), but their increasingly far
a methodology that relies on unexpected outcomes: all results are informative, even if they completely defy expectations. For example, an experiment that begins as the creation of a “hypermana
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
creative intellect with a short attention span. The original mandate of the Izzet guild was to provide solutions for public works projects (sewers, boilers, and roadways), but their increasingly far
a methodology that relies on unexpected outcomes: all results are informative, even if they completely defy expectations. For example, an experiment that begins as the creation of a “hypermana
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common origins in the Shadow Marches, and the druids remain friendly with the house and its Finders’ Guild. In the Marches, the guild often helps the druids locate stray aberrations and open portals
Finders Guild Across Khorvaire, the inquisitives of House Tharashk have a reputation for discretion and cunning. Members of that house operate the Finders Guild, a loose collection of independent
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common origins in the Shadow Marches, and the druids remain friendly with the house and its Finders’ Guild. In the Marches, the guild often helps the druids locate stray aberrations and open portals
Finders Guild Across Khorvaire, the inquisitives of House Tharashk have a reputation for discretion and cunning. Members of that house operate the Finders Guild, a loose collection of independent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
make up back dues to remain in the guild’s good graces. Suggested Characteristics Guild artisans are among the most ordinary people in the world — until they set down their tools and take up an
Guild Artisan You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragonshards are the lifeblood of the magical economy, the house’s talent has given them new wealth and influence
. Tharashk is the youngest of the dragonmarked houses and hasn’t embraced all the customs of the others. The distinct clans that united to form the house remain important, and heirs of the family
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragonshards are the lifeblood of the magical economy, the house’s talent has given them new wealth and influence
. Tharashk is the youngest of the dragonmarked houses and hasn’t embraced all the customs of the others. The distinct clans that united to form the house remain important, and heirs of the family
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
make up back dues to remain in the guild’s good graces. Suggested Characteristics Guild artisans are among the most ordinary people in the world — until they set down their tools and take up an
Guild Artisan You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by