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Returning 18 results for 'consisting relying guild to have returner'.
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Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Syndicate The Orzhov are ruled by the iron-fisted Obzedat, a council consisting of the oldest and most powerful undead oligarchs. A vast hierarchy stretches out beneath them, so most of
your interactions with the leadership of the guild are with people (or spirits) who occupy the rank just above yours. This hierarchy has corruption in it at every level, and at any time your superiors
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Syndicate The Orzhov are ruled by the iron-fisted Obzedat, a council consisting of the oldest and most powerful undead oligarchs. A vast hierarchy stretches out beneath them, so most of
your interactions with the leadership of the guild are with people (or spirits) who occupy the rank just above yours. This hierarchy has corruption in it at every level, and at any time your superiors
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Tradegate Gate Destination: Twin Paradises of Bytopia Primary Citizens: Humanoids Ruler: The Five Star Guild A hub of ethical trade, the gate-town to Bytopia brings a slice of Sigil’s sprawling
aren’t strangers to the daily grind. Under the guidance of the Five Star Guild—a council of entrepreneurs, innovators, and representatives from the town mint—Tradegate has risen to a mercantile
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Tradegate Gate Destination: Twin Paradises of Bytopia Primary Citizens: Humanoids Ruler: The Five Star Guild A hub of ethical trade, the gate-town to Bytopia brings a slice of Sigil’s sprawling
aren’t strangers to the daily grind. Under the guidance of the Five Star Guild—a council of entrepreneurs, innovators, and representatives from the town mint—Tradegate has risen to a mercantile
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet
rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better
of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
symbol for the entire Gruul guild. Ghor Clan. The Ghor clan is led by an ettin named Ruric Thar (or, perhaps more properly, Ruric and Thar, since the heads claim separate names). Of all the clans, the
clutch of sly, skittish warriors, consisting largely of reptilian humanoids called viashino (use the lizardfolk stat block in the Monster Manual to represent them), along with a few wily humans. This
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
symbol for the entire Gruul guild. Ghor Clan. The Ghor clan is led by an ettin named Ruric Thar (or, perhaps more properly, Ruric and Thar, since the heads claim separate names). Of all the clans, the
clutch of sly, skittish warriors, consisting largely of reptilian humanoids called viashino (use the lizardfolk stat block in the Monster Manual to represent them), along with a few wily humans. This
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better
of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet
rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
scroll. Research. Relying on an ancient being’s network of contacts, the being’s vast collection of lore, or perhaps the being’s direct teaching helps you unearth hidden secrets. If you can contact
, Folk Hero, Hermit, Sage Pupil Acolyte, Entertainer, Folk Hero, Guild Artisan, Sage Guardian Acolyte, Folk Hero, Hermit, Outlander, Soldier Offspring Any Ancient Being Quests Though their work
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
scroll. Research. Relying on an ancient being’s network of contacts, the being’s vast collection of lore, or perhaps the being’s direct teaching helps you unearth hidden secrets. If you can contact
, Folk Hero, Hermit, Sage Pupil Acolyte, Entertainer, Folk Hero, Guild Artisan, Sage Guardian Acolyte, Folk Hero, Hermit, Outlander, Soldier Offspring Any Ancient Being Quests Though their work
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, four hobgoblin captains (including Lurkana), Azrok the hobgoblin warlord, and two worgs. These forces don’t include goblinoids in league with the Xanathar Guild or other visitors, nor do they include
which the ring rests once belonged to Kressando Rosznar, who came to Azrok’s Hold after failing to make progress in dealings with the Xanathar Guild in Skullport. The young nobleman was looking to set up
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, four hobgoblin captains (including Lurkana), Azrok the hobgoblin warlord, and two worgs. These forces don’t include goblinoids in league with the Xanathar Guild or other visitors, nor do they include
which the ring rests once belonged to Kressando Rosznar, who came to Azrok’s Hold after failing to make progress in dealings with the Xanathar Guild in Skullport. The young nobleman was looking to set up
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
nation’s borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to
attitude toward bribery. The city’s proximity to Cormyr makes it a breeding ground for that nation’s enemies, including the Fire Knives, a guild of thieves and assassins that the naive pretend doesn’t exist.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
nation’s borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to
attitude toward bribery. The city’s proximity to Cormyr makes it a breeding ground for that nation’s enemies, including the Fire Knives, a guild of thieves and assassins that the naive pretend doesn’t exist.