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Returning 35 results for 'consisting revealing guild to have rites'.
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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
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Tracking Floon At this point, the characters likely know that Floon was kidnapped by Xanathar Guild members who mistook him for Renaer Neverember, and that he was taken to a hideout in the sewers. If
) check or 5 gp in bribes allows the characters to trace the kidnappers’ path through back alleys to a circular metal cover inset in the pavement. The cover is easily lifted, revealing a ladder down into the sewers.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Tracking Floon At this point, the characters likely know that Floon was kidnapped by Xanathar Guild members who mistook him for Renaer Neverember, and that he was taken to a hideout in the sewers. If
) check or 5 gp in bribes allows the characters to trace the kidnappers’ path through back alleys to a circular metal cover inset in the pavement. The cover is easily lifted, revealing a ladder down into the sewers.
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->Lost Laboratory of Kwalish
can be worked to access hidden compartments, revealing 10d10 gp worth of loose coins, three uncut sapphires (50 gp each), and a map showing the route to a cache of stolen goods hidden near a thieves
guild in a city of your choice. One cache also holds a Three-Dragon Ante deck with one card enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
can be worked to access hidden compartments, revealing 10d10 gp worth of loose coins, three uncut sapphires (50 gp each), and a map showing the route to a cache of stolen goods hidden near a thieves
guild in a city of your choice. One cache also holds a Three-Dragon Ante deck with one card enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
within Mandorcai’s Mansion. You and others sought the tools and rites to prod the power within, to draw it out and make it yours. But what lies within the mansion refuses to ever serve again.
3
Too long has the Guild monopolized control over criminal operations in Baldur’s Gate. You sought to add a little competition and break the Guild’s monopoly. It was going well after your last heist
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Mandorcai’s Mansion. You and others sought the tools and rites to prod the power within, to draw it out and make it yours. But what lies within the mansion refuses to ever serve again. 3 Too long has the
Guild monopolized control over criminal operations in Baldur’s Gate. You sought to add a little competition and break the Guild’s monopoly. It was going well after your last heist, too — until the Guild
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
within Mandorcai’s Mansion. You and others sought the tools and rites to prod the power within, to draw it out and make it yours. But what lies within the mansion refuses to ever serve again.
3
Too long has the Guild monopolized control over criminal operations in Baldur’s Gate. You sought to add a little competition and break the Guild’s monopoly. It was going well after your last heist
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Mandorcai’s Mansion. You and others sought the tools and rites to prod the power within, to draw it out and make it yours. But what lies within the mansion refuses to ever serve again. 3 Too long has the
Guild monopolized control over criminal operations in Baldur’s Gate. You sought to add a little competition and break the Guild’s monopoly. It was going well after your last heist, too — until the Guild
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
splendid and anticipated is the Night of the Remembered, a celebration that evolved from ancient funerary rites and draws on the magic of the city. During this night, people can be visited by deceased
they have no recollection of the afterlife. Governance and Growth San Citlán is governed by the Trecena, a council consisting of thirteen elected representatives. The ability to vote for these
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
splendid and anticipated is the Night of the Remembered, a celebration that evolved from ancient funerary rites and draws on the magic of the city. During this night, people can be visited by deceased
they have no recollection of the afterlife. Governance and Growth San Citlán is governed by the Trecena, a council consisting of thirteen elected representatives. The ability to vote for these
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
signal the beginning of the end. Other signs also appear among the stars, the clouds, the seas, and world events, revealing the future to those who know how to interpret them. Divinatory Deck
imperfect things (by definition) don’t last forever. The only true perfection is the Void, and the only future is the Void. Feeding the All-Consuming Star. The rites of the Heralds of the Comet, including
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
signal the beginning of the end. Other signs also appear among the stars, the clouds, the seas, and world events, revealing the future to those who know how to interpret them. Divinatory Deck
imperfect things (by definition) don’t last forever. The only true perfection is the Void, and the only future is the Void. Feeding the All-Consuming Star. The rites of the Heralds of the Comet, including
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->Tomb of Annihilation
corridor, a room opens up with red tapestries covering the walls. A feast is spread out on three tables, consisting of roast boar, squash stew, and a tray of iced cakes. Flagons of frothy beer
is taken from the room or destroyed, a new one materializes on the wall in 4d6 hours. If the lever in the tapestry is pulled, the pentagon seal on the skeleton gate in area 71 rolls aside, revealing a pentagonal keyhole behind it.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
corridor, a room opens up with red tapestries covering the walls. A feast is spread out on three tables, consisting of roast boar, squash stew, and a tray of iced cakes. Flagons of frothy beer
is taken from the room or destroyed, a new one materializes on the wall in 4d6 hours. If the lever in the tapestry is pulled, the pentagon seal on the skeleton gate in area 71 rolls aside, revealing a pentagonal keyhole behind it.
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->The Book of Many Things
participate in the rites together speak of themselves as a single “brood” and remain especially close-knit. This brood is the only family that remains to initiates. Broods are numbered in the group’s annals
Heralds of the Comet are called hierophants—literally “revealers of the sacred”—because of their role in revealing the All-Consuming Star to initiates. The archierophant of the Heralds of the Comet is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
participate in the rites together speak of themselves as a single “brood” and remain especially close-knit. This brood is the only family that remains to initiates. Broods are numbered in the group’s annals
Heralds of the Comet are called hierophants—literally “revealers of the sacred”—because of their role in revealing the All-Consuming Star to initiates. The archierophant of the Heralds of the Comet is
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->Tasha’s Cauldron of Everything
syndicates range from the local thieves’ guild, to a corrupt consortium of merchant princes, to a ring of otherworldly invaders infiltrating all levels of society for a nefarious purpose. Whatever form it
Thieves’ Guild. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city. 2 Assassin Society. The network’s livelihood is death
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Big Ears Watch Post These chambers house the level’s main Xanathar Guild watch post, called “Big Ears” by the bugbears that command it. Instead of posting lookouts, the watch post’s defenders
turned so that the weapon’s backside faces forward, the pedestal rises another 3 feet, revealing an open cavity that contains a magic circlet identical to the one worn by the statue — but fashioned from
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
syndicates range from the local thieves’ guild, to a corrupt consortium of merchant princes, to a ring of otherworldly invaders infiltrating all levels of society for a nefarious purpose. Whatever form it
Thieves’ Guild. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city. 2 Assassin Society. The network’s livelihood is death
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Girallon A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.
Girallon
seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
examines the rock formation quickly realizes it’s a door. Opening or otherwise investigating the door knocks free the dirt encrusting it, revealing an ancient etching of a phoenix wearing a mask rising from
. Then the illusion vanishes, revealing the mosaics’ actual state. 3. Viewing Room Grave niches and alcoves holding funerary urns line the walls of this chamber. The ceiling in the northern part of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
examines the rock formation quickly realizes it’s a door. Opening or otherwise investigating the door knocks free the dirt encrusting it, revealing an ancient etching of a phoenix wearing a mask rising from
. Then the illusion vanishes, revealing the mosaics’ actual state. 3. Viewing Room Grave niches and alcoves holding funerary urns line the walls of this chamber. The ceiling in the northern part of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Girallon A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.
Girallon
seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Big Ears Watch Post These chambers house the level’s main Xanathar Guild watch post, called “Big Ears” by the bugbears that command it. Instead of posting lookouts, the watch post’s defenders
turned so that the weapon’s backside faces forward, the pedestal rises another 3 feet, revealing an open cavity that contains a magic circlet identical to the one worn by the statue — but fashioned from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
15 Wisdom (Perception) check. To open it, one must press a nearby wall carving shaped like an eye. When this is done, the secret door swings inward, revealing a curved hallway (area X8) beyond. X3
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
15 Wisdom (Perception) check. To open it, one must press a nearby wall carving shaped like an eye. When this is done, the secret door swings inward, revealing a curved hallway (area X8) beyond. X3
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
footlocker. An oil-filled lantern rests atop each nightstand. Beneath each bed is a copper chamber pot. Treasure. One of the lanterns is a lantern of revealing. No one in the guild is aware the lantern is
conceals a drop box where visitors stash black-market goods, fenced items, and guild tributes. Any character who lifts the plank sees a dusty satchel in the drop box. The satchel contains 25 sp and a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
footlocker. An oil-filled lantern rests atop each nightstand. Beneath each bed is a copper chamber pot. Treasure. One of the lanterns is a lantern of revealing. No one in the guild is aware the lantern is
conceals a drop box where visitors stash black-market goods, fenced items, and guild tributes. Any character who lifts the plank sees a dusty satchel in the drop box. The satchel contains 25 sp and a