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Returning 18 results for 'contact witnesses rogues'.
Other Suggestions:
conduct witness rogues
contacts witness rogues
contract witness rogues
constant witness rogues
contain witness rogues
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they’re likely to be harder to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they’re likely to be harder to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sea Maidens Faire parades through Waterdeep, the characters can slip aboard one or more of Jarlaxle’s ships. If things turns violent aboard a ship, its captain uses a sending spell to contact Jarlaxle
their attack as a setback. If the characters escape a confrontation on the ships but leave behind witnesses who can identify them, it takes Bregan D’aerthe several days to track them down (assuming
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sea Maidens Faire parades through Waterdeep, the characters can slip aboard one or more of Jarlaxle’s ships. If things turns violent aboard a ship, its captain uses a sending spell to contact Jarlaxle
their attack as a setback. If the characters escape a confrontation on the ships but leave behind witnesses who can identify them, it takes Bregan D’aerthe several days to track them down (assuming
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
witnesses, or to learn spells from tomes of forbidden lore. You might also call for a Sanity check when a character tries one of the following activities: Deciphering a piece of text written in a language
for the first time Making direct contact with the mind of an alien creature Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell Passing through a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
witnesses, or to learn spells from tomes of forbidden lore. You might also call for a Sanity check when a character tries one of the following activities: Deciphering a piece of text written in a language
for the first time Making direct contact with the mind of an alien creature Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell Passing through a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
once on the table of contacts from other guilds. That contact could be either an ally or a rival, or you might instead gain a third contact from your own guild. THE GUILDLESS
The guilds might be
your innocence or the crime was justifiable. Renown 5 or Higher. When your renown score with any guild reaches 5, you gain an additional contact within the guild. This contact might be a character you
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
once on the table of contacts from other guilds. That contact could be either an ally or a rival, or you might instead gain a third contact from your own guild. THE GUILDLESS
The guilds might be
your innocence or the crime was justifiable. Renown 5 or Higher. When your renown score with any guild reaches 5, you gain an additional contact within the guild. This contact might be a character you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
another. The first visit to Red Larch is a good time to establish these protocols and give each character some face time with a faction contact. (See the “Important Red Larchers” section of “Red Larch
coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
companions that carry messages on scrolls as they fly, allowing agents to keep in contact with one another. Although the Zhentarim as a whole oppose the cult’s plans, not everyone in the Black Network
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
companions that carry messages on scrolls as they fly, allowing agents to keep in contact with one another. Although the Zhentarim as a whole oppose the cult’s plans, not everyone in the Black Network
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
companions that carry messages on scrolls as they fly, allowing agents to keep in contact with one another. Although the Zhentarim as a whole oppose the cult’s plans, not everyone in the Black Network
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
companions that carry messages on scrolls as they fly, allowing agents to keep in contact with one another. Although the Zhentarim as a whole oppose the cult’s plans, not everyone in the Black Network
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
another. The first visit to Red Larch is a good time to establish these protocols and give each character some face time with a faction contact. (See the “Important Red Larchers” section of “Red Larch
coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
companions that carry messages on scrolls as they fly, allowing agents to keep in contact with one another. Although the Zhentarim as a whole oppose the cult’s plans, not everyone in the Black Network
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
companions that carry messages on scrolls as they fly, allowing agents to keep in contact with one another. Although the Zhentarim as a whole oppose the cult’s plans, not everyone in the Black Network
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
can contact the star and ask it questions as if using the Contact Other Plane spell, including all the risks associated with that spell. A character who examines the starlight glow and succeeds on a
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
can contact the star and ask it questions as if using the Contact Other Plane spell, including all the risks associated with that spell. A character who examines the starlight glow and succeeds on a
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card