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Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari Guild Spells
Monsters
Quests from the Infinite Staircase
retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains.
If the creature refuses, Nafas gains a new body in 1d10;{"diceNotation":"1d10", "rollType
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
independent business owners, up to and including driving them out of business. A baker who refuses to join the Bakers’ Guild might find her flour supply cut off, while a wizard who refuses to join the
Guild Membership Any characters with the guild artisan background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters living in the city are required by
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the Ironclad Regiment named Svilnt Sunderlit. Mayor Raven gives Cudgel and the characters leeway in conducting the interrogation. Raven doesn’t oppose the use of coercive magic, but she refuses to let
anyone harm the captive. Cudgel initially tries to lead the interrogation, but she struggles to contain her anger at her betrayal. She soon retreats to watch from a distance as the characters lead
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
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
Guild attack them, believing they have the stone. A clue left behind in the mausoleum leads the characters to an old windmill in the Southern Ward and a pair of grave robbers (encounter 10, “Converted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Cellar Complex: Autumn The characters have been encouraged to explore a Xanathar Guild hideout under the Southern Ward. They enter the location through area B1. The Xanathar Guild Roster table
provides a summary of the forces stationed throughout the complex. The sections that follow describe some of the hideout’s features. Xanathar Guild Roster Area Creature(s) B5 2 goblins behind arrow slits
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guild. Members of House Dimir ultimately receive their orders from this source without having any idea of who issued the order or why. Messages to agents are funneled through thought strands (see
“Spell: Encode Thoughts” later in this section) and telepathic couriers. By design, you don’t have much interaction with other members of your guild. You might never meet your primary guild contact face
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Moonstalkers have many magic items stored within their hoards. If the character with a wish demands something Augustus doesn’t have, he can order the guild to steal it. If the character refuses to trade their
could spark a violent schism within the guild or prompt Delour to secretly approach the characters and attempt to use their wish for himself—probably to resurrect Pyrite or get his long-delayed revenge.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Spider Eyes Watch Post The Xanathar Guild claims this corner of the dungeon. Shunn Shurreth, a drow exile favored by the beholder crime lord, commands the forces stationed here. 9a. Trapped Hall
pressure plates in the floor marked T on map 2.
The bugbears, Bolgus and Bulkar, disarm the poison dart traps when Xanathar Guild members approach. When unfamiliar creatures approach from the west, Bolgus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
are needed to enter it or what lies within. When the characters arrive, Esvele is in area O2, meeting with the following three guild representatives (commoners): Sembra Vashir (LN female Calishite
human), of the Carpenters’, Roofers’, and Plaisterers’ Guild Pynt Oomtrowl (CG female rock gnome), of the Cellarers’ and Plumbers’ Guild Jarbokken Frostbeard (LG male shield dwarf), of the Guild of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventurers: Blademarks Guild. House Deneith manages mercenary activities across Khorvaire through its Blademarks Guild, with house members serving as officers, trainers, and strategists. The rank-and-file
soldiers of the guild are largely human mercenaries but also includes significant numbers of hobgoblins from Darguun, elves from Valenar, and Cyran soldiers who no longer have a nation to fight for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guild members attack them in an attempt to retrieve the stone. Crypt Clue Characters who search the underground crypts can find a shiny steel key lying in the dust on the floor. One of the grave robbers
Kibbens, whose address is an old windmill in the Southern Ward. The key unlocks the door to his apartment, which he shares with another man named Urlaster Ghann. Xanathar Guild Ambush As the
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: Descent into Avernus
victim was a member of a larger organization, such as the Guild. This organization refuses to let the killing go unanswered.
5 Somehow, your victim is still alive and knows what you did. Now
People are talking. Members of the Watch, the Flaming Fist, the Guild, or others are asking questions. If they find out what the characters did, their trial will be short and their deaths will be just
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 Gazetteer
, the Guild, or others are asking questions. If they find out what the characters did, their trial will be short and their deaths will be just. Determine the fallout of the characters’ murderous deeds
law won’t provide. 3 Your victim won’t stay dead, having fought their way back from death to take vengeance. 4 Your victim was a member of a larger organization, such as the Guild. This organization
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Dead Eyes Watch Post The Xanathar Guild forces stationed here include five human thugs, eight bugbears, and their leader, Nadia the Unbent. A beholder zombie provides added security. 20a
without brandishing or wearing the symbol of Xanathar. Combat in this room brings reinforcements from area 20b. 20b. Watch Post Barracks Xanathar Guild. Unless they are drawn to area 20a by sounds of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
take offense if the character refuses her invitation. A day later, she casts another sending spell and reaches out to a different party member. If she is refused a second time, she doesn’t contact the
refuses to part with it. Characters who observe Meloon during this exchange can ascertain what’s going on with a successful DC 15 Wisdom (Insight) check. Reward: Each Gray Hand character gains 2 renown
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
you. South of the ruin, an untamed garden runs rampant, surrounded by broken walls that are no longer able to contain it. East of the ruin, someone has erected a crude wooden fence, forming a circular
and his entrails hanging out like frayed ropes. Despite its intimidating presence, the apparition has a cringing light in its eyes. “Why do you invade my home? Begone, I beseech you!” Strahd refuses
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
miners’ guildhall has offices for senior guild members, stout metal lockers where miners can store their gear, and functional showers. Most of the building’s former occupants vacated in a hurry, leaving
sundry equipment scattered about. Guildmaster Deepdelve. A thorough search of the building reveals the corpse of a robed deep gnome named Schnella Deepdelve, the master of the town’s miners’ guild
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Many performers moonlight as assassins, spies, and thieves, given their talents and resources, and as such many amphitheaters contain hidden shrines to Phenax. Amphitheater Adventures Adventures in
. Below, secret halls include space for the games and drinking one might expect from a typical den of iniquity, but it also disguises the barracks and training hall of a thieves’ guild devoted to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
buckets are spaced 15 feet apart. Roughly half of them contain ore and uncut gems from the mines; the rest are empty and big enough to carry five Small creatures or two Medium creatures each. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
currently held by a human Spy Master (Lawful Neutral) named Nerof Gasgol. The other directors include the captain-general and constable of the City Watch, several guild masters, priests of Boccob and Rao
these defenders are Mages from the city’s Guild of Wizardry, as well as Priests from local temples. The captain-general and constable of the City Watch are stationed at the Grand Citadel (see “City
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
give chase, saying, “Aboard my ship is a weapon you can use against the Xaryxian Empire! Help me retake the Last Breath, and the weapon is yours!” He refuses to elaborate until his mutinous crew is
described below are assumed to contain nothing of interest. Space Galleon Deck PlansView Unlabeled Version Forecastle Six vampirates (see Boo’s Astral Menagerie) are here, waiting to repel boarders. They
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(has served 1d4 years of a 5-year sentence)
5 Spellcaster convicted of using magic to influence others (has served 1d4 years of a 5-year sentence)
6 Leader of a thieves’ guild convicted of
dwarven fortress under Mount Hotenow (near Neverwinter). Only there can the spirits of Vlax’s kin persuade Vlax to join them in the afterlife. The warden refuses to make the journey, however, because
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Rilsa Rael, the Guild kingpin of Little Calimshan. While Needle loathes the Guild, he sees in Rilsa’s egalitarian tendencies the potential for a hero of the people, and naively hopes she’ll transform
the Guild from a predatory criminal organization into a community police force serving the city’s downtrodden. Baldur’s Mouth is a prime source of opportunity for adventurers in the city, as Needle is
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Rilsa Rael, the Guild kingpin of Little Calimshan. While Needle loathes the Guild, he sees in Rilsa’s egalitarian tendencies the potential for a hero of the people, and naively hopes she’ll transform
the Guild from a predatory criminal organization into a community police force serving the city’s downtrodden. Baldur’s Mouth is a prime source of opportunity for adventurers in the city, as Needle is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contain challenges that are meant to test thieves who want to join the guild. The note is meant for those applicants, but characters would be wise to heed its advice: “Look for keys and keyholes” and
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->Waterdeep: Dungeon of the Mad Mage
28. Grick Snack Watch Post The Xanathar Guild maintains a watch post here, called “Grick Snack” by the bugbears that command it. Two bugbears and six goblins are stationed in this area. 28a. West
obelisk to the west, north, and east. They contain a dozen goblin beds made of bundled rugs and torn fabric. (The beds have nothing of value.)
A detect magic spell reveals a faint aura of divination
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
them at headquarters. (Certainly, reminding the characters of what happened to the last two franchise headquarters that held orrery components should be enough to inspire them to hold onto the
helping the bard land a paying gig at a tavern, or seeking out one of the Ships or the loremasters of the Arcane Brotherhood to learn of his father. Helping Dabahl could lead to an encounter with a guild
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Stores These rooms contain supplies that the frost giants have plundered from ships along the Sword Coast, including crates of foodstuffs and barrels of salt, wine, and ale. 1D. Oar Storage Giant
frost giant jarl won’t allow Nilraun to accompany him on his whale-hunting expeditions. Nilraun spends his idle hours contemplating how to steal the ring while reminding the giants that the Zhentarim
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tyndal’s Bridge when approaching from the south. The tannery’s location, up on the hill, does little to contain the stink of the process, and the Watermen’s Guild dumps the city’s waste over the side
everyone in Daggerford knows precisely who the council members are, and no magic disguises the forms, voices, or mannerisms of the guild leaders, and a trained spy can learn which guildmaster is which
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
NPCs by Guild This section describes various nonplayer characters that belong to each guild. These characters can serve as enemies, rivals, allies, or contacts. In addition to the NPCs presented here
, you can customize the NPCs in the Monster Manual and other sources to make them feel like part of a particular guild.
Also included in this chapter are statistics and descriptions of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contain the clan’s history—four scrolls per case. The scrolls are in Dwarvish, the written language of giants. A character who can speak Dwarvish or Giant realizes that these writings tell the history of
ignores the characters. Treasure. The wardrobes contain clothes fit for a female cloud giant of noble status. In one of the wardrobes, the characters can find a pair of boots of the winterlands. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their liberators. 18i. Gardens These earthen fields provide much of the food that feeds House Freth’s forces in Undermountain. Edible moss is grown in the east garden, while the other two gardens contain
overseer. The vrocks in area 17b and 17c swoop down and attack any slave that refuses to work or any creatures that threaten the overseer.