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Returning 23 results for 'crossing workings rivals'.
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Backgrounds
Sword Coast Adventurer's Guide
gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
from guild coffers.
4
I’m never satisfied with what I have—I always want more.
5
I would kill to acquire a noble title.
6
I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any)
2 Survival. This world is harsh and unforgiving, and so am I. I do
whatever it takes to survive. (Any)
3 Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil)
4 Isolation. All creatures are either prey or rivals
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any)
2 Survival. This world is harsh and unforgiving, and so am I. I do
whatever it takes to survive. (Any)
3 Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil)
4 Isolation. All creatures are either prey or rivals
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
more than rumors and their somewhat-trademark-infringing logo. You can tease any of the information from “Factions and Rivals” in chapter 3 as you see fit. Since the characters are now running a rank 2
details from the “Horn Enclave” section of episode 5 if you like. This might include information on residents and guards, gaining access to the hold, the general workings of its vaults, and so forth.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
more than rumors and their somewhat-trademark-infringing logo. You can tease any of the information from “Factions and Rivals” in chapter 3 as you see fit. Since the characters are now running a rank 2
details from the “Horn Enclave” section of episode 5 if you like. This might include information on residents and guards, gaining access to the hold, the general workings of its vaults, and so forth.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
character’s dead rivals could have known. Whatever a character learns during their temporary death, they can carry with them back into the mortal world. Such might make dying one of the most helpful things to happen in a character’s greater heroic career.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
character’s dead rivals could have known. Whatever a character learns during their temporary death, they can carry with them back into the mortal world. Such might make dying one of the most helpful things to happen in a character’s greater heroic career.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the ongoing feud after helping one side. Royal Rivals. The sudden death of a sovereign plunges a kingdom into chaos when the rightful heir is challenged and threatened by rivals. Scheming Adviser
forgotten. The people caught up in it strive to find meaning and purpose in a bleak and violent world. Crossing the Streams Deep in D&D’s roots are elements of science fiction and science fantasy as well
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the ongoing feud after helping one side. Royal Rivals. The sudden death of a sovereign plunges a kingdom into chaos when the rightful heir is challenged and threatened by rivals. Scheming Adviser
forgotten. The people caught up in it strive to find meaning and purpose in a bleak and violent world. Crossing the Streams Deep in D&D’s roots are elements of science fiction and science fantasy as well
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
claim dominion over Phlegethos as partners and rivals. Fierna’s charisma, equaled only by that of Asmodeus, makes her a brilliant manipulator capable of filling mortal and immortal hearts with
mortal’s emotions to her will, as a way to better understand the workings of mortal hearts and minds. What she or Belial intends to do with their accumulated knowledge none can definitively say, but
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
claim dominion over Phlegethos as partners and rivals. Fierna’s charisma, equaled only by that of Asmodeus, makes her a brilliant manipulator capable of filling mortal and immortal hearts with
mortal’s emotions to her will, as a way to better understand the workings of mortal hearts and minds. What she or Belial intends to do with their accumulated knowledge none can definitively say, but
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their hands dirty, while the Apothecary Alliance and Brethren of Barbers don’t need to throw a punch to strike fear into rivals. From carpenters to grocers, the Forgeworkers’ Lodge to the Wisewoman
the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the Gateguides
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Crossing the wall is riskier than the average power play, and those in the know predict the coming conflict to be a bloody one. Guild operations in the Outer City center on smuggling and gambling
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
their hands dirty, while the Apothecary Alliance and Brethren of Barbers don’t need to throw a punch to strike fear into rivals. From carpenters to grocers, the Forgeworkers’ Lodge to the Wisewoman
as the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
their hands dirty, while the Apothecary Alliance and Brethren of Barbers don’t need to throw a punch to strike fear into rivals. From carpenters to grocers, the Forgeworkers’ Lodge to the Wisewoman
as the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Crossing the wall is riskier than the average power play, and those in the know predict the coming conflict to be a bloody one. Guild operations in the Outer City center on smuggling and gambling
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
. Crossing the wall is riskier than the average power play, and those in the know predict the coming conflict to be a bloody one. Guild operations in the Outer City center on smuggling and gambling
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their hands dirty, while the Apothecary Alliance and Brethren of Barbers don’t need to throw a punch to strike fear into rivals. From carpenters to grocers, the Forgeworkers’ Lodge to the Wisewoman
the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the Gateguides
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
. Crossing the wall is riskier than the average power play, and those in the know predict the coming conflict to be a bloody one. Guild operations in the Outer City center on smuggling and gambling
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. 2 A rival gang is encroaching on the giant’s territory. Spy on these rivals, and identify the best place for the giant to strike to shut them down for good. 3 Somebody who works for the giant is
stealing. Find out who it is, and make sure they never think about double-crossing the giant again. 4 The giant has a score to settle with a powerful foe (perhaps a dragon, a beholder, or another
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. 2 A rival gang is encroaching on the giant’s territory. Spy on these rivals, and identify the best place for the giant to strike to shut them down for good. 3 Somebody who works for the giant is
stealing. Find out who it is, and make sure they never think about double-crossing the giant again. 4 The giant has a score to settle with a powerful foe (perhaps a dragon, a beholder, or another
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Dwarves are the exception. There’s much about the workings of Hrakhamar the firenewts still don’t understand. Captured dwarves are tortured for hints about how the foundry’s tools and machines work. Two
are tethered, but the tethers are meant only to keep them from crossing the westernmost line of cart tracks and wandering through the tunnels. An angry or alarmed strider can easily break loose, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Dwarves are the exception. There’s much about the workings of Hrakhamar the firenewts still don’t understand. Captured dwarves are tortured for hints about how the foundry’s tools and machines work. Two
are tethered, but the tethers are meant only to keep them from crossing the westernmost line of cart tracks and wandering through the tunnels. An angry or alarmed strider can easily break loose, and