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Returning 35 results for 'guild cards location'.
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Magic Items
Dungeon Masterâs Guide
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell canât return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;retireâ from hands-on work to run a thievesâ guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.
When a master thief completes a challenging heist, they often leave
behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.
Master Thief Calling Cards
d10;{"diceNotation
Monsters
The Book of Many Things
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The
. A ruin spider is easily recognizable by anyone familiar with the Deck of Many Things because the pattern on the back of the cards is duplicated on the spiderâs carapace.Acid
Magic Items
The Book of Many Things
The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6 charges. While holding it, you can expend 1 or more of its charges
marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked cardâs name and teleport to the cardâs location, along with any equipment you are
Magic Items
The Book of Many Things
trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this
Magic Items
Tashaâs Cauldron of Everything
figure of Vistani legend, Lubaâs Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
amid shuffling cards, waiting for fate to turn foulâas it inevitably will.
Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
Species
Eberron: Rising from the Last War
âKundarak is there to help. The Defenders Guild of House Kundarak trains locksmiths, security specialists, and more. It maintains the prison of Dreadhold, along with a number of smaller prisons. As
useful as these services are, itâs the Banking Guild that truly defines the house. Kundarakâs lands in the Mror Holds include deep veins of precious metals, which the dwarves used to
Magic Items
Lost Laboratory of Kwalish
Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
questionnaire, âWhatâs Important to Me?â, in this chapter. Let its questions and your choice of answers direct you to a guild that appeals to you or that sounds like a fun character to play. Read the guild
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the room the door opens to. Lighting. Unless a location specifies otherwise, rooms and corridors are lit by ambient dim light. Secret Doors. Secret doors are made of many small cards that shuffle out
House of Cards Features The House of Cards has the following features: Construction. The surfaces are composed of cards of various sizes from the Deck of Many Things. Unless otherwise noted, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reading again, out loud for the playersâ benefit. Substitute the new results for the old ones. When youâre ready to begin the card reading, remove the fourteen cards with the crown icon (the high deck) and
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
cards from a deck to determine the following elements of the adventure: Strahdâs location inside Castle Ravenloft The placement of three important treasures that can be used against Strahdâthe Tome of
Fortunes of Ravenloft The events of this adventure are part of dark twists of fate that a fortuneteller can discern with the cards of a tarokka deck. Before you run this adventure, you must draw
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Advanced Dungeons & Dragons With the publication of the first Dungeon Masterâs Guide in 1979, the most recognizable aspects of the Deck of Many Things were established. Here, the names of the cards
first appeared, and the deck was expanded to twenty-two cards. These changes signaled the deckâs transition from something inspired by playing cards to one inspired by the tarot; a traditional tarot
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
these goals were rewarded with favorable cards, while those who thwarted the deck were forced to draw multiple cards and keep the worst. A new origin for the deck was put forward but not confirmed in
shattered his empire. The deck also gained magical powers distinct from the cardsâ effects: wizards, sorcerers, and warlocks could use the deck to empower their spells. The Deck of Many Things was central
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for the guild since I was a kid, and Iâm still not a ranking member.â Portraitâs Location. âI donât know where the portrait is, but Iâm guessing itâs either in Guildmaster Duskâs quarters, which are
Hand. Sheâs a trained assassin with powerful political connections.â Getting Inside. âThe windows of the guildhouse are boarded up, and its doors are usually locked. At least three guild members have
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
individuals who have already been neutralized. Guild Task Force Creature Location Guildmaster Dusk (assassin) G26 Gwish (oni) G21 Jaymont the Sinner (doppelganger) G3 Elix the Saint (bandit captain) G23 3 bandits One each from G19, G22, and G24 3 thugs One from G13 and two from G25
High Alert If a situation arises that puts the guildhouse on high alert, a task force assembles to deal with the threat. This force is summarized in the Guild Task Force table. Subtract any
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of the cards. Chapter 6 presents new monsters and NPCs, again reflecting the creatures seen on Magic cards as well as the nature of each guild. The guildmaster of each guild is detailed in this chapter, as are a variety of guild members.
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find the Path Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divination toolsâsuch as cards or runesâworth 100+ GP)
Duration
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Find the Path Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divination toolsâsuch as cards or runesâworth 100+ GP)
Duration
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
provided with a large, sturdy rowboat for transportation to Major Ursaâs location. The guild does not know that there are survivors on the island. In addition to other hazards they encounter, the
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
or an angel. The friend might have information about the adventure location or the creatures that dwell there. When you draw a friend, set it aside. Then draw two additional cards and determine which
Constructing Your Deck An encounter deck consists primarily of cards representing monsters. You can use cards from The Deck of Many Things card set, oracle cards, playing cards, cards from Magic: The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xanathar Guild The Xanathar Guild aims to secure this level, plunder it thoroughly, and return valuable items to Skullport to be sold, thus boosting the townâs sagging economy. There are two Xanathar
Guild watch posts on the level, and each one has a leader: a drow named Shunn âSpider Eyesâ Shurreth commands the northern watch post at area 9, and a human berserker named Nadia the Unbent leads the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Unseen Order Difficulty: Medium This guessing game requires characters to use deductive reasoning to determine the correct sequence of four cards. They must use a game board and six stacks of cards
the game board are ten stacks of playing cards. Each stack has four copies of the following six cards: Comet, Gem, Moon, Skull, Star, and Sun.
A ghostly goblin in jester garb manifests on the far side
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Master Thief Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might âretireâ from hands-on work to run a thievesâ guild
Master Thief Calling Cards table to determine what a master thief leaves behind. Master Thief Calling Cards d10 Calling Card 1 Tiny, folded paper cat 2 Red bird feather 3 Rose petal 4 Figurine made from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Dimensions Wondrous Item, Very Rare (Requires Attunement) The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6
cardâs name and teleport to the cardâs location, along with any equipment you are wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
takes 1 day per 1,000 GP of the vehicleâs cost (a Rowboat can be made in 1 day). Thievesâ Guild White key You assign thieves to infiltrate a location within 50 miles of your Bastion and steal a
Guildhall Level 17 Bastion Facility Prerequisite: Expertise in a skill
Space: Vast
Hirelings: 1
Order: Recruit
A Guildhall comes with a guild, for which you are the guild master. Choose the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
who snatched up Floon is deep in the cityâs labyrinthine sewers. At every location where characters must make a decision about which direction to go, a symbol scrawled in yellow chalk â a stylized
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Detention drones are Constructs that follow their ancient programming mindlessly and unerringly. A detention drone is hostile to creatures without key cards (see the âDoors and Key Cardsâ section) but
indifferent to a creature with a key card and anyone accompanying them, unless attacked. Detention drones donât carry key cards and canât open locked doors, but they can travel through maintenance
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory toolsâsuch as bones, ivory sticks, cards, teeth, or carved runesâworth 100 gp and an
object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
divided hoard, helping to maintain the dragonâs claim of ownership over the parts of the hoard far from the dragonâs current location and unifying scattered caches into what is effectively a single
many more pieces need to be collected. Sometimes the correct number is obvious (the number of pieces in a chess set or cards in a deck, for example), but consider having an item found early on be
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Cards if you want the soul of the Voidâs victim to be trapped in a location thatâs part of your ongoing campaign. Regardless of where the soul is trapped, you should keep the characterâs player engaged
characterâs player to do while their character is inactive?
This chapter presents the House of Cards, a dungeon in a remote demiplane created when the Void card is drawn. This is where the characterâs
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory toolsâsuch as bones, ivory sticks, cards, teeth, or carved runesâworth 100 gp and an
object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strahdâs Location in the Castle Drawn from the high deck, the fifth card in the card reading determines the location of the final showdown with Strahdâthe place in Castle Ravenloft where the
characters are sure to find him. The first time the characters arrive at the foretold location, Strahd is there, provided he hasnât been forced back into his coffin. Artifact (Joker 1) He lurks in the






