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Returning 35 results for 'guild changing location'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
. Undermountain is his home, an amusement gallery in which others perform to entertain him.
The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those
Monsters
Mordenkainen Presents: Monsters of the Multiverse
there is nowhere to move, in which case it neednât take the Dash action. If the creature ends its turn in a location where it doesnât have line of sight to Moloch, the creature can repeat
(spell save DC 21):
At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Moloch teleports
Monsters
Mordenkainen Presents: Monsters of the Multiverse
âluu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: alter self (can become Medium when changing
location of all illusions and hidden creatures within 15 feet of it.
Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
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
Moloch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainenâs Tome of Foes
Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame
available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to
Human
Legacy
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Species
Basic Rules (2014)
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONEâS SECOND-BEST FRIENDS
single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
result every few days that pass in the campaign to reflect your ever-changing curiosity.
Tabaxi Obsessions
d8
My curiosity is currently fixed on âŠ
1
A god or planar entity
2
A monster
3
A lost civilization
4
A wizardâs secrets
5
A mundane item
6
A magic item
7
A location
8
A legend or tale
Tabaxi Quirks
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
within guilds, or the DM can invent contacts for you that arenât associated with the guilds of Ravnica in any way. If you want your character to join a guild at a later time, the same guidelines apply as if the person were changing guilds, as described in chapter 2.
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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
dangerous and ever-changing urban environment. Most Simic researchers are humans, vedalken, elves, and merfolk, or at least they were born that way. During their careers, they might give themselves such a
wide variety of adaptations and augmentations that their heritage is hard to ascertain. The Simic NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster
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->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->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
the city of Sigil, while the reverse side shows the Outlands. These maps and the landmarks they depict arenât to scale, as both Sigil and the Outlands are vast and ever-changing, making them beyond
the scope of traditional cartographic methods. Nevertheless, the location of places relative to one another prove useful as characters navigate these surreal locales. The adventure tells you when to show these maps to your players.
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->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->Guildmasters' Guide to Ravnica
their renown score is high enough. Not every member of the Selesnya Conclave aspires to be a sagittar (an archer assigned to guard an important guild location), but any character who meets the
of another guild because my superiors want to help them. 6 Iâve been put at the disposal of another guild because my superiors hope Iâll fail. Changing Guilds If events in your characterâs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
giving a small group additional resources, as explained in the Dungeon Masterâs Guide. Each of the adventures can take place in any world you choose, as long as the location has the basic elements listed at the beginning of each adventure.
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->Guildmasters' Guide to Ravnica
the dragon Niv-Mizzet, the Izzet League is a guild of scientists and engineers who build and sustain Ravnicaâs infrastructure while conducting wild experiments in magic â efforts that usually involve
dryads who are fused together with one another and with MatâSelesnya, a manifestation of the soul of the world. The guild seeks to bring nature and the city into balance. Simic Combine. Under the
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
for a guild project or for a paying client. Your group must gather the missing components from a dangerous location or a recalcitrant owner while outpacing a rival to the prize. 3 Eliminate a Rival
Guild Thereâs power in groups. One beeâs a pest, but nobody messes with the swarm.
Tasha
Your group has ties to a powerful consortium of professionals who work together for mutual benefit. You
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
House Kundarak If you want to keep something safe â jewels, secrets, prisoners â Kundarak is there to help. The Defenders Guild of House Kundarak trains locksmiths, security specialists, and more. It
maintains the infamous 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
as the Black Network) recently tried to ally their organization with the Xanathar Guild. The architect of this attempt was a clone of the wizard Manshoon, a founder of the Black Network long thought
and slew the Zhentarim envoys who were present. When the Zhents retaliated by attacking Xanathar Guild outposts, Xanathar took their actions as confirmation of the Black Networkâs vile intentions. Now
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Creatures Simic scientists are interested in the ways that all life forms adapt to their changing environments, but they have a particular fascination with the largest creatures. In a world
leadership positions in the guild. They claim a deep connection to Ravnicaâs primal oceans, which are almost untouched by civilization. They have the statistics of the merfolk in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Adventure Summary The adventure likely unfolds in the following sequence. The characters meet with the marinersâ guild and accept the contract to make Abbey Isle safe for the construction of a new
isle, they can return to the marinersâ guild headquarters and collect the reward from Guildmaster Tabeth. PLACING THE ADVENTURE
Abbey Isle offers a perfect adventure site to place just offshore from a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
ignore the activities of Dusk and her guild. Larceny is the Agile Handâs specialty, but Dusk uses blackmail, extortion, threats of violence, and whatever else it takes to keep her enemies at bay
painting. Therefore, itâs vital you recover it as quickly as possible before it ends up in an even more secure location.â
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, impassable mountains, and belching volcanoes. You can substitute a different jungle setting, changing location names as needed. Alternative D&D settings include the Amedio Jungle of Oerth, the Savage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Creatures and objects within 1 mile of Mount Ironrot canât be perceived through magical scrying sensors. Spells or magical effects that would reveal a creatureâs or objectâs location fail while that creature
are indeterminate and ever-changing. Map 4.1 shows the approximate positions of locations around Mount Ironrot relative to one another. The map doesnât include a scale due to this effect. Whenever the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Performing a psychic song or âsmell poem.â 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foeâs hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
they arrive at the keep, the characters must proceed to the outer gatehouse (detailed later in this chapter), which functions as a tutorial with helpful sidebars. You can skip this location for
subsequent visits to the keep unless the player characters want to return to it. After the characters visit the gatehouse or whenever they return to the keep, have the players choose a location shown on
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
tropes when creating your gothic horror domain: Gothic stories include intense, even exaggerated, emotions. Romances, rivalries, and life-changing events are common in these adventures. Atmosphere and a
sense of dread are key to achieving a gothic feel. Set your story in an decrepit mansion, ruined cathedral, or other foreboding location. Gothic heroes are often virtuous, deeply passionate, or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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 establish the banking industry of Khorvaire. Anyone who
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 Carpentersâ, Roofersâ, and Plaisterersâ Guild Pynt Oomtrowl (CG female rock gnome), of the Cellarersâ and Plumbersâ Guild Jarbokken Frostbeard (LG male shield dwarf), of the Guild of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
: Noteworthy Locations Location Description District Crystals of Denion This gallery deals in rare and expensive magic items. The selection is limited, and Denion looks for items that are both
and through the air. The Stone Trees is an offshoot of the Cornerstone that serves as the playing field for hrazhak competitions. Cornerstone, Middle Tavickâs Landing The Deathsgate Guild A society
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reflect your ever-changing curiosity. TABAXI IN THE FORGOTTEN REALMS
In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of
distant land.
Tabaxi Obsessions d8 My curiosity is currently fixed on ⊠1 A god or planar entity 2 A monster 3 A lost civilization 4 A wizardâs secrets 5 A mundane item 6 A magic item 7 A location 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the Xanathar Guild, and Bregan Dâaerthe spies have tracked them to a cellar complex in the Southern Ward. In the guise of Laeral Silverhand, Jarlaxle steers the characters in that direction (encounter
Ward (encounter 6, âTheaterâ). Jarlaxle makes the characters an offer they canât refuse, setting his agents on them if they dare to do so. Once he realizes the Xanathar Guild doesnât have the stone






