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Returning 35 results for 'guild claiming location'.
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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
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->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->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->Journeys through the Radiant Citadel
accusations while smugly claiming no responsibility. Characters can press Kirina on these details by making a DC 14 Charisma (Intimidation or Persuasion) check. If the characters encouraged Prince Simbon to
Guild for the shoddy conditions that caused the collapses, conveniently ignoring anyone who points out that the burrowing aurumvoraxes clearly contributed to them.
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->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->Guildmasters' Guide to Ravnica
guild. Aurelia, the current angelic guildmaster, is the third to hold that title. A PROUD MARTIAL TRADITION
Minotaurs have a reputation for being both fierce warriors and clever strategists. Thick of
muscle, stout of heart, and possessing a burning love of justice and the battlefield, they have become the steel spine of the Boros Legion. Generations of minotaurs of the Ordruun family line have served with honor and distinction, claiming more than fifteen generals to their lineage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 4: Sword of Zariel The characters should be 11th level by the time they discover the location of the Sword of Zariel. The weapon awaits them in a cathedral formed out of positive energy
directions to this location from Bel or Olanthius in chapter 3. Yeenoghuâs demons carve tunnels through the scab as they search for a way to free Crokekâtoeck and break into the Bleeding Citadel, which is
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
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
Guild Membership You establish your characterâs membership in a guild by choosing that guildâs background from among those detailed in this chapter. This book assumes that you have chosen a guild and
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->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->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->Eberron: Rising from the Last War
order of highly skilled assassins and thieves in Sharn. Less well known is the fact that this guild consists primarily of criminals who bear aberrant dragonmarksâhence its choice of namesake, as Lord
to establish your own headquarters and direct the activities of the 3d6 criminals who work for you. By claiming a 15 percent share of their take, you can rely on an income that will sustain you at a
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
The Dead Three The plots of patriars and the schemes of Guild operatives fill the gossip and whispers of Baldurâs Gate. Yet, throughout the city, no names are as synonymous with dastardly acts as
worshipers are small in number, their resources have hidden depths. Since the time when the Bhaalspawn Sarevok plotted to start a war between Baldurâs Gate and Amn as a path to claiming Bhaalâs power
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->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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and ties to the occult.
âThis quest, should you choose to undertake it, requires you to infiltrate the guildhouse of the Agile Hand, a dangerous thievesâ guild. Find where the painting is kept
location. Good luck, operatives.â
Closing the music box causes the golden key to vanish. A coach pulled by two black horses arrives not long after the key vanishes. The coach driver, a cheerful woman, invites the characters to climb aboard and delivers them safely to Adrisa if they accept the ride.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Dead Three The plots of patriars and the schemes of Guild operatives fill the gossip and whispers of Baldurâs Gate. Yet, throughout the city, no names are as synonymous with dastardly acts as
worshipers are small in number, their resources have hidden depths. Since the time when the Bhaalspawn Sarevok plotted to start a war between Baldurâs Gate and Amn as a path to claiming Bhaalâs power
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. The characters could also be drawn into this story if a noncombatant draws the Moon card and becomes a target for the Moonstalkers. Wanewortâs ritual tells her the name and location of anyone who
Moonstalkers have many magic items stored within their hoards. If the character with a wish demands something Augustus doesnât have, he can order the guild to steal it. If the character refuses to trade their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Getting to the Lair Very few members of the Xanathar Guild have access to the beholderâs secret lair. If the characters want to get there, the following factions know where it is and can help them
find it. Bregan Dâaerthe Jarlaxle has a spy in the Xanathar Guild: the advisor Narâl Xibrindas, who uses sending spells to transmit intelligence to his drow brethren. Bregan Dâaerthe knows that the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with a successful DC 25 Strength (Athletics) check. Since the shop is in a highly visible location, an attempt to break into it is 75 percent likely to be noticed by someone who alerts the City Watch
waits for Xanathar Guild forces to arrive. If the characters destroyed the gazer in an earlier encounter, another one arrives with the Xanathar Guild forces. Dungeon Entrance Area B1 is the basement of
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 hideoutâs features. Xanathar Guild Roster Area Creature(s) B5 2 goblins behind arrow slits
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
location. ADVENTURE MAPS
Maps that appear in this book are for the DMâs eyes only. A map not only shows an adventure location in its entirety but also shows secret doors, hidden traps, and other
elements the players arenât meant to see â hence the need for secrecy.
When the characters arrive at a location marked on a map, you can either rely on a verbal description to give them a clear mental
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
adventurers complete a tense negotiation with a baron, forge a trade agreement with a guild of surly smiths, or safely navigate the Chasm of Doom, you might decide the characters deserve XP. As a starting
: Accomplishing one in a series of goals necessary to complete the adventure. Discovering a hidden location or piece of information relevant to the adventure. Reaching an important destination. When awarding
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who combine a hatred of outsiders with bloodthirstiness. Typically, a cult builds a maze beneath a castle, a guild hall, or some other place it controls. The cultists drug their victims, strip them of
vacancy left by a departed rival, expanding the reach of the Demonweb Pits and claiming those servants her enemies have left behind as new spies and informants for her.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Base d12 Location 1 The Drunken Dragon (Clifftop, Upper Dura) is a tavern frequented by members of the Clifftop Adventurer's Guild. It has a wide selection of spirits, and its walls are covered with
Home, Sweet Home If you're creating a campaign based in Sharn, it's a good idea to establish a location that serves as a home base for the adventurers. You can use the Home Base table as a source of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the city. But it also holds opportunities you canât find anywhere else. If youâre looking for smuggled goods or a place to lie low, head to Dura. Dura Quarter: Noteworthy Locations Location
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hopeâs Peak, Upper Dura The Clifftop Adventurerâs Guild An
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
all its dangers, Baldurâs Gate is an adventurerâs city, a place where a sword-for-hire can find a rich patron, join a secret guild, stalk killers for a bounty, or come to the aid of desperate citizens
mercenaries, the Watch
Commerce: Dyes, fish, imports from Chult, mercenaries, nautical supplies
Organizations: The Guild, neighborhood crews, trade guilds
Religions: Gond, Tymora, Umberlee, any






