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Returning 35 results for 'guild covers location'.
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Magic Items
Dungeon Masterâs Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
.
61â64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass thatâs already there grows to ten times its
Magic Items
Waterdeep: Dragon Heist
âs Helm. This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically
. Creatures can communicate telepathically with you only if you allow it.
Lordâs Amulet. This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forests, although they adapt well to urban and subterranean settings.
Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywildâs
covers every surface, muffling sound.
A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to anotherâenabling it to sneak up on
Monsters
Icewind Dale: Rime of the Frostmaiden
with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns.
Companions. Avarice has a pair of loyal gargoyle;gargoyles named Gargle and Gurgle who
the Monster Manual but is a fiend instead of a beast.
Spellbook. Avariceâs spellbook has white leather covers and vellum pages. The tieflingâs personal sigil is burned into the front cover
Magic Items
Princes of the Apocalypse
apply, as detailed in chapter 5 of the Dungeon Masterâs Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of
effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10
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
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The largest guilds are tied to the dragonmarked houses. The Fabricatorâs Guild of House Cannith deals with manufacturing trades, while the Hosterlerâs Guild of House Ghallanda covers inns, taverns, and
Guild Artisan Thereâs always work for a talented individual in Sharn. Masons work on the towers. Smiths hammer away in the cogs. Bakers and brewers tend to the endless appetites of the common folk
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->D&D Beyond Basic Rules
target has Three-Quarters Cover. Cover Degree Benefit to Target Offered By... Half +2 bonus to AC and Dexterity saving throws Another creature or an object that covers at least half of the target
Three-Quarters +5 bonus to AC and Dexterity saving throws An object that covers at least three-quarters of the target Total Canât be targeted directly An object that covers the whole target Unseen
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->Playerâs Handbook
target has Three-Quarters Cover. Cover Degree Benefit to Target Offered By... Half +2 bonus to AC and Dexterity saving throws Another creature or an object that covers at least half of the target
Three-Quarters +5 bonus to AC and Dexterity saving throws An object that covers at least three-quarters of the target Total Canât be targeted directly An object that covers the whole target Unseen
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
serve the guildâs interests well, it promises to take care of you. Guilds hate to waste valuable assets, after allâthatâs just bad business. Types of Guild The guild structure covers a swath of business
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
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->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->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 12. View Player Version A 2-foot-thick layer of fog covers the floor in many of the Maze Levelâs tunnels and caves
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
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->Guildmasters' Guide to Ravnica
rapidly along the silken spiderwebs, expanding to engulf architecture and hasten the Golgari annexation process. Zombies The guild encourages the use and exploration of necromancy. Fungus covers the
Golgari warrens. These creatures, often associated with decay and rebirth, are prized by the guild. Giant bugs serve as beasts of burden, companions, steeds, and guardians. Among the largest of these
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->Tyranny of Dragons
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of Waterdeep and its sewers. You become attuned to the ensemble as a single item. Lordâs Helm. This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your
Waterdeep. It functions as an amulet of proof against detection and location. Lordâs Robe. This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how
from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
visitors, the duergar instinctively enlarge themselves and attack. If two duergar fall in battle, the survivors turn invisible and flee to area 12 while the cloaker covers their escape. The holy texts
poring over the archives can, with a successful DC 15 Intelligence check, discern the location of the temple of Dumathoin (area 15). The character also gains advantage on ability checks to find secret doors on this level.
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->Xanathar's Guide to Everything
Carousing Carousing is a default downtime activity for many characters. Between adventures, who doesnât want to relax with a few drinks and a group of friends at a tavern? Resources. Carousing covers
-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments. Upper-class contacts are nobles and their personal servants. Carousing with such
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves. The
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.






