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Returning 8 results for 'settling of rogues down vision'.
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Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
idea of settling down in a safe, prosperous community can be a profoundly seductive prospect. Karametra lavishes her favor on those who protect established communities, but her most cherished champions
. Or they might find their home destroyed, only to receive a vision from Karametra that she’s placing the community’s refugees in their care. The greatest danger to champions of Karametra is walking
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and hoped to extend a dwarven empire to the sea. Once there, and settled, he grew restless again, and headed farther west with his troop, finally settling his nerves in sight of the sea over the
Shaengarne River. There the dwarf leader died, and his heir demanded that the folk that followed him build a settlement in tribute to Clanmaster Sstar’s grand vision of a dwarven empire. The dwarves found
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
continue to pursue his horrid, apocalyptic vision of a world transformed into a barren, empty ruin, with only the decaying corpses of the last few surviving gnolls left to mark its passing. As creatures
new victims, rarely sleeping and never settling down. Only a large-scale assault, such as the massacre of an entire village, can satisfy their desire even temporarily. A sated gnoll rests, knowing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral
settlements. As yet, though, only a few elves believe in her vision, and they are spread far apart over the eastern reaches of the forest. The Emerald Enclave is friendly to the elves of the High Forest
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and bone-crushing bites. They are settling a major grievance in the traditional sahuagin manner: a duel to the death, using only nature’s weapons. They have no possessions. Observing the Action. If the
sharks (see appendix C) also swim in the cavern, close to the roof of the natural area to the south. Shoals of tiny silver fish dart about here and there, obstructing vision in places. Gate. The gate