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Returning 35 results for 'areas'.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Connecting Areas When your map is done, consider adding doors between chambers and passages that are next to each other but otherwise not connected. Such doors create more paths through the dungeon
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Thundertree Areas 1. Westernmost Cottage This cottage has seen better days. Cowering in the shadow of an old tree is a crumbled stone cottage with no roof. Weeds are rampant here.
Two twig blights
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of Berez The following areas correspond to labels on the map of Berez below. Map 10.1: The Ruins of Berez (Area U)View Player Version
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ss’tck’al (areas 14-22)
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Stronghold (areas 1-10)
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of the Den The following areas correspond to labels on the map of the werewolf den below. Map 15.1: Werewolf Den (Area Z)View Player Version Mounted to the walls throughout the den are iron brackets containing lit torches. All areas are brightly lit, though shadows abound.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of the Tower The following areas correspond to labels on the map of Van Richten’s Tower below.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Areas of Faerûn
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of Vallaki The following areas correspond to labels on the map of Vallaki above.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of the Pass The following areas correspond to labels on the map of the Tsolenka Pass below. These structures are made of tightly fitted stone and can’t be scaled without the aid of magic or a climber’s kit. Map 9.1: Tsolenka Pass (Area T)View Player Version
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Areas of the Tunnels
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas in the Alley View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of the Hill The following locations correspond to labels on the map of Yester Hill below. Map 14.1: Yester Hill (Area Y)View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of the Windmill The following areas correspond to labels on the map of Old Bonegrinder below.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Vault The following locations are keyed to map 4.9. View Player Version V1. Vault Door A 20-foot-high, 20-foot-wide stone corridor ends before an adamantine double door bearing Dwarvish
of dwarf warriors in plate armor. Crumbling Bridges. The bridges connect area V4 to adamantine doors that seal off areas V6, V7, and V8. The eastern half of the northern bridge and the western half of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Collapsed Areas A tremor caused a collapse in this section of the dungeon, wrecking two rooms (areas 24a and 24c) and creating a small maze of tunnels (area 24b). 24a. Guard Post A foul stench
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Courthouse The following locations are keyed to map 4.6. View Player Version H1. Upstairs Waiting Room This room has the following features: Two guards stand outside the doors to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Mausoleum Rooms in the mausoleum have 8-foot-high ceilings, with 6-foot-high passages and doorways connecting them. The following locations are keyed to map 4.3. View Player Version M1
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Cavemouth (Areas L10–L11) When the characters first enter Cavemouth, read the following text: Mining equipment lies abandoned in the alleys and stalagmite-lined streets of this gloomy district.
The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Villa The following areas correspond to the labels on map 6.1. The villa connects to the temple of Asmodeus through a secret door in area C28. If the occupants or features of a location
spacious dining room (area C9) Three unmarked doors on the east wall (to areas C6, C7, and C8) A grand staircase that ascends to the second floor (area C13) An unassuming door under the stairs that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Common Areas Most of the ceilings in this area are 10 feet high. Blood-smeared tiles cover the floors and walls throughout. 10a. Dining Hall This room has a vaulted ceiling, rising 15 feet high
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adjudicating Areas of Effect When the characters are fighting a large number of monsters, it’s not always practical to use miniatures on a battle grid or some other visual aid. So how do you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Ships The Eyecatcher, the Heartbreaker, and the Hellraiser have the same general configuration and occupants, corresponding to map 7.1. Exceptions are noted in an area’s description and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Areas of Terminus The following encounter locations are keyed to map 4.14. This map does not depict the entire district of Terminus, but it shows the most likely places the characters explore in this
areas T4, area T5, and area T6. T4. Top-Level Apartments The doors to both apartments on this level are locked. T4a. Martisha’s Apartment Martisha Kullandra (neutral female Brelish human magewright; see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Sanctum The following locations are keyed to map 8.2. View Player Version E1. Arrival Point This room is the extradimensional sanctum’s anchor to the Material Plane, and one can
Spells
Player’s Handbook
new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Spells
Player’s Handbook
it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such
Spells
Player’s Handbook
affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it.
Areas of effect created by spells or other magic can’t extend into the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of the Village The following areas correspond to labels on the map of the village of Barovia below. Map 3.1: Village of BaroviaView Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of Krezk The following areas correspond to labels on the map of Krezk below. Map 8.1: The Village of Krezk (Area S)View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of Barovia (J-R)
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of Barovia (S-Z)
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Areas of Velkynvelve
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Areas of Faerûn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Adjudicating Areas of Effect Many spells and other game features create areas of effect, such as the cone and the sphere. If you’re not using miniatures or another visual aid, it can sometimes be
Targets in Areas of Effect table. To use the table, imagine which combatants are near one another, and let the table guide you in determining the number of those combatants that are caught in an area of






