Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 16 results for 'closing walk regions'.
Other Suggestions:
crossing walk region
coming walk region
crossing walk religions
cling walk region
races
Dragonborn walk with pride through a world that greets them with equal parts fear and admiration. Their powerful resemblance to dragons makes them remarkable among other common folk. Thick scales
, humanity discovered a kingdom already shattered in Etharis’s most southern regions. Not even the dragonborn themselves could recount the history that had led to the destruction of their once-great
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shadow Crossings Similar to fey crossings, shadow crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can walk from one plane to the other
battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss. EVERNIGHT
The city of Neverwinter in the world of the Forgotten Realms has a dark reflection
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
close. While being seen hurrying toward the gates is an obvious embarrassment, being caught and escorted out would be far more bruising — both to one’s ego and body. The nightly closing of the gates
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
close. While being seen hurrying toward the gates is an obvious embarrassment, being caught and escorted out would be far more bruising — both to one’s ego and body. The nightly closing of the gates
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Abominable Yeti Richard Luong Giants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and
they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
3 Azalin caused an ongoing conjunction that allows him to walk free so long as Darkon is collapsing.
4 Azalin escaped into his past or drew multiple versions of himself into the present
.
THE SHROUD
During the day, the Mists surrounding Darkon can be traversed as normal, allowing creatures to travel between domains or regions of Darkon itself. At night, though, the Mists
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
to this impression. If characters attempt to go in this direction, they walk straight into the wall unless someone succeeds on a DC 15 Wisdom (Perception) check. The space beyond the arch immediately
triggers a pressure plate (see “The Ruins: General Features” at the beginning of the adventure) that releases a set of horizontal bars—closing off the archway and trapping the interloper. The character can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
kingdom’s attention even farther north. The southern coastal regions of Keoland remained a backwater. The crown’s benign neglect allowed piracy and banditry to flourish. Saltmarsh and similar towns kept
in the north gave way to a string of defeats in which its neighbors pushed the kingdom back to its original boundaries. With the world closing in, King Kimbertos Skotti looked to the south and saw
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giants and Other Ancients In the mythic history of most D&D worlds, giants occupy a privileged place—alongside dragons—among the first sapient creatures to walk the earth. Elves and dwarves arose or
a matter of fighting over territory, since both dwarves and giants often prefer to live in mountainous regions. But the myths told by both giants and dwarves on some worlds describe the conflict
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Valhalla, Vanaheim, Alfheim, and other regions), Midgard (the Material Plane), and Niflheim (the underworld). The Bifrost, the rainbow bridge, is a unique transitive plane that connects Asgard and
. Each plane is adjacent to two others, but there’s no necessary cohesion between adjacent planes; a traveler can walk from the slopes of Mount Celestia onto the slopes of Gehenna. Mount Olympus. In the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-nullifying effect of a beholder’s central eye has a number of possible uses outside combat, but if it’s not needed, the beholder can turn it off by simply closing the eye. Negative Energy Cone Normally
to the number of zombies a death tyrant can animate and control, it can pack its lair so full of undead that there is little space for anyone to walk, creating a shambling barrier of cadaverous
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
preoccupied with the reclaiming and rebuilding of Blingdenstone to search for it. The cave is two days’ walk of the settlement, its entrance a small tunnel leading to a ledge high above the cavern floor. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
center around goals broader than a single dragon’s territory or concerns. This section discusses several organizations whose plots can unfold across small regions, whole worlds, or even multiple
World’s destruction.” To some dragons, this closing couplet of “Elegy for the First World” is not merely an exhortation to dominate the Material Plane, but a call to recreate the original world of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to pass off her suggestion as a “helpful” rumor. 19. Luruth’s Tannery This former warehouse reeks with an eye-watering, throat-closing stench that obliterates all other smells within a bowshot of the
day’s walk along the Larch Path, then about four miles east into the hills.” If the characters investigate this lead, run “The Last Laugh” encounter in chapter 6. Rumors of Evil. Endrith bought a