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Returning 35 results for 'connect weave region'.
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Monsters
Fizban's Treasury of Dragons
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Monsters
Mythic Odysseys of Theros
The region containing Arasta’s lair is warped by her presence, which creates one or more of the following effects:
Spiders and insects within 1 mile of Arasta’s lair serve as her eyes
Armor of Spiders.
Swipe. Arasta makes two attacks with her claws.
Web of Hair (Costs 2 Actions). Arasta recharges Web of Hair and uses it.
Nyx Weave (Costs 2 Actions). Each creature restrained by
Monsters
Fizban's Treasury of Dragons
":"damage", "rollAction":"Emerald Embers", "rollDamageType":"fire"} fire damage.Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to
lizard;giant lizards—to settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move
Monsters
Fizban's Treasury of Dragons
":"Emerald Embers", "rollDamageType":"fire"} fire damage.Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and
awareness and subconsciously luring their favorite food—giant lizard;giant lizards—to settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil
Guild Artisan / Guild Merchant
Legacy
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Backgrounds
Player’s Handbook (2014)
take on the extra effort to weave adventuring and trade together.
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership
family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop
Backgrounds
Baldur’s Gate: Descent into Avernus
artisan’s tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave
across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant’s life lends itself to adventure far more than the life of an artisan.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Overland Travel Once they reach the surface, the characters must still travel some distance to reach civilization. Most of the tunnels that connect to the Underdark in this region lie in or near the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
canisters. The books cover subjects of interest to wizards, including spell component harvesting, ruminations on the Weave, biographies of famous wizards and liches, tips for creating realistic illusions
. Pneumatic Tubes The tubes connect to the students’ dormitories (areas 8 and 11). From left to right, the tubes are labeled “Turbulence” (area 8a), “Violence” (area 8b), “Karstis” (area 8c), “Yarek” (area
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
linked to other misfortunes in the region, like the waning crop yields in the Ribbon. If the results are significant enough to weave into the Awakening Song, Ward assures the party that each character’s name will feature prominently.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Chapter 1: Rise of Elemental Evil A terrible threat gathers in the North. Throughout this region of the Forgotten Realms, savage marauders bring destruction. Monsters are on the prowl, preying on
abandoned keeps that connect to an underground fortress once part of an ancient dwarven kingdom. Within those chambers are the remnants of a temple built by drow worshipers of Elemental Evil. Each of the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
aarakocra know a secret method to stabilize the Labyrinth Funnel so it can be used safely as a portal. Ill Winds Blow Frost giant raiders are subverting the Labyrinth Funnel to connect to the Howling
Encounters table (see chapter 3) terrorizes the region. Touch of Chaos An artifact cursed by the cosmic touch of chaos can be cleansed in the Labyrinth Funnel, thanks to the funnel’s connection to Aaqa. But
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Keoland’s current ruler, King Kimbertos Skotti. The region enjoys a warm, mild climate but faces many threats from monstrous foes. Old Keoland Locations Location Ruler Description Bissel, the March of
) Heart of the Old Keoland region, surrounded by friendly neighbors that swear fealty to Keoland’s monarch Lortmil Mountains, the — Natural border between the Old Keoland region and the Central Flanaess
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
region surrounding Varkenbluff, continuing her occult research in secret. By age twenty-four, Dr. Dannell had earned her doctorate in anthropology from Varkenbluff University, a prestigious institution
in her home city. Her ability to connect local archaeological objects with their cultural context was unrivaled, so after her graduation, Dr. Dannell became a Varkenbluff faculty member and field
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their name, and warn others. As a mage gains in power, more individuals recognize the sigil and connect it with a mighty spellcaster, not to be trifled with. Some mage sigils are used in conjunction
permission. Powerful mages tend to punish such activity themselves to discourage further use.
Apprentice wizards in Faerûn are reminded of the dangers of misusing another spellcaster’s sigil by a rhyme: “Whenever magic one doth weave / ‘Tis never, ever, wise to deceive.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection
fall, but it was hubris that ultimately spelled the empire’s doom. Karsus, a Netherese archmage, tried to usurp the power of Mystryl, god of magic. He failed, destroying himself and tearing the Weave in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
ride it. Clystran and the dragonnel managed to soar close to the flying citadel. Tunnels riddle the citadel’s base. Eerie lights suggest they connect with the temple above. Clystran found Darrett and
be able to find the other dragonnels in the region and bring them to aid the characters in reaching the flying citadel. The characters can add their own embellishments to this plan, but the flying
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and she seems a capable and charismatic leader. The Daggerford family’s authority over the area dates back to the ancient Kingdom of Man that succeeded Phalorm in the region. Though that realm has been
Floshin, an elf older than Daggerford itself. He longs to see a rise in cooperation between humans, dwarves, and elves in the region, such as was once embodied in the realm of Phalorm. Darfin has been
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Princes of the Apocalypse Princes of the Apocalypse is a stand-alone adventure that takes place in and around the Sumber Hills in the Dessarin Valley, a lightly settled region of caravan towns
ELEMENTAL CULTS
Here are examples of how you can weave Princes of the Apocalypse and Storm King’s Thunder together by having cultists aid the giants, as a way to hide their own plans:
The Cult of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of light to see. THE DARKLAKE: GENERAL FEATURES
The following features commonly apply to the Darklake region.
Darkness. True to its name, most of the Darklake exists in pitch blackness. The only
light available is whatever the characters are able to provide.
Caves and Tunnels. The Darklake is a giant labyrinth of lakes, waterways, and canals that connect myriad caverns and chambers. Some of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kraken Lairs Kraken lairs tend to be sunken temples, eldritch ritual sites, or primeval places of divine power. They might lie deep beneath bodies of fresh or salt water, and they often connect to
labyrinths of flooded subterranean tunnels or networks of magical portals. The region containing a kraken’s lair is twisted by its presence, creating the following effects: Ocean Tyrant. The kraken
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four-poster bed near the south wall. (Tucked under a moldy pillow is a jar filled with the night hag’s dirty toenail clippings, which the hag uses to weave evil magic.)
Dolls. Behind the bed
they’re damaged. Pneumatic Tubes. These tubes connect to various other locations in Dweomercore. From left to right, the tubes are labeled with their destinations: “Turbulence” (area 8a), “Violence” (area
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
covering the walls depict several myths known throughout the region. Any of the legends mentioned in the “Tletepec” section at the end of this adventure might be represented here, such as the tale of the
Izel’s plan to collect offerings and cast them into volcanoes across the region, waking dozens of other tlexolotls. It can also relate any other detail of the Izel’s plot from the adventure’s background
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Slaad explorers recently discovered a place where tadpoles can grow on their own, albeit slowly. The quasi-organic chambers of this region emerge from a whirlpool and disappear into a nearby vortex
disappears into the flesh vortex in area S3. S3: Flesh Vortex Chamber Chalk lines connect the warts along the walls of this room. The chalk and warts become denser toward a vortex near the ceiling in an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together. Feature: Guild Membership As an established and respected member of a guild, you can rely on
family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Drowned Nations, a flooded expanse of rank, lukewarm reservoirs and the swampy tunnels that connect them. An enormous drain linked to the Elemental Plane of Water rests in the turbid depths. It’s
the pungent meres. Ancient and unknowing, Abadoom harbors some of Sigil’s darkest secrets. The Loop Even Undersigil has portals, and the worst of them dump their quarries into the Loop. This region is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
north and east of the North Wall mountains bordering Halruaa, Elfharrow isn’t a name bestowed by its residents, but rather the sobriquet that travelers use for this violent region. The tribes of
explorers is likely to be killed outright. Food is sparse in this region, with the forests long since vanished, and as a result the elves of Elfharrow fiercely protect the herds of animals they have
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
his ire. Regional Effects The region containing Torch’s planar gate is influenced by the magic of Gehenna, creating one or more of the following effects in and around the gate-town: Bottomless Greed
which its districts are named. High walls along the top of each spire separate the rich from the riffraff, and two huge iron bridges connect Maygel to Dohin and Karal. Each district is divided into an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and powerful dragon moves into the region, upsetting the ecology and demanding tribute from nearby settlements. The Foe Time Forgot. An evil foe believed long dead emerges from the Feywild, alive and
weave their way through palace intrigues and leap from balconies onto waiting horses to escape dogged pursuers. In a swashbuckling campaign, the characters typically spend a lot of time in cities, in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
brought them to her web. Arasta casts the giant insect spell (spiders only). It lasts until she uses this lair action again or until she dies. Regional Effects. The region containing Arasta’s lair is
(Costs 2 Actions). Arasta recharges Web of Hair and uses it.
Nyx Weave (Costs 2 Actions). Each creature restrained by Arasta’s Web of Hair must succeed on a DC 21 Constitution saving throw, or the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. This room stands at the top of the tower, not in an extraplanar space. Portal. The archway was created to connect the tower with a friendly realm within the Feywild. When Wakenreth toppled from Onyari
, Dalamar must research the magical ley lines underpinning the region and how they’re influenced by other sources of magic. If the characters haven’t done so already, he encourages them to investigate the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
collapsed 40,000 years ago. From Shadow, Substance. This speculative work discusses how one might harness the Weave to turn an illusory object or creature into its real counterpart, with commentary and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Level 14: Bewitching Magic Your patron grants you the ability to weave your magic
connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.
Level 3: Great Old One Spells The magic of your patron
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
as well.
4 A dragon and a dracolich, representing the opposing factions of the Cult of the Dragon, war against each other. Their battle is devastating the region between their lairs and
connect their echoes across worlds, then all worlds must exist in a sort of entanglement of causality. This makes the map of possible futures infinitely more complex and tantalizing—and subject to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
connect this hall to area Y19l. Separate archways open into areas Y19n and Y19o. At the south end of the hall, a 10-foot-wide passageway leads to a locked double door, beyond which lies a balcony (area
caused the city to plunge into the Reghed Glacier. The spindle is now dormant but can be reactivated to wreak havoc on the Weave. The spindle is immune to all damage and is unaffected by any magic in






