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                        Returning 18 results for 'crossing coming'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                    Coming and Going Travelers who donât have access to plane shift spells or similar magic must rely on other means to travel to and from a Domain of Delight. Fey crossings are the most common means of
                                                
                                            
                                                
                                                     table allows you to randomly determine the characteristics of a fey crossing that allows passage to and from a Domain of Delight. Your Domain of Delight can have as few or as many Fey crossings as you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     set the scene: As Wyrmâs Crossing and Baldurâs Gate disappear from view, you find yourselves heading down the Coast Way, a dirt road that leads to such distant lands as Tethyr, Amn, and Calimshan
                                                
                                            
                                                
                                                    . Candlekeep lies some one hundred and fifty miles south and west â a five-day journey.
 Coming up the road toward you is a human farmer riding on the front of a hay-filled wagon pulled by two draft horses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival Characters who come here from Falconâs Hunting Lodge arrive from the west. Those coming from the Circle of Thunder arrive from the north. WOODLAND MANSE FEATURES
 The manse is a dilapidated
                                                
                                            
                                                
                                                     rafters crossing below them at a height of 10 feet.
 Doors. Normal doors are made of wood, and are so rotted as to be soft and easily breakable (no ability check required). Secret doors are made of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     use their powers of mimicry to frighten strangers. They can also throw their voices to make it seem like the sounds are coming from other parts of the chalet. If youâre not sure how to handle this
                                                
                                            
                                                
                                                    , you can roll a d6 and consult the Wereraven Mimicry table to determine what sound the characters hear and where it seems to be coming from. Use this table as often as you like.  Chalet Brantifax
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , grim Returned, or worse. Hunterâs Crossing. Setessa once extended its claim over more of the Nessian Wood, establishing military outposts like those of Akros. At the western end of the forest, along
                                                
                                            
                                                
                                                     lilacs growing along the riverbank and silver fish darting in startlingly clear water, it is abandoned by Setessa and favored by travelers as a resting point on the road before coming under the eaves of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Crossing the wall is riskier than the average power play, and those in the know predict the coming conflict to be a bloody one. Guild operations in the Outer City center on smuggling and gambling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                    . Crossing the wall is riskier than the average power play, and those in the know predict the coming conflict to be a bloody one. Guild operations in the Outer City center on smuggling and gambling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , she points toward the sky and whispers, âThe stars arenât right. The dark times are coming.â 
   9  Several cackling, half-dressed gnomes are covered in body paint and drive a wheeled contraption down
                                                
                                            
                                                
                                                     the street. The device is a mobile piece of art crafted at Whitkeep Hostel and titled âThe Patriars.â 
   10  A group of obviously drunk Flaming Fist officers stumble away from a Wyrmâs Crossing bar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     are coming.â 9 Several cackling, half-dressed gnomes are covered in body paint and drive a wheeled contraption down the street. The device is a mobile piece of art crafted at Whitkeep Hostel and
                                                
                                            
                                                
                                                     titled âThe Patriars.â 10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrmâs Crossing bar. They ineffectually try to start a fight with the party, then apologize and wander off
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     Crossing?â âI stole one of their mind crystalsâare there more? Maybe useful to the priests at Talhundereth.â Treasure. Thorgranâs pack contains only leather scraps and a careful mind crystal (see
                                                
                                            
                                                
                                                     here, and I donât know why.â âThe mind flayers intend to ravage the whole Underdark! I donât wish ill on people in Gibbet Crossing, though we have little in common. I still have time to warn them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     characters travel within the city. For example, as the characters travel to a bridge, make an encounter check. Then after crossing the bridge and moving toward the High Hall, make another check. Also make
                                                
                                            
                                                
                                                     here during the trip to Avernus. The ghasts reek of death and decay. When the ghasts are dealt with, a successful DC 10 Wisdom (Perception) check discerns a faint crying coming from a cupboard. Inside is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     room, characters who have a passive Wisdom (Perception) score of 15 or higher also notice a faint murmuring coming from one of the ceramic jarsâa smooth, onyx-black jar with geometric engravings
                                                
                                            
                                                
                                                     where Ruxithid went by succeeding on a DC 15 Charisma (Persuasion) check or by offering coins or gems worth at least 50 gp total. The psionic ashenwights direct the characters to the sanctum crossing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    . They snarl a challenge, revealing yellowed tusks, and prepare to hurl javelins at you!
 Rope Bridge. The bridge is safe structurally, despite its appearance. Crossing under fire is difficult enough to
                                                
                                            
                                                
                                                     roping themselves to a stable attachment point before crossing. Secret Doors. Two secret doors on the north and south walls lead to areas 4 and 4a. The doors are well made, each requiring a successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     creature that falls in the magma or starts its turn there takes 55 (10d10) fire damage. 2. Smelter The hammering sound grows louder, but itâs not coming from the chamber ahead. This enormous, rectangular
                                                
                                            
                                                
                                                     are tethered, but the tethers are meant only to keep them from crossing the westernmost line of cart tracks and wandering through the tunnels. An angry or alarmed strider can easily break loose, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     (Perception) score hears faint crying coming from a small stand of stones. Investigating the cries reveals a tiny winged figure, head in hands. This is Thunderwing, a sprite. She immediately gravitates
                                                
                                            
                                                
                                                     ranging from three to eight feet tall. The air smells heavily of mildew.
 The mushroom ring in the center of the room is a fey crossing. It was through this gateway that Thunderwing and Bunny Blossom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     more people into the castle. Searching the corpses uncovers 750 gp, 50 pp, and a jeweled ring worth 250 gp. Crossing the Moat. The characters can use the drawbridge to cross the moat. They can instead
                                                
                                            
                                                
                                                     window. Stairs lead to the crypt below. If the characters havenât encountered the Gloved Hand (area 14) yet, they hear the faint echo of an argument coming from below. 6: Dining Hall Read or paraphrase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the Crypt of the Talhund in chapter 6.) 6â19 Choose a random area in Gibbet Crossing and describe a short scene where 1d4 mind flayers capture and consume one of the areaâs former denizens (drow
                                                
                                            
                                                
                                                     the old mind flayer empire. The fanatics made good use of Oshundoâs ancient knowledge about Talhundereth and Gibbet Crossing, and they hope the alhoonâs knowledge about other subterranean locales will
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Evermoors is a vast, unsettled area of fog-shrouded hills, cold bogs, rocky ridges, and small peaks. Adventurers crossing this expanse might spot the occasional castle ruin or crumbled tower â a
                                                
                                            
                                                
                                                     and caravans along the High Road. The Gilded Eye wants the characters to find out where the giants are coming from. Characters who accept the quest and head south for 10 miles spot a frost giant walking
                                                
                                            
                                        






