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Returning 10 results for 'crossing which relatively'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
system of mine carts crossing in and out of the central hub of the Iron Tabernacle. The players should feel their characters are in a place of great antiquity, poised on the edge of reclaiming its
ancient glory. By no means is the city fully occupied. Indeed, given the relatively small size of Bruenor’s occupying force, keeping track of anyone within Gauntlgrym is nearly impossible.
Light. In
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
system of mine carts crossing in and out of the central hub of the Iron Tabernacle. The players should feel their characters are in a place of great antiquity, poised on the edge of reclaiming its
ancient glory. By no means is the city fully occupied. Indeed, given the relatively small size of Bruenor’s occupying force, keeping track of anyone within Gauntlgrym is nearly impossible.
Light. In
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the
, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner. Simply ingenious! Landmarks Proud
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the
, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner. Simply ingenious! Landmarks Proud
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of street network that tends to delineate most large settlements; instead it has a single street running inside the circular town wall, and another pair of straight roads crossing the town north-to
a dozen or two dozen halfling or gnome families, living in homes molded gently into rolling hills. Relatively shallow valleys serve as agricultural land, while the slopes are used for growing vine
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of street network that tends to delineate most large settlements; instead it has a single street running inside the circular town wall, and another pair of straight roads crossing the town north-to
a dozen or two dozen halfling or gnome families, living in homes molded gently into rolling hills. Relatively shallow valleys serve as agricultural land, while the slopes are used for growing vine
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
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 — a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
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 — a