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Returning 35 results for 'desert inherent are built'.
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Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the stairs rests an empty basin one hundred feet in diameter. South of the basin, a deep stone channel cuts a path into the desert ground.
The pharaohs of Bakar built pyramids not merely as burial
, read or paraphrase the following text: Amid the vast desert, a great pyramid rises from the sands, barely touched by time. Stairs ascend from the sand to an opening in the pyramid.
Near the base of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
landscapes and heroic spellcasters line the walls, and antique spherical astrolabes are proudly displayed along the northern wall.
This spacious room below the main floor of the Biblioplex was built two
powerful director at Strixhaven. Director Quenthorne was a leading occult scholar who specialized in studying the esoteric power inherent in physical objects, especially written words and symbols. Later in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Elemental Plane of Fire like desert nomads, raiding other communities for treasure. Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of
their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamanders’ skill as smiths, allowing them to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, submerged underwater, or entombed in desert sands 10–12 Built as a fortress guarding a mountain pass 13–15 Built as a maze, either to protect treasure from intruders or as a gauntlet where prisoners
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
your players. Settle on a single defining factor that sums up a settlement’s personality and extrapolate from there. Maybe a city is built around canals, like real-world Venice. That key element
position, and its commercial importance all have a bearing on its overall atmosphere. A city nestled against the edge of a jungle has a very different feel than one on the edge of a desert. Elf and dwarf
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
reprinted Pharaoh in 1982 but also hired Tracy Hickman. TSR later published two more adventures in the Desert of Desolation trilogy.
Pharaoh was praised for blending masterful dungeon design with a
compelling narrative. A year later, the Hickmans built on those same strengths when they introduced the world to the vampire Strahd von Zarovich in I6: Ravenloft.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
tables for you to use when you determine that a random encounter is going to take place. Using the monster lists in appendix B of that book as a basis, we’ve built a set of tables for each environment
category: arctic, coastal, desert, forest, grassland, hill, mountain, swamp, Underdark, underwater, and urban. Within each category, separate tables are provided for each of the four tiers of play
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
A Subterranean Threat During the Shadowed Age, as the Netherese’s overuse of magic began to affect the Weave, an outside threat against Netheril emerged. Deep underground, where the Anauroch desert
Anauroch’s desertification, further contributing to the underclass’s unrest. The phaerimm, once they’d dispatched Netheril, planned to build their own empire built on suffering and dominance over all
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Necropolis of Azumar A consortium of wizards secretly used Azumar, a small Netherese city, to house one of the Nether Scrolls under a mastaba that they built near the city center. The city fell into
city that has long fallen to ruin. Scoured husks of once-magnificent stone buildings jut out of the desert like rotted teeth. Emerging from under the smothering sands, the remnants of ancient streets
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Synopsis Kazit Gul, a Thayan archmage, built the Doomvault to siphon the souls of those who perished within it for use in his dark experiments. One of these was the creation of an extradimensional
an undead god.
Greyhawk. Perhaps Rary the Traitor found the Doomvault — yet another vestige of ancient Sulm — under the Bright Desert. Rary takes any chance to increase his power, even as he claims
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a hot desert on the Material Plane and poses a similar threat to travelers (see “Environmental Effects” in chapter 3). Sources of water are rare, so travelers must carry their own supplies or produce
. Roving bands of salamanders battle each other, raid azer outposts, and avoid patrols from the City of Brass. Obsidian ruins dot the desert—remnants of forgotten civilizations. City of Brass Perhaps the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, sensing your presence.
The tiny creatures are desert-dwelling chwingas (see their stat block at the end of the adventure) that live in tiny caves built up on the shell of a giant dragon tortoise. If
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
question. This might be something inherent to their characters’ own knowledge, or something completely outside the context of the game. If this is a question pertaining to the real world, you might tell
18th-level spellcaster, by defeating the enhanced sphinx in combat, or through mechanisms found in Kwalish’s lab in Daoine Gloine (see area O7). Dock. Created by Kwalish, this structure is built so
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
shelter is seemingly built of scraps, and in the style of the tents used by the desert nomads of Calimshan, some two thousand miles to the south.
Maccath’s shelter is made from huge tapestries and
to Arveiaturace, Arauthator has had the tiefling deciphering his stolen writings, though the work has gone slowly thanks to the inherent complexity and danger of the material. Maccath is studying one
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
shelter is seemingly built of scraps, and in the style of the tents used by the desert nomads of Calimshan, some two thousand miles to the south.
Maccath’s shelter is made from huge tapestries and
Arveiaturace, Arauthator has had the tiefling deciphering his stolen writings, though the work has gone slowly thanks to the inherent complexity and danger of the material. Maccath is studying one of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
soothing shades of blue, purple, and green. Map 5.3: blue dragon lair View Player Version Blue Dragon Lair Features The blue dragon lair shown in map 5.3 is built in the ruins of an ancient city
swallowed by desert sands. Some of the lair’s chambers still contain the remnants of temples and other structures. The traces of this metropolis suggest that it was of significant size, but very little of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
–16 Beneath a graveyard 17–22 Beneath a ruined castle 23–26 Beneath a ruined city 27–30 Beneath a temple 31–34 In a chasm 35–38 In a cliff face 39–42 In a desert 43–46 In a forest 47–50 In a glacier
decorations, torture chambers, and quarters for enslaved creatures might be common features in a vault built by drow, telling something about that location and its occupants. The Dungeon Creator table includes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Aureon taught giants the secrets of wizardry, and they grew powerful. The giants built towers that touched the sky and seemingly endless cities. The mightiest among the giants was the titan Cul’sir. His
vast desert. Tens of thousands of years have passed, yet no civilization has risen to the heights of the fallen giants; some believe that Aureon’s and Boldrei’s curses ensure that any city that grows too
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stretched from the western edge of what was then the Narrow Sea (later, the Great Desert of Anauroch) west almost to present-day Silverymoon, and from the Ice Mountains to the Nether Mountains. Citadels
presence of Moradin himself, was built by Delzoun’s dwarves — first as a mine, and then as a city. It was the dwarves of Delzoun who built Ironmaster, too, and all the great mines and renowned forges of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
given earlier in the adventure. The legend lore spell returns only the following response: “The shackle that is the key, the prison built by a prisoner.” That cryptic clue refers to the manner in
) is Candlekeep’s foremost expert on the subject of curses. Born and raised in the magocracy of Halruaa, Teles has always been comfortable around magic but also understands its inherent dangers. If the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the desert heat. Each also holds a torch.
Two siblings, Atfez and Pachi (neutral good, human bandit captains), stand guard outside the pyramid’s entrance, keeping watch for creatures that might
Atfez and Pachi notice the characters, they’re surprised to see other people in the desert, especially at night. Atfez, the more assertive sibling, interrogates the characters about their presence
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Daggerford Built against the side of a low hill on the floodplains of the Delimbiyr, this small, walled town is dominated by the keep of the local duchess, Lady Morwen Daggerford. Counting the town
the local ruler’s daughter, named himself duke, and built Daggerford atop the ruins of an older castle. This story, and most of the area’s history, is happily related to any who ask by Sir Darfin
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
matter that I was only asking for directions”-type assassins, you might find that your inherent bloodlust needs to be focused to the subtle enterprises undertaken by the best franchises. So keep calm
attack: it’s like the rogue mastermind was specifically built for an Acquisitions Incorporated campaign. Your formidable social skills translate perfectly well from the street to the boardroom, and your
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of Fortune, hidden in the foothills of the Greypeak Mountains near the desert of Anauroch. Though dusk is upon you, even in the fading light, you can see that the town was never very big to begin with
determines that many of the houses are not actually destroyed — they were simply in the process of being built and never finished. The construction was hurried and cheap, which caused the structures’ rapid
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
out of the way as the surface of the globe peels back to reveal a dark, hollow interior. Inside this cavity is a padded bronze chair with levers built into its armrests.
When a creature sits on the
sphere and any creatures inside it disappear. The DM ultimately decides where they end up, if anywhere. Possibilities include Mechanus, the Vast Swamp on Oerth, Mount Nevermind on Krynn, a desert on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
multicolored gas. An intense, flickering light emanates from the moon’s core, creating a sort of celestial beacon. Lesk. The largest of the nine moons of En is a dark desert. Here, clans of ssurran (see
Boo’s Astral Menagerie) eke out a harsh existence. Shalar. Shalar is an ice moon with a ring of ice crystals circling its equator. Humans evacuated from Fyreen have built large camps on Shalar’s polar
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
heroic callings. (JASON RAINVILLE) Built to Survive Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling
to point out that this myth says nothing about the nature of minotaurs. The worship of Mogis, they argue, is no more inherent to them than it is to humans, and minotaurs aren’t destined to a life of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
would prevent a great evil), they can share that Lottie lives in a cave near a destroyed town called Fortune, located amid hills to the east of the Greypeak Mountains, not far from the desert of
Anauroch. The town of Fortune was built recently and quickly destroyed by Lottie for daring to challenge her authority. “Lottie would not like our telling you too much about her. She’s very powerful, is a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is now a desert. Northernmost Anauroch is a cold land of frost-rimed rock and the black glacier known as the High Ice. Farther south lies the waterless Plain of Standing Stones, where winds scour
jagged rocks amid a sea of gravel. Anauroch’s most southerly part is the Sword — a hot, sandy desert. Use the Desert Monsters table in appendix B of the Dungeon Master’s Guide to inspire encounter ideas
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the young remorhaz bursts out of the snow and ice nearby. Iron Road Once a prominent thoroughfare built by the dwarves of Besilmer, the Iron Road remains one of the few visible relics of that bygone
claimed a Netherese ruin in Anauroch as her lair. The ruin lies half-buried in the desert northeast of Ascore. See chapter 12, “Doom of the Desert,” for more information on this location. Jalanthar The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
long-lost relics of Ostoria. They mean no harm to Waterdeep, but the city intrigues them, for they believe it was built on an old giant settlement that was destroyed by dragons tens of thousands of years
greenery on the edge of the Anauroch desert. Woodcutters from Parnast warn adventurers not to enter too deeply into Weathercote Forest, as ancient elven magic has a way of making people disappear forever
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
path across the desert of Anauroch, but there’s a stretch that passes near the sand-swallowed ruins of a once-great arch–a portal built by giants, some say. a sandstorm rages all around it, and in the
prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Rauvin Road, where the Rauvin and Surbrin rivers meet. Rivermoot’s wood-frame dwellings are built on stilts because the rivers swell during the spring and flood the ground around them. The
talk about the founding of Secomber and the ancient kingdom of Athalantar, on whose bones the town was built. Despite their intimidating size, the giants (who are neutral good in alignment) mean no
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
each oversee a faction citadel built at the edge of the Elemental Chaos. Alix Branwyn The Doomguard’s leader is the fearless Factol Pentar (human Doomguard doom lord; see Morte’s Planar Parade), who
to go after what they want—everyone makes their own fate. At the same time, nothing’s free. It takes work, dedication, and sometimes blood to seize greatness. There’s no inherent malice in the Fated’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
attunes to it. Development If the characters forge an alliance with Serissa or expose Iymrith as a villainous deceiver, the blue dragon returns to her lair in the Anauroch desert and isn’t encountered
again until chapter 12, “Doom of the Desert.” It’s possible that the characters might come into possession of a spell scroll of resurrection at some point in the adventure, in which case they could






