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Returning 12 results for 'desert invention are borders'.
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Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Travel in Anauroch Due to its magical history, Anauroch is more than a barren wasteland and a hostile desert climate to those who wander within its borders. Anauroch holds lost cities, savage
monsters, and more than its share of otherworldly phenomena. Traveling across the desert by day is not recommended. Use the extreme heat rules in the Dungeon Master’s Guide for daytime travel in Anauroch
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Brass Dragon Lairs Brass dragons prefer to make their lairs in hot, dry, rocky areas—desert canyons, caves beneath arid mesas, or ancient stone ruins. Brass dragons often compete with blue dragons
Dragon Lair Features The brass dragon lair shown in map 5.4 is an ancient ruin located within rough, stony canyons in a desert environment. The lair has the following features: Column Guardians. Massive
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
and their borders remains graven on cavern walls, trail markings, and scattered coins. Some of these realms, and the marks that bear testimony to their presence, are detailed below.
Haungdannar
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
temples of its many gods, several organizations operate across national borders in pursuit of their goals. Some of these organizations could serve as patrons or allies of adventurers in a Greyhawk
the ice, where the sun never sets. Riches of the Bright Desert. The Bright Desert, walled off from the rest of the Flanaess by the monster-infested hills of the Abbor-Alz and the aptly named Gnatmarsh
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
overlooks the forest it borders. A few farms cluster around it, the locals relying on the royal garrison to keep them safe from marauders. Burle’s most distinctive feature is the small copse of trees
stronghold, but he can’t shake the idea of following the deeper passages for the chance of unearthing Zenopus’s lost secrets. If the characters earn his trust, he might take them into his confidence. The details of the deep dungeons are left to the DM’s invention.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
believe themselves more powerful and influential than they truly are, imitating the Lords of Waterdeep by going robed and masked to council meetings. This charade, in the eyes of most, borders on farce, as
as old as the creator races. Flying Netherese cities drifted through the skies all over the North, but primarily they hung high over a verdant land that is now the desert of Anauroch.
Then Karsus
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of Five are fairly unified and tight-fisted in their control of Amn, but their ability to affect events outside their own borders is limited because they can’t agree enough on major matters of foreign
account of its exploits over the previous seasons. Many Dambrathans seek out lycanthropy as a means of showing reverence for their favored deity and honoring their heritage. Elfharrow. A blasted near-desert
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, revolution, overthrow 6 Extinction or depletion 7 New organization 8 Discovery, expansion, invention 9 Prediction, omen, prophecy 10 Myth and legend 1-2. Rise or Fall of a Leader or an Era Eras are often
10 Divine judgment Some of the disasters on the table might not make immediate sense in the context of your campaign world. A flood in the desert? A volcanic eruption on grassy plains? If you
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
meadow or walking across a desert in the Feywild is often no different than doing the same on the Material Plane, but sometimes the Feywild needs to feel otherworldly. Playing with something as simple as
weather spirits. Domain Borders As an archfey’s power waxes or wanes, their Domain of Delight can grow or shrink. If their domain grows big enough to abut or overlap another archfey’s domain, 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->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
Drowned Forest Oddities table to inject a sense of the surreal as characters travel through the region. Roll a d20 or pick from the table once per day of travel, and add new elements of your own invention
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
territory.
Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their
desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack






