Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 34 results for 'garment calling locations'.
Other Suggestions:
garment casting location
garment causing location
garment ceiling location
garden casting locations
garment casting locations
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
The Weave The Weave is an essential element of the universe, running through everything in unseen threads. Some creatures, objects, and locations have deep, intrinsic ties to the Weave and can
Weave isnât magic, precisely, any more than a collection of threads is a garment; itâs the raw material from which the tapestry of magic is woven. In two senses, both the metaphorical and the real, the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
immediately. ADVENTURE LOCATIONS
This adventure encourages characters to explore locations marked on the DMâs map of the Sword Coast. When the characters embark on a journey to a location, use the section
.â If the characters undertake this quest, see âBronze Shrine.â Iniarvâs Tower Quest âA band of brigands calling themselves the Chimera Crew has been attacking merchants on the road, stealing supplies
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Nereid One of the most inviting locations in The Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid â a
nereid wears a mantle of silky cloth the color of sea foam, which holds the creatureâs spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment canât be directly harmed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assault Encounters Level 1 of the fortress teems with defenders. While most sahuagin are clustered as described in âThe Defense,â a few locations prove central to the fortressâs security. 1. North
into battle, attacking the largest character and cursing them in Sahuagin (calling them ichor-less tide pool dwellers and the like). If the party wishes to flee, the baronâs gargling guffaws follow them
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
locations might have their own special features. For example, the Spirit Forest and the Spiderhaunt Woods might feature different kinds of trees, different kinds of flora and fauna, different weather, and
different random encounter tables. Finally, a wilderness trek can be enhanced by calling attention to the weather. âYou spend the next three days crossing the swampâ sounds less harrowing than, âYou
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
he rarely goes outside except to get food and post new notices calling for adventurers. Characters who knock on Harbinâs door hear his voice on the other side say, âIf youâre a dragon, know that Iâm
payment under the door one gold coin at a time. ADVENTURE LOCATIONS AND ENCOUNTERS
This adventure encourages characters to explore locations marked on the DMâs map of the Sword Coast. When the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
who stake out any of those locations can see Faerl as he arrives just after noon in a private coach, which barely fits along the narrow Trades Ward streets where the Yellowcrest businesses are located
to talk to them, though his bodyguards stand close by. Faerl pretends to take an interest in any talk of the characters looking into the Yellowcrest murders, calling the fact that no one was ever
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Path Locations The following locations are keyed to map 6.1. Map 6.1: path of memories View Player Version M1: Hall of Betrayal As you approach a fork in the tunnel, the walls burst into green flame
attack or be damaged. In Draconic, they accuse the characters of trespassing, calling them desecraters and betrayers. A character can calm the spirits by assuring them in Draconic of the partyâs
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Occupied Mansion Locations The following locations are keyed to map 6.3. Map 6.3: occupied mansion View Player Version O1: Exterior At the end of a row of ruins stands a partially intact manor. Most
Army soldiers only with a successful DC 22 Charisma (Deception) check. If Hask believes heâs being tricked, he stands and attacks while calling for the soldiers in area O11, who arrive after 1 round
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
calling in a debt, Yvandre assumes. (In truth, Machil was murdered by agents of the Queen of Air and Darkness, who were looking for the book.) Those who accompanied Machil on his final expedition were
Delimbiyran: A vellum map labeled âDelimbiyran and Environsâ shows a few locations in the aboveground ruins of the city. A note written on the map in Elvish identifies one site as âHaven of the Red Quill
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Deansâ Wing Locations The following locations are keyed to map 5.3. All descriptions assume the character explore this area at night, when the wing is largely abandoned. Map 5.3: lorehold
shout an alarm, calling the characters âtrespassersâ as they move to attack. This alerts the two cogwork archivists in the nearby Records Room (area L4), which remain in that area, and causes the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Lair Locations The following locations are keyed to Map: Death at Sunsetâs Lair. L1: Guarded Tunnel The tunnel from above leads into a dank, sprawling cavern walled with dirt and twisting roots
characters in Draconic, calling them weaklings and false heroes who will never defeat him. The wyrmling insists he is a mighty dragon who will conquer everything the characters hold dear. Sickening Miasma
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations A - D Amphail Amphail lies north of Waterdeep on the Long Road. The town is named after one of Waterdeepâs early warlords, who is said to haunt the surrounding hills in spirit form
. Cairn Road The Cairn Road is a well-worn wagon trail that crosses the Dessarin Valley between the village of Red Larch and the Bargewright Inn trading post. Calling Horns Calling Horns was nothing more
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C10-C19) C10. Servantsâ Quarters This room is for servants to rest, bathe, and clean their uniforms, and the furnishings reflect as much. After taking over the castle, the cultists
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
off from the main shaft. The entrance to the meenlock tunnel opens near the site of the accident. The following locations are keyed to the map of the platinum mine. Map 5.3: platinum mine View Player
this moss-covered maze of tunnels, luring them into dead-end caves using hallucinations (such as the sound of someone calling for help). M8. Pools This dead-end cavern opens wide, and the lingering
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
City Locations The locations detailed here can serve as a good starting point for your campaign. Use them as examples when fleshing out new locations for your game. Black Dragon Inn This three-story
spectacles. She dabbled in adventuring before realizing she had little taste for danger and her lifeâs calling might involve more sedentary pursuits. Few guests know of Erlynnâs magical abilities, as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
progress, all of the pieces are in their starting locations. The constructs donât attack unless one of them is attacked first, or unless they are commanded to do so by Sansuri or Thullen. A chess piece
conch in her tower bedchamber (area 33), though he doesnât know exactly where. If the characters seem intent on running amok, Thullen tries to defeat them quickly for the good of his family, calling on
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
are willing to bargain. Mimic colonies have learned that adventurers they canât defeat can be bought off with information about nearby creatures or locations, hidden treasure (which the colony
serve as trade routes or secret connections between distant lands. Others shift locations at noteworthy times or in response to external phenomena, like on specific anniversaries or in response to the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Cottage Locations The following locations are keyed to the map of Bavlornaâs cottage. Bavlornas Cottage View Player Version B1. Preservation Pool This location is accessible through the cottageâs
-like creature with bulging eyes and cracked skin. It is clad in a shapeless garment and sits on one end of a love seat with its legs pulled up beneath it. Flies flit into and out of its mouth, which
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations The following locations are keyed to the map of the Lykortha Expanse. Map 18.1: lykortha expanse View Player Version L1. Entrance Ahead, a darkened cave mouth beckons from
afraid but seems curious, and he is clean and seems well fed. He addresses the robed figure, calling her Xanthoria and asking her to show him what sheâs doing in an attempt to alleviate his boredom
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Cragmaw Hideout Locations The following locations are keyed to map 1.2. Mike Schley Map 1.2: Cragmaw Hideout View Player Version H1: Cave Mouth The goblinsâ trail ends at a cave in a hillside five
goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second flood to be released. H6: Goblin Den The Cragmaw raiders stationed in the hideout use this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
Fortuneâs Wheel Locations The following locations are keyed to map 3.1. The compass and cardinal directions on the map are provided for ease of use. Jared Blando Map 3.1: Fortuneâs Wheel View Player
night. Worse yet, the foolhardy dragon has racked up a 100 gp bar tab he can no longer afford. If a character pays off the dragonâs debt, Winterâs Bite thanks the character, calling them a âfriend of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Second Level The following locations are identified on map 6.6. 1. Hall of the Dead This dark hall contains twenty huge sarcophagi standing upright against the walls, and four even
the priestess to slip in and out unseen. Treasure. Many of the items in Eclavdraâs chamber are of significant value. The priestessâs ceremonial garment is set with ten violet garnets (worth 50 gp each
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Necropolis Locations (Y10-Y18) Y10. Arboretum A canopy of golden leaves crowns the trees inside a sunken basin. The trees grow in stark contrast to their bleak surroundings, their branches swaying
create the robe, spin any illusory design or effect into the garment. On completion, they drape the robe over the creatureâs shoulders and ascend back to their lair. Each guest can gain this benefit only
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Red Larch Locations Here follow brief descriptions of important locations in town. Buildings shown on the map that donât have a number and a description are houses, sheds, or outbuildings. They
belong to farmers who till plots close to town, shepherds who keep herds in nearby pastures, and workers or servants employed by the larger businesses. Many of the locations in town feature information
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Delphi Mansion Locations Locations in Delphi Mansion are keyed to map 3.2. Map 3.2: DMâs map View Player Version D1: Foyer A sickly sweet scent hangs in the air of this dusty foyer. Two staircases
spiral staircase descends 20 feet to area D27. The voice rising up the stairs is chanting in Deep Speech, calling to an entity named Krokulmar. D27: Ritual Room This location consists of two roughly
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Greater Caverns Locations The following locations are keyed to map 6.3. Mike Schley Map 6.3: Greater Caverns View Player Version G1: Warren Tunnels The domed ceiling of this chamber drips with
detail these locations and how creatures transported to them can return to the Lost Caverns. Once a creature has been transported to a location in this way, it canât be sent to that destination by
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Talhundereth Locations The following locations are keyed to map 6.3. Mike Schley Map 6.3: Talhundereth View Player Version T1: Temple Entrance The wide cavern ends at an enormous stone double door
characters express a desire to talk with Ontharyx, he makes a big show of calling off his cultists and listening to what the characters have to say. He offers to talk, but not if it means leaving
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations V - Z Valley of Khedrun The frozen vale on the southern fringe of the Spine of the World is named for a legendary dwarf hero who used his axe to carve out the homeland of the dwarves in the
recommendation (see the âCalling Hornsâ section) can present it to a member of the Hand of Yartar and gain the guildâs assistance in any of the following ways: If the characters are looking for an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations E - H Everlund Situated on the banks of the Rauvin River, Everlund is one of the Northâs most active mercantile communities. A thick stone wall encloses the city, pierced in five places by
characters received a letter of recommendation from Tamalin Zoar (see the âCalling Hornsâ section) and they show it to Dral Thelev, the half-orc tells them that the Zoar family has power in the city and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Locations K1. Front Gate The keepâs main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double
and calling for help. Any nearby cultists (see areas K19 and K20) answer his call. If the characters are discovered in this room when Grimjaw isnât here, they are immediately attacked, since the room is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Grimskalle Locations (G15-G23) G15. Tests of the Frostmaiden The first time the characters enter one of these chambers, read: The walls of this oddly shaped room are etched with elaborate panoramas
attack anyone bearing this symbol except in self-defense. The Test Begins. The figure calling out to the characters is King Jarund, who has ordered that the camp be torn down so that the nomads can
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tomb Locations The areas of the tomb are keyed to map 7.3. Dyson Logos Map 7.3: Tomb of Wayward Souls View Player Version T1: False Entrance This wide corridor ends at two stone doors with metal
the Rod of Seven Parts, see this bookâs introduction. Treasure. If a character shows the silk sash to Laysa, she identifies it as a garment given to her people that functions as a Robe of Stars. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations I - L Ice Peak The frozen island that lies southeast of the Sea of Moving Ice is named for the snow-capped promontory that dominates its northern half. Most of the inhabitants live in a few
nearby wilderness. Visitors are welcome at the Jesterâs Pride tavern, which serves robust dwarven ale. Jundarâs Pass This wagon trail threads through the Dessarin Hills between Beliard and Calling






