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Returning 35 results for 'gather cutting locations'.
Other Suggestions:
gather casting location
gather cunning locations
gate casting locations
Monsters
The Wild Beyond the Witchlight
the hill’s companionship and protection.
Alignment. Chaotic good.
Personality Trait. “Jingle Jangle is thorough and fastidious. No cutting corners.”
Ideal. “Revel in your
frightened by locked doors!”
Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Monsters
Fizban's Treasury of Dragons
attempting to gather a crew to raid the dragon’s lair.
8
A ship wrecks near an adult topaz dragon;adult topaz dragon's lair. The dragon claims what’s left of the cargo and tries to ransom
chosen scenic locations with anything that isn’t food. They often abandon lairs to seek new vistas, so the interiors of their lairs often feel less finished than those of other dragons. Topaz
Backgrounds
Baldur’s Gate: Descent into Avernus
can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your
their torch-based code. From the lighting, placement, and type of torch arranged on or near a structure, you can gather a great deal of information about those who live or do business there, particularly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
: capture a magical standard that empowers undead armies, gather reinforcements to break a siege, or cut through the enemy’s flank to reach a demonic commander. In other situations, the party supports the
larger army by holding a strategic location until reinforcements arrive, killing enemy scouts before they can report, or cutting off supply lines. Information gathering and diplomatic missions can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations of the North The locations described in this section appear on the wilderness maps in this chapter. Additional information on several of these places can be found in the Sword Coast
, adventurers traveling along a road or a trail might come across a tiny settlement consisting of a handful of homesteads built around an inn or tavern where locals gather. (If you need a tavern name, use the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Hitting the Streets The characters can take several approaches to investigating Krenko’s whereabouts: meeting with contacts, sussing out rumors, or visiting important locations. Meet with Contacts If
to find one previously unknown piece of information, unless that contact would have the information on hand. Gather Rumors Characters can go to public gathering places to attempt to obtain
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Running This Chapter This chapter opens with information about Avernus that you need to run the encounters and adventure locations that follow. The story picks up where it left off in chapter 2, with
possible paths going forward: the Path of Demons and the Path of Devils. Each path features a number of locations across Avernus that the characters must visit in sequence to learn where Zariel’s sword is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Demon Ruin The Lords of Dust maintain a variety of safe houses and sanctums across Eberron, but their most tightly bound locations are the ruins left behind from the Age of Demons, scattered across
river of black lava that runs through the demon ruin, which is the only place where the item can be truly destroyed. 4 Gather obsidian shards from the ruin as components for a rare spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, such as scholarly tomes, mystical rites, and peasant tales. The college’s members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of
: Cutting Words You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Death House Features The locations in Death House have the following features. Ceilings Ceilings vary in height by floor. The first floor has 10-foot-high ceilings, the second floor has 12-foot-high
the characters arrive. The cultists take oil lamps into the ritual chamber (area D38) when they gather there. The Mists When the characters enter Death House, the Mists surround the building and prevent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
schools of music, Thurimbar is on the cutting edge of arcane sound—the use of illusion magic to generate music. Entertainers flock to Thurimbar to share their music and immerse themselves in its rich
port here daily. Among the many beautiful things the city is known for are its spectacular coastal thunderstorms. Crowds gather on balconies and verandas to watch these awesome displays. The Tower of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of rulership to insure their obedience. Every day at dawn, the nagas gather their thralls in area 15a and target them again with the recharged rod, and each naga has the special ability to increase
. Frustrated by this new obstacle to their dominance of the level, the nagas now seek allies to slay the bullywugs and their leader. The nagas know the locations of all the magic gates on this level, as well as how to activate them. They share that information with creatures that willingly serve them.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
or cooperate with demons in order to escape the clutches of the dragons. Throughout the campaign, the goals of the Chamber might not be readily apparent. Locations such as the planar observatory
working with the Chamber to gather information on the Prophecy and fight the Lords of Dust. In this case, the Chamber could act as a group patron; see the “Immortal Being” section of chapter 1.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
see more than 15 feet ahead, exactly as if they were in a circular garden with concentric paths. Cutting through hedges has no effect on how long it takes characters to get from one node to the next
. Characters who return to look for a spot previously cut through will never find it. The hedge walls are 8 feet tall, allowing the adventurers to see the tower above them from many locations. This view
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gather the Northlanders and the yetis and search Svardborg for intruders to kill. The Svardborg Roster table specifies the locations of the occupants and indicates how those creatures behave when the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the locations marked T on the map. A teleport trap is a magical effect usually cast on a 10-foot-square section of floor, set to trigger whenever a creature enters the trap’s space. The trap extends
. The magical voice originates at the point of departure and the point of arrival, and it is audible in both locations out to a range of 100 feet. Some teleport traps have additional effects, as
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
(Persuasion) check convinces him to converse, though most of Zhelsuel’s responses are cutting and brief: Zhelsuel shares any of the information from the “Silvanesti’s Exiles” or “Zhelsuel” sections. If
able to glean more information about the city’s location. The following locations (detailed later in this chapter and shown on map 5.1) are of particular interest to Dalamar: Blue Phoenix Shrine
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tower Locations The following locations are keyed to map 10.2. Dyson Logos Map 10.2: Hurricane Tower View Player Version X1: Vestibule This wide room’s ceiling is fifteen feet high. The walls it
to protect its disguise. Cutting the Webs. Four web anchors support the walls: two in the southwest and two in the southeast. The webs are tough but, except where they meet the walls, aren’t sticky
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Sedgemoor Locations The following locations are keyed to map 3.6. All descriptions assume the characters are exploring this area during the day. Area S7 holds the contaminated spring that is the root
for Witherbloom students and faculty doing research in Sedgemoor. Moss and fungi harvesting kits can be found here. Each kit weighs 1 pound, consists of various cutting and collecting tools, and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
see more than 15 feet ahead, exactly as if they were in a circular garden with concentric paths. Cutting through hedges has no effect on how long it takes characters to get from one node to the next
. Characters who return to look for a spot previously cut through will never find it. The hedge walls are 8 feet tall, allowing the adventurers to see the tower above them from many locations. This view
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Ogre Lair Locations The following locations are keyed to map E. E1: Entrance Flies buzz around the rotting carcass of some unrecognizable beast outside the cave mouth.
The carcass conceals a hidden
Restrained by the trap can free itself by cutting the rope or by slipping out with a successful DC 15 Dexterity (Acrobatics) check. If the trap is triggered, the noise alerts the ogre in area E2, who
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. The wilderness can be just as dangerous as any dungeon, particularly when there’s nowhere to hide! Some wilderness locations are just as memorable as any dungeon: A roc’s nest made of shattered ship
cultists gather to perform sacrifices A temple, vault, or museum watched day and night by animated constructs Underwater Not all adventures take place on land. This book casts light on several creatures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Locations in the City Shown in map 1.1, Port Nyanzaru is a city of walls within walls. Burgeoning wealth has driven the city’s richest residents to raise defenses against the jungle’s dangers, and
Tiryki Anchorage to the southeast, where explorers and river folk gather. About half the city’s population lives crowded together outside the walls, where they’re always exposed to sudden attacks by
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the city in an hour or two. Sanctum Locations The building shown in map 12.1 is a large house built in front of a natural cave opening, donated to the Heralds of the Comet by a wealthy aspirant. The
Star as it is shown on the Comet card in a Deck of Many Things. In the northwest corner of the house, an antechamber serves as a place where aspirants gather before the rite of initiation begins. Arcane
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
blowing snow. The water around the docks is frozen solid, and impoverished commoners clad in tattered garments gather around sputtering campfires for warmth. These folk are suspicious of anyone they
face, Agorn is cutting loose his old family ties and embracing his new family: the Zhentarim. The characters can stop him from committing matricide by pulling him away from his mother before she
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Locations in Wisteria Vale In an attempt to make the demiplane as comforting and familiar as possible for Quill, the Harpers designed it to resemble his hometown, down to the buildings, the villagers
interest in leaving home. The following locations are keyed to the map of Wisteria Vale. Map 13.1: wisteria vale View Player Version W1. Vyridian Forest The Vyridian Forest encircles the village. It is an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
many of his followers, Marlos is genteel and well-spoken. He delights in witty banter and pointed repartee, although he is quick to make a cutting remark or jest at someone else’s expense. Marlos
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from a ruler or council. 11 Help a villain find redemption. 12 Parley with a villain. 13 Smuggle weapons to rebel forces. 14 Stop a band of smugglers. 15 Gather intelligence on an enemy force. 16 Win a
. Detail Key Locations Since locations aren’t the focus of the adventure, they can be simpler and smaller than a dungeon complex or an expanse of wilderness. They might be specific locations in a city
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Hideout Locations The following locations are keyed to the map of the Amberdune hideout. Some of the jackalweres described in the earlier “Amberdune Pack” section are present in certain rooms, but
organized. A shelf holds a row of pots and pans. On one side of the fireplace, a cutting board and knife rest on a counter. Clean plates and utensils sit on a matching counter on the other side.
The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
who dies in the demiplane is trapped by the Soulmonger. Each dawn, Acererak’s magic replaces the mirror tomb with a fresh fabrication. Slain monsters reappear in their original locations, and moved
landfall at Kitcher’s Inlet and followed the River Olung to Lake Luo before cutting southwest into the jungle toward Omu. The journal describes harrowing encounters, the adventurers’ search for puzzle
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Grimskalle Locations (G1-G7) The following locations are keyed to map 5.2. G1. Entrance The steps end in front of a double door made from slabs of ice with dragon skulls and bones embedded in them
contains all the treasure he was able to gather from inside the fortress, heaped in a pile on the floor: 1,350 gp, 4,400 sp, and 7,800 cp Four gold rings sized for giants (150 gp each) A giant-sized
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Cackling Chasm Locations The following locations are keyed to map 2.4. Z1. Cave Mouth At the south end of the chasm, humanoid skulls are stacked on either side of a cave mouth that contains icy steps
, ten-foot-high cave filled with a putrid stench. The mostly broken bones of humanoids and animals lay scattered on the icy floor amid bits of metal and torn strips of leather.
The gnolls gather here
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Hall is a two-story, wattle-and-daub building where townsfolk come to renew licenses, pay fines, settle petty claims, file complaints, and gather to discuss important issues. The flag of Easthaven
lanterns hang from iron brackets or the rafters, dimly lighting all interior locations. Map 1.11: easthaven town hall View Player Version The following locations are keyed to map 1.11. T1. Reception






