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Returning 35 results for 'gloaming closest locations'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to
Monsters
Icewind Dale: Rime of the Frostmaiden
lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures
destination is already occupied, Auril appears in the closest unoccupied space to it instead.
Auril telepathically communicates with any number of creatures at once, provided they’re all on the island
Monsters
Icewind Dale: Rime of the Frostmaiden
she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.
Auril telepathically communicates with any
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
them. Because the distance between locations is not fixed and dilations in time are commonplace, a journey that took one hour yesterday might take three days tomorrow. Feywild natives are accustomed
Unseelie court is called the Gloaming Court. Both courts stretch to the far corners of the Feywild, so their representatives can be encountered almost anywhere on this plane of existence. The Summer Court
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Oakhurst The community closest to the Sunless Citadel is a village called Oakhurst. Most of its 900 residents (including outlying farms) are human, with a sizable minority of halflings and a
scattering of other races. Significant locations in Oakhurst, and the people to be found within them, include the following: Village Hall. The center of government in Oakhurst includes the office of Mayor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(see “Elder Runes”). A creature that passes through the gate appears in area 22 on level 7, in the closest unoccupied space next to the identical gate located there. Pneumatic Tubes The tubes connect to
other locations in Dweomercore. From left to right, the tubes are labeled with their respective destinations: “Headmaster’s Office” (area 15a), “Kitchen” (area 27a), and “Study Hall” (area 39).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
conceptually closest to the Material Plane, the four Elemental Planes and the four Para-elemental Planes resemble places on the Material Plane. The four elements mingle together as they do on the Material Plane
, forming land, sea, and sky. But the dominant element strongly influences the environment, altering those locations’ fundamental qualities. The inhabitants of this inner ring include aarakocra, azers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and tools to diagrams etched into the floors and walls. Although most workshops are controlled by House Cannith, that house is not the only group of artificers who build and operate such locations
workshop to give up one of their subordinates, who is wanted for crimes in another nation. 10 Escort a newly discovered bearer of the Mark of Making to the closest Cannith workshop. 11 Seek assistance from
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to travel. Travel in the Outlands The Outlands is infinite in size and changes constantly. This makes the distances between locations and the time it takes to get from place to place variable. How
long travel takes is up to you—it could take 3d6 days to get from one gate-town to the next closest one, or weeks, or longer. While traveling in the walking castle, the characters are safe, and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Detention Bog Locations The following sections are keyed to map 6.1. The characters begin on the island in the southeast corner of the map. Map 6.1: the detention bog View Player Version D1. The
of snapping trees and guttural, sibilant rasping. A moment later, a cacophonous, multi-throated roar erupts.
The hydra enters from the northeast corner of the map, closest to area D6, and starts
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Locations in Phandalin As they explore Phandalin — and eventually set up their franchise in the town — the characters can engage with many of the town’s businesses, whether as patrons or potential
partners. The most prominent of the town’s locations (as well as a few additional NPCs) are detailed in this section. You can come up with details for additional locations and NPCs based on the needs
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Delimbiyran: A vellum map labeled “Delimbiyran and Environs” shows a few locations in the aboveground ruins of the city. A note written on the map in Elvish identifies one site as “Haven of the Red Quill
be free of her. But it is too late for me.” (Machil wrote the letter when he knew he was being pursued by agents of the Gloaming Court but was killed before he could send it.) A piece of parchment is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
check fails by 5 or more, the trap goes off explosively, blowing the lid open. Treasure. The back pair of pews have 4,000 sp each hidden therein, the next pair have 3,000 ep each, and the pair closest
this bolt comes forth, the altar turns a fiery blue-red, and if it thereafter is touched by any object it will explode as a fireball spell (save DC 15). Archway. Just as in other locations around the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Kianna’s Farmhouse Locations The following locations are keyed to map 3.1. Map 3.1: kianna’s farmhouseView Player Version F1: Overgrown Yard The house’s yard is muddy red clay. Several rusty shovels
feature Culley being saved by his closest friend. F8: Cavern The tunnel opens into a lantern-lit, packed-dirt chamber, where the cause of the stench becomes apparent. A dozen bodies lie strewn across the
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
house and in the area connected to the door they guard (area O3 or area O4, whichever’s closest). Patrol. Roughly once per hour, a group of eight Dragon Army soldiers (see appendix B) arrives outside
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has been brave or foolish enough to search for lost treasures in the depths of the Crimson Water. Unusual Locations. At places smaller in scale than the major features described above, explorers in
the Mournland might encounter any kind of terrain feature with bizarre magical properties. The Unusual Locations table offers some ideas. Unusual Locations d6 Location 1 A pool of glowing water
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Tavern Locations The following area descriptions are keyed to map 1.4. L1. Main Deck Describe this area to the players as follows: The main deck of the old ship features wooden steps that climb to
Amrik’s couch. Vhaltus, a sleepy-eyed lawful evil human thug with red hair in a ponytail, sits at the closest end of the bar. Vhaltus carries a small sack containing 150 gp, which Amrik loans to clients
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Zargon worth 50 gp. Expanded Ziggurat Locations The following locations are keyed to map 2.4. Mike Schley Map 2.4: Expanded Ziggurat View Player Version B64: Mouth of Zargon Two holes draped in sagging
still chanting at the end of round 2, the cultist on the altar (or closest to it) transforms into a gibbering mouther with all its hit points. Read or paraphrase the following text: “I have been
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Lair Locations The following locations are keyed to the map of Claugiyliamatar’s lair.
Map 4: Claugiyliamatar’s lair View Player Version C1. Lookout Post Wood woads (see “Arrival” above) watch for
the middle and both its halves to swing downward. Creatures on the bridge must make a DC 15 Dexterity saving throw. On a success, the creature runs off of the bridge and onto the safety the closest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
locations of Wyllowwood’s gates and how to activate them (see areas 3b, 6i, and 9), as well as the passages leading down to levels 6 and 7. If the characters slay the cloakers north of her tower (in area 4
gate appears in area 15b on level 3, in the closest unoccupied space next to the identical gate located there. 6j. Ossuary Wyllow has slain scores of adventurers over the years, and she chooses to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Web’s Edge Locations The following locations are keyed to map 2.2. Dyson Logos Map 2.2: Web’s Edge View Player Version W1: False Front The remains of mold-covered broken wagons and barrels languish
Dexterity (Sleight of Hand) check using thieves’ tools to open. Each chest contains a ceremonial holy symbol of Lolth worth 50 gp. The chest near the bedroll closest to the entrance also contains two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault Locations The following locations are keyed to map 8.2. Map 8.2: DM’s Map View Player Version T1: Lobby This beautifully decorated lobby has stone floors polished to a mirror finish. To the
the door to the west.
Fire-Breathing Statues. When a creature steps on a square marked T on map 8.2, the statue closest to that square breathes magical fire, which fills the two squares between the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Afterlife Casino Locations The casino is divided into nine areas of gaming and entertainment. The north end of the casino ends in an 80-foot rocky cliff face. The river that runs through the casino
pours over the cliff at the overlook (area A10) and empties into a larger body of water below. The following locations are keyed to map 2.2. Map 2.2: DM’s map View Player Version A1: Docking Area The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Paliset Hall Locations The following locations are keyed to map 12.2. Map 12.2: DM’s Map View Player Version P1: Fountain and Patio The following description assumes the characters arrive here from
two locations. To set the scene, read or paraphrase the following: You appear on a smooth, flat-topped rock floating in the middle of a magically charged maelstrom filled with thunderous roars. Other
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Observatory Locations The following locations are keyed to map 5, which shows the layout of the Clifftop Observatory. Map 5: clifftop observatory View Player Version D1: Overlook A broken and
very close to Toril. Sparkrender plans to hold his ritual when the comet is at its closest point. He believes the comet, called the King-Killer Star, controls the destiny of dragons and will allow him
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
trampled. The creature must make a DC 18 Dexterity saving throw. On a failed save, it takes 44 (8d10) bludgeoning damage and has the prone condition in the closest unoccupied space outside the
condition until initiative count 0 of the next turn or until the eye is destroyed. Tyrant’s Spiral Locations The following locations are keyed to map 15.1. This map is divided into six smaller maps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Cottage Locations The following locations are keyed to the map of Bavlorna’s cottage. Bavlornas Cottage View Player Version B1. Preservation Pool This location is accessible through the cottage’s
magically shrink in size as they get closer to area B10. They are normal size at the end of the hall closest to area B7, one-half their normal size at the bend in the hallway, and one-twentieth their
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Brimstone Hold Locations The following locations are keyed to map 13.2. Map 13.2: DM’s Map View Player Version B1: Bridge A broad stone bridge spans the fiery river, its arches luridly lit from
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see “Doors” and “Portcullises” below), escort the characters to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
House of Cards Locations The following locations are keyed to map 18.1. Mike Schley Map 18.1: The House of CardsView Player Version 1: Entrance Every surface of this irregularly shaped room is made
who touches it and uses an action to activate it vanishes, leaving the demiplane and reappearing in the closest unoccupied space to where they were before they appeared in the House of Cards. Void
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Lair Locations The following locations are keyed to Map: Shivering Deaths Lair. D1: Lair Entrance A wide cleft in an icy cliffside marks the entrance to Shivering Death’s lair. Frozen bones protrude
amulet it’s bonded to (see area D7), the guardian fights the closest creature as it continues trying to protect its former controller, the halfling Deena Finkleton. Southwest Alcove. This alcove
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
wall grow more gruesome as the viewer proceeds north, culminating in scenes showing human and giant sacrifice near the end closest to the altar (area 11). 10. Servants’ and Thralls’ Worship Area The
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 don’t 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->Baldur's Gate: Descent into Avernus
Exploring the Cemetery The section describes locations in the city’s cemetery — both the chapel and the areas around it (areas G1 through G6), and a subterranean ossuary level beneath the chapel
closest to the priest quarters (area G5) instead attempts to move to that area and warn Gideon of the intruders. If warned, Gideon quickly moves to area G4 and prepares to defend the chapel, while the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
invade the troglodytes’ domain.
Map 2.3: The Glitterhame View Player Version The following locations are identified on map 2.3. VISION IN THE GLITTERHAME
Range of vision is important in the
path leading east comes closest to the slope. They are wedged into spaces between boulders, 6 to 8 feet above the cavern floor. Their Stone Camouflage trait gives them advantage on Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Villa Locations The following area descriptions are keyed to map 1.5. V1. Yard Nine lawful evil human guards patrol the yard in three groups of three. When the characters first arrive, these groups
not to speak or cry out lest the imps sting them. The imps avoid combat with well-armed intruders. If anyone tries to free a prisoner, the invisible imp closest to that prisoner slips through the bars






