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Returning 35 results for 'gloom call locations'.
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good call location
Species
Player’s Handbook
embrace or lament their fiendish legacy. The three legacies are described below.
Abyssal
The entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the
chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned
", "rollAction":"Javelin", "rollDamageType":"piercing"} piercing damage while under the effect of Enlarge.
Call to Attack. Up to three allies within 120 feet of this duergar that can hear it can each
Species
Acquisitions Incorporated
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
older and more respectable.
Most kobold tribes avoid eating what they call “talking meat” — intelligent creatures — because such behavior prompts retaliation. The fear of
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Locations in Yon The following encounters take place at locations marked on the map of Yon. As the characters explore Yon, you can move these locations as needed, putting them in the characters’ path
. These locations can be explored in any order, or not at all: Lockbury Henge. This henge sits atop a rocky plateau. The characters might come here hoping to forge an alliance with the korreds of Yon
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Welcome to Ravenloft A scream shatters the still gloom. Inhuman shapes slip between crumbling tombs. The shadows reach forth. Do instincts and imagination conspire against you? Or have otherworldly
evils claimed you, drawing you into the mists of Ravenloft? In hidden corners of the Shadowfell are nightmare domains that hunger for the brave and the innocent, the ambitious and the wicked. Some call
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in dusk to confront the characters. 57–63 Inky tendrils writhe from a fleshy door to the Far Realm. Two githyanki warriors struggle to hold the door shut. They call out to the party for aid. 64–70 A
gloom created by the Iron Shadow (see the “Palls of Gloom” section). 78–84 A mastiff that wandered through a portal trots up to the party. It drops a stick in front of one of the characters and wags
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
players call out for the wizard, or “House of Thalivar Locations” if they choose to explore.
Map 6: Ruined Tower (Leilon) View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Exploring the Ruins As the characters explore the necropolis, call the players’ attention to any numbered locations their characters can see; these are typically the most intact buildings. Unless the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, as shown in the Secret Doors table. You can instead call for an Intelligence (Investigation) check if the challenge involves deducing that a door is present from noticeable clues, rather than
door 20 Secret Door Etiquette Adventurers often fail to locate secret doors. For this reason, don’t hide important treasures or locations behind secret doors unless you’re comfortable with the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
connection manifests in each dragon’s lair and hoard. “Dragon Lairs” discusses how the magic that suffuses dragons spills out into the world around the locations these creatures call home. This section
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Though the characters don’t yet know it, their exploits in the Underdark will bring them to the attention of the dwarves of Gauntlgrym, setting the stage for chapter 8 and a new call to adventure. By the
time they reach this point, the characters should be at least 7th level, having overcome countless challenges in their wild and dangerous journey through the locations described in chapters 1 through 6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 3: Creating Adventures Creating adventures is one of the greatest rewards of being a Dungeon Master. It’s a way to express yourself, designing fantastic locations and encounters with monsters
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. Gloom
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
students, and she almost always has a pot of tea brewing. Tivash, Gloom Summoner It’s tough to study the secrets of life and death without getting your hands dirty—which is the first thing Tivash
(neutral human Witherbloom professor of decay) teaches Witherbloom students. Some call the forces he manipulates evil, but he asserts that power is only as good or evil as how you use it. Verelda Lang
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
beast.
Fey Wanderer to manifest fey mirth and fury.
Gloom Stalker to hunt foes that lurk in darkness.
Hunter to protect nature with martial versatility.
Rogue. Launch deadly Sneak Attacks
pact with the...
Archfey Patron to teleport and wield fey magic.
Celestial Patron to heal with heavenly magic.
Fiend Patron to call on sinister powers.
Great Old One Patron to delve into
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Weave together martial prowess, nature magic, and survival skills. Then embody the...
Beast Master to bond with a primal beast.
Fey Wanderer to manifest fey mirth and fury.
Gloom Stalker to hunt
Patron to heal with heavenly magic.
Fiend Patron to call on sinister powers.
Great Old One Patron to delve into forbidden lore.
Wizard. Study arcane magic and master spells for every purpose
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
locations typically take the form of floating islands or cities of fantastic proportions. Astral travelers might visit these dominions as they would any other ports of call, though a dominion’s divine
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, opening portals to the outside only as needed. Most fortresses drift through Limbo at random, but none of them are ever isolated. When Menyar-Ag sends out a call to them, the anarchs of the other
city or its inhabitants. Teleportation circles are barred except on the fringes of the place, at always-guarded locations beyond the city’s outermost defenses. Those who use plane-shifting magic to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Locations The Augury is home to a circle of magewrights who specialize in divination magic, including augury (50 gp), divination (200 gp), identify (150 gp) and speak with dead (200 gp
). The master of the Augury is an elf named Kestia. She has ties to a number of angels of Syrania, and if she chooses she can perform commune. However, as this requires her to call in a celestial favor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to show brief glimpses of possible locations, or any other device channeling suitable magic. If you really want to dig deep, you could experiment with the idea that the orrery’s power gives it a kind
taps into. Or the orrery components possessed by the Six might begin to call to the components held by the characters, as the artifact seeks to be made whole once more. The time necessary to locate
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
at the districts above you.
You live up high, you can touch the sky. In the middle you can still see the sun. Down on the inside low, all we have is gloom and the constant drip, water and worse
you’d like to know more about the districts of Sharn—along with more information about its many factions, plots, and locations—refer to the sources presented in the Appendix.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Biblioplex Locations (B1-B9) The following locations are keyed to map 3.1. All descriptions assume the characters are wandering the Biblioplex during the day. At night, the library is locked and
, members of the Live-Action Roleplaying Guild are pulling costumes and props from a half dozen old trunks. The guild is preparing for an event later on the Biblioplex’s lawn: a game they call Beholders
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment
another creature like a puppet.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
than describe everything down to the last blade of grass. Call attention to unusual terrain features: a waterfall, a rocky outcropping that offers a breathtaking view over the tops of the surrounding
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
even for characters of the recommended level. Further, adventurers who call too much attention to themselves are likely to be doomed. It takes only one or two extra giants in an encounter to turn a
not too difficult to find locations for the strongholds and the events in Against the Giants.
Dragonlance. On Krynn, the alliance of giants could center on the Kharolis Mountains, bringing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
shared sense of purpose. Happenstance. Someone puts out a call for adventurers to complete a quest, and the characters answer the call. Alternatively, all the characters could meet by accident, only to
: Starting Location Details. Your players need basic information about the place where the characters are starting, such as the name of the settlement, important locations in and around it, and prominent
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Trench of Love Lost Locations The following locations are keyed to map 12.2. Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
call, three flameskulls—the remains of the hateful crew of the Girscamen—come to the aboleth’s defense via the passage to area T2. As the flameskulls enter the area, a familiar haint, Violette, appears
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
choosing their lairs, black dragons are fond of locations that are naturally constraining and confounding. Whether adventurers seeking the dragon must wind their way through the roots of an ancient
the gloom. Intruders who can’t fly must scale the sheer, slimy walls of the tower (either from outside or from the interior of the second floor), braving whatever traps might be in store if they hope
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Spawn Hollow Locations Many slaadi reproduce by implanting Humanoid hosts with eggs that transform into slaad tadpoles. In the weird dimension of the Far Realm, however, biology takes strange turns
quickly if sliced off. The slaadi call this mysterious area Spawn Hollow and guard it fiercely. They know about the rift and worry that the mind flayers of Illithinoch might try to expel them. They don’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
devoured or whether it’s still trapped in the Soulmonger. How many souls must the atropal devour to become a god? It could be thousands or millions. Ultimately it’s the DM’s call, but the default
drawn by curiosity or circumstance to locations such as the garden ruin of Nangalore, the dwarven forge of Hrakhamar, or the pirate haven of Jahaka Anchorage. Such locations present dangers that, when
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ill. After confirming the characters are well-meaning adventurers, Bartho and Gala call for the drawbridge to be lowered, then welcome the party to the keep.
Jane Katsubo Bartho
Human Gate
goods for sale, which might be associated with a handout, while other locations offer more abstract benefits. An NPC at the location can summarize its services to the characters.
Orientation
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C1-C9) Map 1.4: Keep at Caer-DinevalView Player Version The following locations are keyed to map 1.4. C1. Main Gate Two lowered iron portcullises and two sets of closed wooden doors
Kadroth’s beck and call. It’s a mostly thankless role that comes with a mountain of verbal abuse. The only time Thoob feels rewarded is when Kadroth orders him to relay instructions to another cultist
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. The following locations are identified on map 2.6. Map 2.6: The Black Lake View Player Version 50. The Cascade The stream in area 38 flows over the edge of the chasm and pours down into a turbulent
gloom, suggesting the promise of treasure to be had.
Nightscale keeps her treasure on the small island in the lake, and she spends most of her time resting here. If the characters have avoided