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                        Returning 35 results for 'gnarled core locations'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Donjon Core Locations Prisoners are kept in the Donjon core. The following locations are keyed to map 17.2. The area described in this map is spherical; hallways leading off one edge of the map connect to other hallways on the opposite side. Mike Schley  Map 17.2: Donjon CoreView Player Version
                                                
                                            
                                        
                                                    Criminal / Spy
                                                    
    
        Legacy
    
    
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                                                     Backgrounds
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     sold the secrets you uncovered to the highest bidder.
 
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an
                                                
                                            
                                                
                                                     new place is note the locations of everything valuable—or where such things could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor
                                                
                                            
                                                
                                                     matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a new place is note the locations of everything valuable—or where such things
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
                                                
                                            
                                                
                                                     descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
                                                
                                            
                                                
                                                     descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
                                                
                                            
                                                
                                                     descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Step-by-Step Campaigns Follow these steps to create a campaign: Step 1: Lay Out the Premise. Consider the core conflicts driving the campaign, and choose a setting that reinforces the themes and tone
                                                
                                            
                                                
                                                     important locations, and the elements that link the adventures together. Step 4: Bring It to an End. Think about how the campaign might end and what level you expect the characters to be when the campaign
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
                                                
                                            
                                                
                                                     text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     keep. We’ve got those, and lots of ‘em. But the foundation of the city is the core towers. The walls of these towers are so thick, you could fit your lord’s entire castle in one.
 You’ve got your
                                                
                                            
                                                
                                                     outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Getting Started The Caves of Chaos Map displays all the locations characters can visit in the Caves of Chaos. The player version of this map doesn't reveal the caves' contents or names, only the cave
                                                
                                            
                                                
                                                     mouths and their respective elements. Share that map with your players. To begin, read the following boxed text aloud: You pass through a dense forest of gnarled trees with grasping roots, the woods
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Escaping the Sphere The “Donjon Core Locations” section later in this chapter includes a variety of areas where prisoners could be found; in particular, a trapped character is likely to be found in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is
                                                
                                            
                                                
                                                     modifications:
 Full Version (Five to Six Sessions). Run the adventure as written, making use of both the monastery and the ooze-flooded city locations.
 Short Version (Two to Three Sessions). Run the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     geographical overview of the setting; information on key locations, personalities, and organizations; an introductory adventure; and a bestiary of monsters and villains. Eberron Campaign Setting (3.5E
                                                
                                            
                                                
                                                     comprehensive overviews of Aundair, Breland, Karrnath, Thrane, and the Mournland, including postwar status, government, and economy, as well as important locations, communities, organizations, and NPCs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    Exploring Sigil Chapter 2 of Sigil and the Outlands describes life in Sigil and the locations on the poster map. Use this information, along with the random encounter table in each ward’s section, to
                                                
                                            
                                                
                                                    , of the locations denoted on the map. Sights and Wonders Parisa or any other unofficial guide can recommend the following activities to the characters: Eat Planar Grub. From the eclectic street foods
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Spaceship Locations, Level 4 The fourth level of the spaceship is the service deck. It is the central node of the ship, the brain from which the ship’s core functions derive their processing power
                                                
                                            
                                                
                                                    —and where they are most vulnerable. The following locations are keyed to map 7.4. Damien Mammoliti  Map 7.4: Spaceship Level 4 View Player Version S61: Server Room (Green) Boxy, metal towers hum
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Peylon Tree Locations The following locations are keyed to map 6.1. Dyson Logos  Map 6.1: Peylon Tree View Player Version P1: Rotted Roots Thick, gnarled roots spread in all directions. A gaping
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     days’ travel)  Locations in Doomspace The following locations are depicted on the map of Doomspace.  DoomspaceView Player Version Eye of Doom The Eye of Doom is the remains of Doomspace’s sun. This
                                                
                                            
                                                
                                                     multicolored gas. An intense, flickering light emanates from the moon’s core, creating a sort of celestial beacon. Lesk. The largest of the nine moons of En is a dark desert. Here, clans of ssurran (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Places of Interest Most of Vermeillon’s buildings contain nothing but decaying furniture and whatever belongings were left behind when the inhabitants fled, but a few locations hold treasure or hints
                                                
                                            
                                                
                                                     to the village’s demise. The following locations are keyed to the map of Vermeillon.  Map 5.1: vermeillon View Player Version V1. The Wand and Hammer Tormun and Blenyss’s shop displays a sign
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     some great secret with their inscrutable neighbors. A wary-looking peasant woman lurks behind the tallest stone, a rusty lantern clutched in one gnarled hand and a dagger clutched in the other. The
                                                
                                            
                                                
                                                    . However, Muriel knows Barovia well enough to point out other nearby locations that might interest the adventurers, including the ruined mansion of Argynvostholt (see chapter 7) and the ancient burial
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Black Cabin Locations The following locations are keyed to map 2.3. B1. Outhouse This wooden outhouse is half-buried in snow. Characters who clear a path to the door and peer inside find a stack of
                                                
                                            
                                                
                                                     dense chunk of coal at its core. The Summer Star has lost its luster but not its magic. A detect magic spell or similar magic reveals a weak, residual aura of transmutation magic surrounding it. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     for you. Suggested Characteristics Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming
                                                
                                            
                                                
                                                     calm, no matter what the situation. I never raise my voice or let my emotions control me. 3 The first thing I do in a new place is note the locations of everything valuable — or where such things
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     villages. Towns arise where roads intersect waterways, at the meeting of major land trade routes, around strategic defensive locations, or near significant mines or similar natural resources. City
                                                
                                            
                                                
                                                     are easily identified by the expansion of the walls beyond the central core. These internal walls naturally divide the city into wards (neighborhoods defined by specific features), which have their own
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     that puts the focus on the world inhabited by the giants of old, which might or might not include a significant number of living giants. The core idea of such a campaign might be that giants dominate
                                                
                                            
                                                
                                                     challenges of giant-sized locations (see chapter 4). D&D worlds often assume some magic items (especially artifacts) were created in ancient times using long-forgotten techniques. You might decide such items
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     for you. Suggested Characteristics Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming
                                                
                                            
                                                
                                                     calm, no matter what the situation. I never raise my voice or let my emotions control me. 3 The first thing I do in a new place is note the locations of everything valuable — or where such things
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     require you to roll on the table to determine what random trinkets the characters find in key locations.  Feywild Trinkets   d100 Trinket   01 Cookie cutter shaped like a unicorn 02 Two yew rings linked
                                                
                                            
                                                
                                                     dancing satyr wearing a bishop’s hat and clutching a gnarled staff 10 Saltshaker shaped like a wizard’s tower 11 Crystal orb that allows an elf who holds it to sleep 12 Pendant that shows the phases of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Hag’s Hovel The characters’ path takes them into a densely forested area. By following a break in the trees that sends them north and west, they come upon a sign that this area is inhabited: Gnarled
                                                
                                            
                                                
                                                    . One occupant cackles wickedly, and two other voices emit muffled whimpers and groans.
 The following locations are keyed to the map of the hag’s hovel.  Map 10.1: Hags Hovel View Player Version H1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    . Undersigil’s forlorn archways become their next tombs, entangled in gnarled roots of razorvine. The wretched weed assumes their shapes and creeps to the surface as thorny razorvine blights (see Morte’s
                                                
                                            
                                                
                                                    .  Undersigil Locations Presented here are some noteworthy sites in Undersigil. Dead Nations Bathed in leaden mist, the Dead Nations are an expanse of derelict necropolises and forgotten tombs, their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Spaceship Locations, Level 2 The second level of the spaceship comprises athletic facilities, cargo holds, and recreational spaces. Known as the observation deck, this level overlooks the garden
                                                
                                            
                                                
                                                     level, which has a transparent but impenetrable ceiling. The following locations are keyed to map 7.2. Damien Mammoliti  Map 7.2: Spaceship Level 2 View Player Version S31: Drop Tubes (Violet) These drop
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Nautiloid Locations The following locations are keyed to map 2.7. N1. Forward Deck This deck is five feet above the valley floor and covered with fresh snow. Mounted to the deck is a ballista covered
                                                
                                            
                                                
                                                     nonfunctional unless the power core is fixed, which is beyond the ceremorphs’ capability. N4. Battle Deck This middle deck has an open cowl. Mounted to the deck is a forward-facing ballista. The walls are lined
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    Forests of Slaughter These caverns house a Thayan menagerie. Locations in the Forests of Slaughter are identified on map 5.7.  Map 5.7: Forests of Slaughter Light. The cavern ceilings glow with
                                                
                                            
                                                
                                                     stands of gnarled and vine-choked trees rise 15 to 20 feet high in the caverns. The trees are magic, having different powers in each zone, and targeting any intruders — creatures that aren’t normally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     sector’s magic to collect the divine essence of the Chosen of various deities. The Thayan regent believes that this essence may be the key to becoming a god. Locations in the Temples of Extraction are
                                                
                                            
                                                
                                                     Nature The power of nature is stripped down to its most destructive core in this zone. 105. Temple of Plague A glowing green mist drifts around a shrine of binding in this white marble chamber. To the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Eternal Garden Locations The following locations are keyed to map 4.2. Marc Moureau  Map 4.2: Eternal Garden View Player Version G1: Fairy Ring A ring of toadstools twenty feet across stands in the
                                                
                                            
                                                
                                                     Oak Tree A tremendous oak tree stretches hundreds of feet into the air, rising high above the surrounding canopy. Easily fifty feet wide at the base, its trunk is gnarled, covered with creeping
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Spaceship Locations, Level 3 The following locations are keyed to map 7.3. Unlabeled rooms on this area consist of empty hallways and maintenance rooms with nothing of value. Damien Mammoliti  Map
                                                
                                            
                                                
                                                    . Near the streamlet are two horrid plants (snapper saws) that use their tendrils to reel passersby into their bladelike leaves. S58: Swamp This flooded region has formed a swamp. Gnarled trees sink
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Lambent Zenith Locations The areas of the wreck are keyed to map 3.1. Francesca Baerald  Map 3.1: Lambent Zenith View Player Version Z1a–Z1b: Sterncastle Deck and Below Scraps of golden sails dangle
                                                
                                            
                                                
                                                     is fueled by two runes in different locations aboard the ship. Both runes must be dispelled to access the room that holds the rod piece. Figaro knows the runes are invisible. He also knows one rune is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     core of divine entities remained loyal. Because they rejected Lolth’s treacherous ways, they retained their primal power and their immortality. Surface elves, and other elves who dwell in the light
                                                
                                            
                                                
                                                     groves where such trees stand as silent witnesses to the events of the world. At the base of such a tree, amid its immense, gnarled roots, the druids of Rillifane place their offerings. Carvings of
                                                
                                            
                                        






