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Returning 35 results for 'god covering locations'.
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god covering location
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost.First Form
In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down
Cold Crone. This cloak can transform into a pair of owlâs wings when Auril sees fit.
Auril the Frostmaiden
Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies
Monsters
Vecna: Eve of Ruin
combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other locations where lycanthropy and
mind-bending phantoms the deathwolf can conjure.
Deathwolves in Dragonlance
On the world of Krynn, deathwolves are associated with Lunitari, Krynnâs red moon and the god of neutral magic. The
Monsters
Icewind Dale: Rime of the Frostmaiden
the godâs divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
heart of the diamond.
If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities
Monsters
Princes of the Apocalypse
one of the following effects; he canât use the same effect two rounds in a row:
Yan-C-Bin drops the temperature of the air, covering all surfaces with ice. This effect is identical to the
windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations.
If Yan-C-Bin is
Monsters
Icewind Dale: Rime of the Frostmaiden
neutral evil lesser god of cold indifference who embodies winterâs cruelty. (For information on what defines a lesser god, see the âDivine Rankâ sidebar in the Dungeon Master&rsquo
conceals her island in the Sea of Moving Ice.
Roleplaying Auril
Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
;Kurtulmak: God of Koboldsâ sidebar). In the world they occupy, kobolds are often bullied and enslaved by larger creatures â or, when they live on their own, they are constantly fearful of
Species
Acquisitions Incorporated
world.
THAT-WHICH-ENDURES
That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all
became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven
Backgrounds
Sword Coast Adventurer's Guide
here as part of some such delegation, then decided to stay when the mission was over.
Mulhorand. From the terrain to the architecture to the god-kings who rule over these lands, nearly everything
locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
God-Based Adventures Three elements combine to form the adventures recounted in the epics of Theros: heroes, gods, and monsters. Each godâs section in this chapter provides the ingredients to build
your own epics: champions and blessings, villains and monsters, divine schemes, and adventure locations.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Adventure Locations Each godâs section includes a map of an iconic location often associated with a specific god. The description of each location includes tables that list possible goals for an adventure based there and villains the characters might face there.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the shrine. The obsidian statue is 4 feet tall, weighs 250 pounds, and depicts the same nameless god that stands watch in the main temple (area X5). Any living creature that enters this room must
. Covering the statue or removing it from this shrine suppresses its magic and ends its sympathy effect on anyone. A pair of amber doors in the east wall open into area X25. A secret door is set in the back of one of the northern alcoves. Pulling it open releases hundreds of skulls (see area X26).
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
murals covering the walls.
The remains of toys, dolls, and furnishings sized for children lie shattered about the room. The murals are creepy in the style of childrenâs art. Sanctuary Door. The door
to area 24 is under divine protection that manifests as an arcane lock spell. The first time a creature touches the door, an incomplete symbol of the god Ezra appears amid the woodwork for an instant
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Introduction: Danger to the Multiverse Chris Rahn The characters are destined to become embroiled in the legendary
hatred between the lich-god Vecna and the warlord Kas This adventure celebrates
the story. This book describes the locations the characters explore and the challenges they must overcome to successfully complete the adventure. All pertinent details about the adventuresâ settings and locations are covered in this book.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Army Darrettâs troops have a challenging time navigating the Northern Wastes. They move at a slow pace, covering about nine miles a day. Darrett encourages the characters to move ahead of the troops
free to skim over days of travel to reach new locations or return to already-visited ones. The Dragon Army also faces the challenges of the wasteland, so the characters donât need to rush to prevent their enemies from fulfilling their plots by a certain time.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, arching windows set with panels of stained glass decorate the walls behind the altar. One of the windows has been shattered, covering the chapel floor with shards of colored glass and allowing thick fog to
the roomâs iconography and orientation (the fact that it draws light from the east) can determine, with a successful DC 10 Intelligence (Religion) check, that the chapel is dedicated to a god of the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecnaâs Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecnaâs Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecnaâs Link to
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Three of the gods of good appeared to him: Paladine, god of justice and order; Kiri-Jolith, god of just warfare; and Habbakuk, god of nature, loyalty, and the elements. The three gods inspired three
years to encompass thirty-seven volumes, covering everything from courtly etiquette to the proper saddling of mounts. According to the Measure, the knights no longer have sufficient numbers to elect a new
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Summit Hall Summit Hall was established long ago as a fortified monastery by the Knights of Samular, an order dedicated to Tyr, god of justice. A paladin of Tyr named Samular Caradoon founded the
can turn to the Knights of Samular to recruit guards for locations theyâve cleared or other âoff cameraâ needs for low-level soldiers.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Dragonâs Rest Locations The following locations are keyed to map 2, which shows the layout of Dragonâs Rest. Map 2: Dragons Rest View Player Version A1: Path and Monastic Cells A long path leads
shelves in the west half of the room. In the east half is a table with two benches, writing implements, book stands, and glass-shielded lamps.
The cloister library holds books and scrolls covering a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
days when the two races first met. âThey invent their own gods⊠the very definition of insanity.â
â Sabal Mizzrym of Menzoberranzan
God Makers. Kuo-toa worship gods of their own creation, but if
enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arekanzâs Donjon Locations In this unreality, before Vecna slew his rival deities and fed their remains to Arekanz, the archlich turned each rival to stone. From where creatures first appear in
Arekanzâs demiplanar donjon, the shattered remains of these deities stand between the party and the unrealityâs manifested secret to the east. The following locations are keyed to map 11.4. Dyson Logos
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters to peruse the book and assures them itâs safe to do so. (The lichen covering the book poses no danger.) She also shares the following information with the characters: Xanthoria was a druid of
Silvanus (god of wild nature) whose forest home was threatened by undead. By researching fungi and lichen, Xanthoria hoped to create a weapon that could protect her forest against undead invaders. At some
Compendium
- Sources->Dungeons & Dragons->Divine Contention
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
Road: the cult of Talos, god of storms, and the cult of Myrkul, god of death. An emissary representing the Sword Coastâs merchants would like you to sail to Neverwinter to petition Lord Neverember for
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
encounter. Monster names in bold point you to the stat blocks in the Monster Manual. Some encounters also specify treasure the characters might find. Use your imagination to bring the locations and encounters
You can use the adventures in this section to get a new campaign off the ground. These adventures are linked to locations near the Free City of Greyhawk, as described in chapter 5. You can run the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
any number of locations, such as warehouses and trade shops, within its region. You may not maintain property or establish formal operations in a settlement outside your region, even if you ship goods
federation, covering a territory the size of half the Sword Coast in the Forgotten Realms campaign setting. A large territory might overlap with other Acquisitions Incorporated regions, though you are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
see cities as inherently superior to other locations, they are unmoved by simple pleas to leave the wilderness as it is, and the characters likely must stop them by force. Epharaâs Divine Schemes
Epharaâs power struggles with other deities often have a ripple effect that touches the mortal followers of all gods involved. The Epharaâs Divine Schemes table presents just a few conflicts the god might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of fresh water. The statues stand atop stone plinths above the water, facing outward. Starting with the northernmost one and moving clockwise, the statues represent Eilistraee (god of beauty, dance
, and the hunt), Malyk (god of wild magic), Kiaransalee (god of undeath), Ghaunadaur (god of oozes, slimes, and all things subterranean), Zinzerena (god of assassins), Vhaeraun (god of thieves), Lolth
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Temple of Paladine Locations The following locations are keyed to map 6.4. Map 6.4: temple of paladine View Player Version P1: Causeway As characters near the templeâs grounds, read or paraphrase
and the Temple of Paladine itself. A cleric of Paladine or a character who succeeds on a DC 12 Intelligence (Religion) check recognizes the platinum triangle as the symbol of the god Paladine. Bodies
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
another tomb.
The dead abhor sunlight.
Only a jewel can tame the frog.
Bow as the dead god intoned.
Into darkness descend.
The clues on this plaque pertain to locations on level 2, specifically
.
The vulture is the first step.
Right the gods.
The walls of history tell all.
The clues on this bronze plaque pertain to features and locations on level 3, specifically the reflected hall
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
them. Two forces of evil rise nearby, eager to control the region around Leilon and eventually the Sword Coast. The first is a cult of Talos, god of storms, led by the priestess Fheralai Stormsworn
. The cultâs headquarters are inside a death knight-dreadnaught, an undead battleship beached near a temple of Talos called the Tower of Storms. At the same time, Ularan Mortus, a priest of the god of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
can mop up any crew left alive on deck (see âDreadnaught Locationsâ for information on both these defenses). Characters whose ship was destroyed earlier are instead ârescuedâ by the galleon. When the
to defend it. However, the storm god Talos has his own plans for them. When the time seems right, he makes his presence known (see âRise of the Storm Lordâ).
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Thalivarâs Beacon Locations The following locations are keyed to the map of the House of Thalivar. B1. Tower Exterior The tower rests on a rocky plateau. A grand portico once abutted the building to
shrine to Cyrrollalee, halfling god of home and friendship. B6. Garrison These rooms contain bunks for the towerâs soldiers. Foot lockers at the end of the bunks hold each soldierâs meager possessions
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
confronted Tavio, who admitted he has been covering up Amintaâs criminal activities and her excavation of Xeluanâs tomb. Guilt-ridden over the earthquakes, Tavio stole a map of Xeluanâs tomb from Amintaâs
Tavio gave him. (Give the players a copy of map 9.1.) The map is pieced together from several torn scraps and shows most of Xeluanâs tomb, minus locations that hadnât been uncovered at the time the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
frequently brings topaz dragons into conflict with other creatures, since they resent having to share their chosen scenic locations with anything that isnât food. They often abandon lairs to seek new vistas
topaz Astilabor is often mistakenly identified as a dragon godâin this case, the god of greed. In many ways, she is an archetype for all dragonkind, embodying the desire to acquire and hoard wealth
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
locations where lycanthropy and necromancy are prevalent. Brian Valeza To create a deathwolf, a necromancer reanimates the body of a powerful werewolf by conducting a profane ritual fueled by lunar magic
victims more susceptible to the mind-bending phantoms the deathwolf can conjure. DEATHWOLVES IN DRAGONLANCE
On the world of Krynn, deathwolves are associated with Lunitari, Krynnâs red moon and the god of






