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Returning 35 results for 'grant crossing locations'.
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Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Gibbet Crossing Locations The following locations are keyed to map 6.5. Mike Schley Map 6.5: Gibbet Crossing View Player Version G1: Surface Entrance A few lumps of old slag and tumbled stone are
the west, a door bearing a painted red âXâ opens to a long hallway that leads deeper into the crossing.
Ashes and burn marks on the floor indicate past campfires. Remains of wooden chairs in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Talhund, and the subterranean Gibbet Crossing, all described later in this chapter. The locations of each dungeon are crudely marked on the map that the characters found at the end of the previous chapter
. Gwyn Oresong tells the characters more about these locations in the âReturn to Phandalinâ section. The characters canât enter the crypt without passing through Talhundereth, but they might approach Gibbet Crossing before or after they explore the temple and crypt.
Kobold
Legacy
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Species
Volo's Guide to Monsters
him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that a single hit from a humanâs weapon can kill one of them, so a tribe has little
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->Mythic Odysseys of Theros
Underworld Crossing The Tartyx River is dotted with ruined temples of Athreos on either side of its banks that serve as crossing points between the mortal world and the Underworld. Souls of the dead
wait on the riverbank at these desolate places for the River Guide to appear and grant them passage to the Underworld side. The ruined temple buildings are as enigmatic as their patron. No priests
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
entrance was protected by a great seal or doorway and that only Dumathoinâs priests would know the secret to unlock it.â
Examining the map further, Gwyn points at Gibbet Crossing and continues: âGibbet
Crossing is near the temple, but itâs much deeper underground. It was a trading hub that grew where wide tunnels met. They say that deep gnomes, drow, and duergar once worked together there.
âTheyâre
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Locations in Loch Wynnis The following locations are points of interest for characters who explore the hamlet of Loch Wynnis. Auberge Aurore Tavern and Inn Wintertime visitors who donât have friends
the boats, but the ice breaks apart easily. Most of the docks are 10 feet long, but one particularly old and creaky dock is 50 feet long. This dock extends into the lake and allows easy access to Loch Wynnisâs fey crossing (see âSundown Crossingâ below).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
To the Forbidden Vale Map: Overland Map shows the locations of Arborean Springs, the wildfires (shown in orange), the Forbidden Vale (area V8), and other key sites in the region. Each area is
, but the most likely course looks like this: Stage 1. The characters go from Arborean Springs along the road (area V1) to Godshead Crossing (area V2). The good road allows them to choose any travel
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crossing can be found between Ironford and the Stone Bridge. When the player characters set out to travel to another location, they either know how to get there or they donât. All settlements are known
in Beliard. Characters from the area or drawn here by a particular hook might know these locations. All other sites are unknown, so the characters need to find such locations. For more on wilderness travel, see chapter 5, âAdventure Environments,â of the Dungeon Masterâs Guide.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
temple called Talhundereth, the crypt beneath it, and a subterranean trading nexus called Gibbet Crossing. These locations are in the Starmetal Hills, several days northeast of Phandalin. In the previous
shards now, but the fanatics need as many obelisk fragments as possible to ensure their ritual will succeed. The Sawpleesâ map reveals the locations of three other fragments: an abandoned dwarven
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Shadow Crossings Similar to fey crossings, shadow crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can walk from one plane to the other
. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as
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->Van Richtenâs Guide to Ravenloft
the first time. Prior to the start of the siege, determine where the characters will be positioned among the cityâs fortifications or on the streets. The specifics of these locations donât matterâno
towers grant access to the 30-foot-high walls. Parapets guard both, providing defenders with three-quarters cover from those outside the walls. Fortifications around the gates hold controls for massive
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
forever. After 50 feet, the creature passes an imperceptible threshold. Crossing that point causes the creature to leave the tunnel and appear in the tunnelâs corresponding unreality. The link is one-way
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Sanctum Locations The following locations are keyed to map 2.1. Francesca Baerald Map 2.1: The Sanctum S1: Library Gleaming, floor-to-ceiling bookshelves filled with leather-bound tomes wrap around
about the topic. At your discretion, this might grant the character advantage for the rest of the day on any ability checks made to recall or use the information theyâve learned. S2: Parlor Plush
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
rafters crossing below them at a height of 10 feet.
Doors. Normal doors are made of wood, and are so rotted as to be soft and easily breakable (no ability check required). Secret doors are made of
12 Constitution saving throw or take 2 (1d4) poison damage.
Light. Most locations on the ground floor are dark, as the ivy blocks out the natural light except in areas that are open to the sky (such
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
hidden within Talhundereth, the Crypt of the Talhund, and Gibbet Crossing (more information about these locations can be found in the next chapter). Any character who hears the message can make a DC 13
, little one. Collect the shards from Talhundereth, the Crypt of the Talhund, and Gibbet Crossing, and bring them to us. You shall be reborn greater than you can imagine, and Phandalin shall become ours
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
and a successful DC 20 Intelligence (History) check reveals their locations in the Sword Coast region. The blue dragons are attacking a caravan crossing the desert of Anauroch, the white and black
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are stored, staging points for scouts and rangers who keep an eye on nearby enemy movements, and defensive fortifications meant to protect passes, bridges, or other key strategic locations. In an
within multiple rings of fortification. A normal approach to the inner compound involves passing through one of two gate houses (protected by arrow slits and murder holes), crossing an open courtyard
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
mystery and beauty on the Material Plane that have a near-perfect mirror in the Feywild, creating a portal where the two planes touch. A traveler passes through a fey crossing by entering a clearing, wading
and gone the next. Like other portals between planes, most fey crossings open infrequently. A crossing might open only during a full moon, on the dawn of a particular day, or for someone carrying a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tapestries and a successful DC 20 Intelligence (History) check reveals their locations in the Sword Coast region. The blue dragons are attacking a caravan crossing the desert of Anauroch, the white and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
many know the locations of portals to the Lower Planes, the Shadowfell, and other sinister realms. Nightmaresâ speed, resilience, and ability to gallop between planes of existence make them steeds
Understands Abyssal, Common, and Infernal but canât speak
CR 3 (XP 700; PB +2)
Traits
Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Downtimeâ section in chapter 2.
LOTTIE
Locating the Ritual Site As the endgame approaches, the time the characters have spent with the orrery and its component pieces can grant the necessary
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 orreryâs power gives it a kind
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
ranged attack rolls made against targets on a different floor. Moving between Floors. The edges of the tetrahedron are lined with piles of rubble. Crossing to the rubble pile onto an adjacent floor
amount by which the check failed. After making one check, a character realizes that every glyph key he or she holds will grant a +1 bonus to the check. When the group disables its first sepulcher, read
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Beyond the City Walls Mike Schley City of Greyhawk and Environs View Player Version The City of Greyhawk and Environs map shows the lands around the Free City of Greyhawk. Locations on the map are
. A ferry crossing allows traffic from Greyhawk and regions to the south to cross the Selintan River at its first major bend. The lord mayor of Greyhawk built Ford Keep here to protect the crossing
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
reached only by finding and using a fey crossing in the carnival. Madryck says that his archfey patron, Zybilna, rules Prismeer. He begs the characters to journey to this domain and find out what has
and is camped three daysâ travel from here. Iâm asking you now because this carnival might pack up and leave in a week or two, and it contains your only route to Prismeerâa fey crossing, if you will
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to consider. Exotic Locations. Lightning rails, airships, and other forms of transportation can facilitate travel to exotic locations. Adventures could take you to the colossal ruins left behind by
ideas; interesting details to use while describing their actions. But if a player comes up with a particularly clever way to use an element, the DM could grant advantage on a check or attack roll, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
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
different random encounter tables. Finally, a wilderness trek can be enhanced by calling attention to the weather. âYou spend the next three days crossing the swampâ sounds less harrowing than, âYou
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
formal attire and periodically suggest they do so. Information relevant to the charactersâ heist plan is below. More information about specific areas of the museum is included in the âMuseum Locations
Featuresâ section. Curator Alda Arkin, whom the characters might meet at the gala, carries a master key, while the museumâs guards have keys that grant access to specific areas (see âCircumventing
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
and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
locations. Outer City Random Encounters d20 Encounter
1â6 No encounter
7â10 Harmless interaction (roll on table G)
11â16 Denizens (roll on table H)
17â20 Threat (roll on
the street. The device is a mobile piece of art crafted at Whitkeep Hostel and titled âThe Patriars.â
10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrmâs Crossing bar
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Paliset Hall Locations The following locations are keyed to map 12.2. Map 12.2: DMâs Map View Player Version P1: Fountain and Patio The following description assumes the characters arrive here from
Loch Wynnis via the fey crossing: You stand in a fountain of illusory water on a cobblestone patio. Colorful globes of light bob in the air, dancing in time with the stars that blink on the twilit
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Locations in Vogler While in Vogler, the characters might visit any of the locations in this section. These sites are marked on map 3.1. Map 3.1: Vogler View Player Version The Brass Crab The Brass
. Voglerâs Crossing South of Vogler, an incomplete stone bridge begins to stretch across the Vingaard River. Half-constructed before the Cataclysm using techniques lost in the ages since, the bridge
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Cave of Echoes Locations The following locations are keyed to map 4.1. Marc Moureau Map 4.1: Cave of Echoes View Player Version C1: Empty Cavern This vaulted cavern is forty feet across and twenty
tools can cut the gems with two days of work per gem. Doing so multiplies each gemâs value by ten. C6: Crystal Cave Zuzanna Wuzyk A waterfall in a crystal cave
hides a fey crossing to
the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. You look up in Callestan, you see twinkling lights, to be sure. But those arenât stars, and that isnât the sky. Youâre looking up through a mile of bridges and platforms crossing the well, looking up
youâd like to know more about the districts of Sharnâalong with more information about its many factions, plots, and locationsârefer to the sources presented in the Appendix.
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
locations. Outer City Random Encounters d20 Encounter 1â6 No encounter 7â10 Harmless interaction (roll on table G) 11â16 Denizens (roll on table H) 17â20 Threat (roll on table I) Table G: Outer
titled âThe Patriars.â 10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrmâs Crossing bar. They ineffectually try to start a fight with the party, then apologize and wander off






