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                        Returning 35 results for 'ground converse locations'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is
                                                
                                            
                                                
                                                     Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food
                                                
                                            
                                                
                                                     with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10
                                                
                                            
                                                
                                                     momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead.Necrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ":"Eldritch Turret","rollDamageType":"force"} force damage, and if the target is a creature, it is knocked prone.
Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it
                                                
                                            
                                                
                                                     least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
âArkusâ (Colossus WX-11) lies prone at the bottom of the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Moonstone dragons often use locations in the Feywild as
                                                
                                            
                                                
                                                     their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for storage. Occasionally, though, a whimsical moonstone dragon delights in shaking
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the Ethereal Plane. Moonstone dragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for
                                                
                                            
                                                
                                                     and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
Planar Transition. The veil between planes is thinned near a moonstone dragonâs lair
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creature can be as large as an islandâ and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might
                                                
                                            
                                                
                                                    ; and try to converse with them by humming snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on
                                                
                                            
                                                
                                                     of sailorsâ songs as their âwater speechâ and try to converse with them by humming snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating
                                                
                                            
                                                
                                                     notice taking from the seaâs bounty without offering something in return.
6
I think of sailorsâ songs as their âwater speechâ and try to converse with them by humming
                                                
                                            
                                        
                                                    Earthquake
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point
                                                
                                            
                                                
                                                     and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every
                                                
                                            
                                                
                                                     Undergrowth. You can fill any number of 5-foot squares on the ground that arenât filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                    , and thievesâ toolsEquipment: A set of clothes appropriate to your duties and a pouch containing 20 gp
 
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment
                                                
                                            
                                                
                                                     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 valuableâor where such things could be hidden
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
                                                
                                            
                                                
                                                     fight it off.
2
I assume that anyone outside the Golgari looks down on me.
3
I feel a need for revenge against those who enjoy the privilege of living above ground.
4
I donât
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but youâll never work for the Guild. You take
                                                
                                            
                                                
                                                     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 valuableâor where such things
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     found in any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large
                                                
                                            
                                                
                                                     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->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     ground, but youâll have to take turns running each interaction for each player. Splitting the party also makes the âRedbrand Ruffiansâ encounter potentially more dangerous. The following sections detail specific locations in town.
                                                
                                            
                                                
                                                    Town Description Phandalin is small, so the characters can visit multiple locations and NPCs throughout a given day. If the players choose to have their characters split up, they can cover more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Town Description Phandalin is small, so the characters can visit multiple locations and NPCs throughout a day. If the players choose to split up their characters, they can cover more ground, but
                                                
                                            
                                                
                                                     splitting the party makes the âRedbrand Ruffiansâ encounter potentially more dangerous. The following sections detail specific locations in town, as shown on map 2.1. Mike Schley  Map 2.1: Phandalin View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Watchtower Locations The following locations are keyed to map 3.7. T1. Ground Floor The door at ground level is a stone slab secured from within by an iron crossbar that lifts away easily but
                                                
                                            
                                                
                                                     leading to the towerâs ground floor and rooftop.
 The devils like to chain prisoners to the walls and use the spiked chair for interrogations. The chain devil can use its Animate Chains ability to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When
                                                
                                            
                                                
                                                     you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Exploring This Level The following locations are keyed to map 4. A tributary of the Sargauth River called the River of the Depths enters Undermountain here and flows down to level 5.  View Player
                                                
                                            
                                                
                                                     this soft ground, Wisdom (Survival) checks made to track creatures on this level are made with advantage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     cover that ground at a moderate pace. Fortunately, the trail is marked by the lizardfolk who transport contraband through the mere to Castle Naerytar for the cult. Without the trail, finding the
                                                
                                            
                                                
                                                     to go. Day 1 The first dayâs travel is by foot through tangled marsh. The ground is what passes for dry in the mere: even âsolid groundâ is soggy, with water very near the surface. Lizardfolk porters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     unobstructed. Small windows glint from high on the vaultâs stone walls. Two guards keep watch on the second-floor balcony, while another guard patrols around the structure at ground level.
 Vidorantâs
                                                
                                            
                                                
                                                     businesses include a jewelry store, a lumberyard, a brewery, and a forge. Several other nearby buildings are empty and are ideal locations for a stakeout. If the characters observe the vault before the heist
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When
                                                
                                            
                                                
                                                     you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes
                                                
                                            
                                                
                                                     creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Areas of the Mausoleum Rooms in the mausoleum have 8-foot-high ceilings, with 6-foot-high passages and doorways connecting them. The following locations are keyed to map 4.3.  View Player Version M1
                                                
                                            
                                                
                                                    . Ground Level Unless the text of an encounter says otherwise, the stone double door to the mausoleum is locked. The lock can be picked by a character who makes a successful DC 15 Dexterity check using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large 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 room to dig
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes
                                                
                                            
                                                
                                                     creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw
                                                
                                            
                                        
                                                     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->Divine Contention
                                                    
                                                
                                            
                                                    Twinkle Locations The following locations are keyed to the map of Twinkle. T1. Twinkle Main Deck A rowboat on this deck of the ship covers a hatch used for loading and unloading large cargo into the
                                                
                                            
                                                
                                                     Galley Crew members converse, play games, and share meals around the table and eight chairs attached to the floor of this cabin.. T8. Twinkle Cargo Cabin Several large crates are secured in this cabin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     thatâs slightly drier than the muck youâve been wading throughâbut four wicker lean-tos and a stone platform (for lighting a fire above the soggy ground) command attention in this wilderness. Three
                                                
                                            
                                                
                                                     canoes before the lizardfolk spot the strangers in their camp. These lizardfolk wonât negotiate or converse with characters. Theyâve been told by the elf who commands operations at Castle Naerytar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival The following locations are keyed to the map of Butterskull Ranch. When the adventurers come within sight of the ranch, read the following boxed text aloud: Butterskull Ranch occupies a large
                                                
                                            
                                                
                                                     the trail to lead to a two-story farmhouse next to a pond. West of the farmhouse are the charred remains of a barn and smithy that have been burned to the ground.
 Pigs harmlessly wander the fields
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     its effects are gone is this spell dispelled. Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition
                                                
                                            
                                                
                                                    . Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that arenât filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the roiling storm, and the sound of the sand is nearly deafening. Scoured bones litter the ground beneath it, and the stone of the nearby ruins has been gouged by its ceaseless winds.
 The dome of
                                                
                                            
                                                
                                                     sandstorm emerge to see the ruined wall and the mastaba that houses the vault. The following locations are keyed to the map of the mastaba.  Map 17.2: necropolis and mastaba View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Xulregg The Abyssal layer of Xulregg is a sweltering forest of massive trees, rotting undergrowth, and boiling marshes. Mike Schley  Map 20.1: Xulregg View Player Version Locations in Xulregg The
                                                
                                            
                                                
                                                     following locations are keyed to map 20.1. Gorewood. The center of Xulregg is Gorewood, a massive gum tree in an eternal state of smoldering decay. Gorewoodâs trunk is as large as any mountain on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     tower is staffed by an amnizu commander, a chain devil subcommander, ten bearded devils (each one with a hell hound on the end of a short chain), and two spined devils (see âWatchtower Locationsâ for how
                                                
                                            
                                                
                                                     ground is free of cover in a 60-foot radius around the tower. Wall Chains. Barbed iron chains hang at 10-foot intervals down the exterior walls. These chains are part of the towerâs defense, as the
                                                
                                            
                                        






