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                        Returning 35 results for 'ground conveys 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
                                                    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
                                                
                                            
                                        
                                                    Earthquake
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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.
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                                                     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->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->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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     off with her (see âDevelopmentâ below). 
 Haruman
 If a character damages Haruman with an attack, a fresh tree bearing the characterâs name sprouts from the ground nearby, listing the characterâs
                                                
                                            
                                                
                                                     preference which to investigate first, so she points out both locations on the charactersâ map and leaves the decision to the characters. Each of these locations opens a different branch of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    
 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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     body with one moon (Eysix) 100 million miles (1 dayâs travel) Imperial Citadel City in space 100 million miles (1 dayâs travel)  Locations in Xaryxispace The following locations are depicted on the map
                                                
                                            
                                                
                                                     of Xaryxispace.  XaryxispaceView Player Version Vaerduran This rocky, misshapen world once supported life, but its ecosystem was wiped out when it became the astral elvesâ first testing ground for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     locations in the town. If the characters confront the Redbrands at the Sleeping Giant, read: The Sleeping Giant is a ramshackle taproom at the east end of town. Several disheveled, surly humans linger
                                                
                                            
                                                
                                                     ground. âWell, well,â he says. âHereâs a whole pack of little puppies. What do you want here, puppies? Come down here to bark at us?â
 If the Redbrands confront the characters in the street, read: As
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     stone villa enveloped in ivy. Its common features are described below.
 Ceilings. Ceilings on the ground floor are 8 feet high and flat. Second-floor ceilings are 15 feet high and peaked, with wooden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     that stretches 80 feet above the ground floor and a 40-foot-high balcony with no railing that runs around the perimeter. A decrepit-looking wooden ladder with rungs spaced 5 feet apart offers access to
                                                
                                            
                                                
                                                     the balcony, but the ladder crumbles under the weight of 500 pounds or more. Stacked in the corners of the ground floor nearest the grotto are dozens of ale barrels that the frost giants have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     sufficiently high off the ground in order to collapse enough material to expose a portion of a tunnel entrance. Once an entrance is exposed, it takes about 1 hour for characters to thoroughly clear
                                                
                                            
                                                
                                                     the passage that lies beyond, but a crawl space can be opened in 10 minutes. Probing of the gravel and sand face can begin wherever the characters chooseâeast side, west side, middle, several locations
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Revelâs End Locations (R9-R16) R9. Guard Towers Each of these four triangular towers is two stories tall. A towerâs interior chamber is empty except for a wooden ladder that climbs to an iron hatch
                                                
                                            
                                                
                                                     Featuresâ), which opens onto the roof. R11. Courtyards The ground in each of the two courtyards is covered with flagstones and drifting snow. When the weather allows, prisoners are brought here
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     do you as the DM deal with all the possible locations and events that might make up a wilderness campaign? What if you design an encounter in a desert oasis, but the characters miss the oasis because
                                                
                                            
                                                
                                                     uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Navigating Hither Using the map of Hither as a reference, describe nearby landmarks that the characters can see and allow the players to choose their own destinations. Named locations on the map are
                                                
                                            
                                                
                                                    . After descending to ground level, they witness a balloon crash and encounter a band of singing brigands. Characters who search for the crashed balloon find it hanging from the top of a leaning tower
                                                
                                            
                                        






