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                        Returning 35 results for 'guide chirping locations'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     pirates are adult neogi that serve as crew members aboard nightspider;nightspiders (see the Astral Adventurerâs Guide) and other neogi-controlled vessels.
Neogi society makes no distinction between
                                                
                                            
                                                
                                                     poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     neogi and often fills the role of captain aboard a nightspider (see the Astral Adventurerâs Guide). The void hunter pledges fealty to one or more stellar entities in exchange for a taste of
                                                
                                            
                                                
                                                     with an eelâs neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
                                                
                                            
                                                
                                                     moths (see the Astral Adventurerâs Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ;Divine Rankâ sidebar in the Dungeon Masterâs Guide.) Aurilâs beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
                                                
                                            
                                                
                                                     instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     winterâs cruelty. (For information on what defines a lesser god, see the âDivine Rankâ sidebar in the Dungeon Masterâs Guide.) Aurilâs beloved ice grasps all things in her
                                                
                                            
                                                
                                                     lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     actual locations, imposing disadvantage on the creatureâs attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
                                                
                                            
                                                
                                                     Dungeon Masterâs Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
âI constantly see shapes moving in the shadows.â
2
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ;s Guide.) Aurilâs beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled
                                                
                                            
                                                
                                                     sheâs on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
                                                
                                            
                                                
                                                     to other locations in time and space with a successful DC 20 Intelligence (Arcana) check. A failed check causes the characters to be misdirected physically or temporally, as you determine. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monstersâ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
                                                
                                            
                                                
                                                     octopus 7 2d6 merrow 8 2d10 merfolk 9 1d6 items from Magic Item Table B in chapter 7, âTreasure,â of the Dungeon Masterâs Guide 10 Treasure rolled on the Treasure Hoard: Challenge 5â10 table in chapter 7, âTreasure,â of the Dungeon Masterâs Guide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    Portals Sigil boasts more planar portals than any other location in the multiverse. These innumerable doors link locations in Sigil to destinations on other planes or elsewhere in the city. Any
                                                
                                            
                                                
                                                     opening in the City of Doors might be one of these magic gateways. Fundamental to any Planescape campaign, portals are further detailed in the Dungeon Masterâs Guide and the sections below.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Navigating Thither Using the map of Thither as a reference, describe what the characters see as they forge their own path through the splinter-realm. Named locations on the map are described later in
                                                
                                            
                                                
                                                     the chapter. Shortly after arriving in Thither, the characters come upon a cave that is the home of a miser who spins gold into magic items. The miser, Nib, can provide directions to other locations
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Gaining Access By the time they have visited the locations detailed in the previous chapters, the characters should have knowledge of a route to the surface world and a map or guide to help them
                                                
                                            
                                                
                                                     a potential route out, leading them to another location in the Underdark where it is supposed to be. Then they need to find a map or guide for the potential route, which could involve them in what is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Locations of the North The locations described in this section appear on the wilderness maps in this chapter. Additional information on several of these places can be found in the Sword Coast
                                                
                                            
                                                
                                                     Adventurerâs Guide. Not depicted on the maps are scores of tiny hamlets and hundreds of isolated homesteads scattered throughout the North. These places are too small to be of consequence. Even so
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , who knows its way around Yon, where the characters might stumble upon one or more of the following locations: Lockbury Henge, a meeting place for korreds (see appendix C) who can give directions to
                                                
                                            
                                                
                                                     characters to the palace. The characters can also reach the palace by an overland route, but they need a guide who knows the way. Without a guide, they would become hopelessly lost in the mountains of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Mechanical Guides Each mechanical guide is programmed to teleport through space and time to the adventureâs set locations, effectively dropping the characters at the start of chapter 3 or chapter 4
                                                
                                            
                                                
                                                    . Each guide can return to its agentâs manor at any time. Each guide is an unaligned Medium construct with AC 20, 50 hit points, and a speed of 20 feet. It has no attacks, and has a +0 modifier for all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Dungeon Masterâs Guide, youâll find advice for how to create adventures and even create whole worlds. Guide the Story. You narrate much of the action during play, describing locations and creatures that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     encounter a tortle NPC willing to serve as a wilderness guide. This supplement describes three new tortle guides (see âTortle Guides").
   The party might visit the Snout of Omgar, explore its locations, and encounter its inhabitants.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. The Sword Coast Adventurerâs Guide is
                                                
                                            
                                                
                                                     adventure. Spells and equipment mentioned in the adventure are described in the Playerâs Handbook. Magic items are described in the Dungeon Masterâs Guide. At various places, the adventure presents
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. The Sword Coast Adventurerâs Guide is
                                                
                                            
                                                
                                                     adventure. Spells and equipment mentioned in the adventure are described in the Playerâs Handbook. Magic items are described in the Dungeon Masterâs Guide. At various places, the adventure presents
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     directing the characters toward one of the three locations described in chapter 2. If any of the characters are affiliated with a faction, such as the Harpers, you can guide them toward Bryn Shander
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. The Sword Coast Adventurerâs Guide is
                                                
                                            
                                                
                                                    . Spells and equipment mentioned in the adventure are described in the Playerâs Handbook. Magic items are described in the Dungeon Masterâs Guide. At various places, the adventure presents descriptive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     enhanced medusa for Lynx, or the brains in iron for Sir Ursas (see below for more information on both). Each expedition also has its own mechanical guide. You might use the members of the rival expedition
                                                
                                            
                                                
                                                     to chase after the characters, or they might have already arrived at one of the locations and be set up for the characters to stumble upon. The members of the alternative expedition might set
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     plane of existence, and the adventure locations found among them. Though stories abound along its many steps, the staircase is the journey, not the destinationâan extraordinary means of traversing the
                                                
                                            
                                                
                                                     multiverse. This chapter expands on whatâs written about the Infinite Staircase in the Dungeon Masterâs Guide and provides tools for using it to convey creatures from one fantastical location to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. The Sword Coast Adventurerâs Guide is
                                                
                                            
                                                
                                                     adventure. Spells and equipment mentioned in the adventure are described in the Playerâs Handbook. Magic items are described in the Dungeon Masterâs Guide. At various places, the adventure presents
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    . As the characters navigate the swamp, they might have one or more random encounters, as described in the âRandom Encounters in Hitherâ section. Guide from Hither to Thither If the characters need a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Masterâs Guide. Think of this chapter as an extensive library of ideas â villainous schemes, interesting locations, adventure hooks, encounters, and more â to help you flesh out an adventure you create for
                                                
                                            
                                                
                                                     at various organizations and other elements you can use to drive the adventures you create. Such elements include maps of locations that can serve as thrilling set pieces; information on the planes of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the villains and monsters the heroes must overcome and the locations they must explore to bring the adventure to a successful conclusion. This book presents Icewind Dale as a self-contained campaign
                                                
                                            
                                                
                                                     setting in which you can base adventures of your own. All pertinent details about the setting are covered here, with room left to add new locations and villains of your own design. TENDAYS AND
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     senses and defies attempts to map it accurately. Standard cartographic methods are useless, since distances in Avernus are impossible to gauge and locations sometimes shift supernaturally. As such, the
                                                
                                            
                                                
                                                     map shows pictorial impressions of locations that only hint at their distances from one another. It is by no means something that can, or should, be taken literally. No scale is marked on the map
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                    , of the locations denoted on the map. Sights and Wonders Parisa or any other unofficial guide can recommend the following activities to the characters: Eat Planar Grub. From the eclectic street foods
                                                
                                            
                                                
                                                    Exploring Sigil Chapter 2 of Sigil and the Outlands describes life in Sigil and the locations on the poster map. Use this information, along with the random encounter table in each wardâs section, to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     unvisited destination marked on their map. Roll 2d8 if the characters are returning to a destination theyâve visited previously. Roll 2d10 if a native guide is leading the characters to their destination. If
                                                
                                            
                                                
                                                     the rolls of both dice donât match, the characters arrive at their destination as intended. If the dice match, they wind up somewhere else: pick one of the other locations.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Hereâs what DMs do: Build Adventures. You prepare the adventures that the players experience. Guide the
                                                
                                            
                                                
                                                     Story. You narrate much of the action during play, describing locations and creatures that the adventurers face. The players decide what their characters do as they navigate hazards and choose what to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Eberron Sourcebooks These resources are currently available as ebooks via the Dungeon Masterâs Guild at: DMsGuild.com The Eberron Campaign Setting and Eberron Campaign Guide both provide an overview
                                                
                                            
                                                
                                                     discusses aberrant dragonmarks and their role in a campaign. Eberron Campaign Guide (4E): Designed for the fourth edition of the Dungeons & Dragons Roleplaying Game, this book presents a historical and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     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->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
                                                
                                            
                                                
                                                     barred doors and portcullises. Both towers and gates contain suspended cauldrons (detailed in the Dungeon Masterâs Guide). Streets. The streets are packed with poorly armed commoners and cruel Talon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Rewardsâ in chapter 7 of the Dungeon Masterâs Guide). Additionally, the thirteen timmask mushrooms on the list of required components that Vizeran needs to create his dark heart talisman (see chapter
                                                
                                            
                                                
                                                     12) can be found in the aftermath of the failed wedding ceremony, sprouting in locations touched by Zuggtmoy or Juiblex. If the characters didnât collect traces of Yeenoghuâs blood from the fallen
                                                
                                            
                                        






