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Returning 35 results for 'intersection'.
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Spells
Player’s Handbook
until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3. Forgotten Entrance No cultist has used this entrance since the tunnel collapsed at the three-way intersection sixty years ago, rendering the passageway useless. Recently, an umber hulk burrowed by
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3. Forgotten Entrance No cultist has used this entrance since the tunnel collapsed at the three-way intersection sixty years ago, rendering the passageway useless. Recently, an umber hulk burrowed by
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T2: T-Shaped Passage This branching passage ends in iron double doors to the west and to the north. On the floor near the intersection lie three sets of skeletal remains in dust-shrouded crimson robes.
Skeletal Remains. See “ Temple Features” for more on the skeletal remains here.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
P. Luna River Crossroads Always check for a random encounter when the characters reach area P in their travels. The road comes to an X intersection, with branches to the northwest, northeast
, southwest, and southeast. The lower half of a snapped wooden signpost thrusts upward at an angle near the eastern elbow of the intersection. The top half of the sign, featuring arms pointing in four
Compendium
- Sources->Dungeons & Dragons->Stranger Things
, then turn right
12–14 Special encounter (described below)
15–16 1d4 map squares straight, then T intersection
17–18 1d6 map squares straight, then a four-way intersection
19 but also add a door
20 but also add a secret door
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
29. Ghoulish Encounter The ghostly chanting heard throughout the dungeon is noticeably louder to the north. When one or more characters reach the midpoint of the four-way tunnel intersection, four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Fresco Cross Hall Frescoes on the walls of this four-way intersection depict shield dwarves at work. Magic causes the images to move. The dwarves roll and stack barrels, carve blocks of stone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
29. Ghoulish Encounter The ghostly chanting heard throughout the dungeon is noticeably louder to the north. When one or more characters reach the midpoint of the four-way tunnel intersection, four
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T2: T-Shaped Passage This branching passage ends in iron double doors to the west and to the north. On the floor near the intersection lie three sets of skeletal remains in dust-shrouded crimson robes.
Skeletal Remains. See “ Temple Features” for more on the skeletal remains here.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Fresco Cross Hall Frescoes on the walls of this four-way intersection depict shield dwarves at work. Magic causes the images to move. The dwarves roll and stack barrels, carve blocks of stone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.; door on two walls, passage on third wall, secret door on fourth wall 9 Passage, 10 ft. wide; T intersection 10 Passage, 10 ft. wide; four-way intersection
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.; door on two walls, passage on third wall, secret door on fourth wall 9 Passage, 10 ft. wide; T intersection 10 Passage, 10 ft. wide; four-way intersection
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
P. Luna River Crossroads Always check for a random encounter when the characters reach area P in their travels. The road comes to an X intersection, with branches to the northwest, northeast
, southwest, and southeast. The lower half of a snapped wooden signpost thrusts upward at an angle near the eastern elbow of the intersection. The top half of the sign, featuring arms pointing in four
Compendium
- Sources->Dungeons & Dragons->Stranger Things
, then turn right
12–14 Special encounter (described below)
15–16 1d4 map squares straight, then T intersection
17–18 1d6 map squares straight, then a four-way intersection
19 but also add a door
20 but also add a secret door
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
initially viewed from within the passage. The portal can be opened from inside the passage by releasing a concealed catch at the intersection of the wall and the ceiling. Finding the catch requires a successful DC 15 Wisdom (Perception) check.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
initially viewed from within the passage. The portal can be opened from inside the passage by releasing a concealed catch at the intersection of the wall and the ceiling. Finding the catch requires a successful DC 15 Wisdom (Perception) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a
Xanathar Guild boss, guards this intersection. Once the characters defeat it, they can press on, following the corridor where the chalk symbol is located; they reach the hideout after following the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a
Xanathar Guild boss, guards this intersection. Once the characters defeat it, they can press on, following the corridor where the chalk symbol is located; they reach the hideout after following the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. The Sundial After walking up the entrance path into the maze, this is the first area the characters arrive at, entering along pathway E. You’ve entered an intersection where eight paths converge
intersection, the shadow from its gnomon pointing straight toward the tower—which is highly odd, because the sun isn’t behind you. Your shadows point in the proper direction. Only the sundial’s shadow points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Statue of Arcturia Here marks the perpendicular intersection of two corridors, one cut short by dead ends. Beyond an archway to the southwest is a stone statue of a 6-foot-tall skeletal figure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Statue of Arcturia Here marks the perpendicular intersection of two corridors, one cut short by dead ends. Beyond an archway to the southwest is a stone statue of a 6-foot-tall skeletal figure
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. The Sundial After walking up the entrance path into the maze, this is the first area the characters arrive at, entering along pathway E. You’ve entered an intersection where eight paths converge
intersection, the shadow from its gnomon pointing straight toward the tower—which is highly odd, because the sun isn’t behind you. Your shadows point in the proper direction. Only the sundial’s shadow points
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
signpost at the intersection points west and reads, “Vineyard.” If the characters head west on the trail toward the vineyard, read: A light drizzle begins to fall. Unpainted fences blindly follow the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
signpost at the intersection points west and reads, “Vineyard.” If the characters head west on the trail toward the vineyard, read: A light drizzle begins to fall. Unpainted fences blindly follow the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
door, barred or locked Beyond a Door d20 Feature 1–2 Passage extending 10 ft., then T intersection extending 10 ft. to the right and left 3–8 Passage 20 ft. straight ahead 9–18 Chamber (roll on the Chamber table) 19 Stairs (roll on the Stairs table) 20 False door with trap
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Beliard One of the more pleasant-looking villages in the Dessarin Valley thanks to its many trees, Beliard is a market-moot for local cattle drovers. It surrounds the intersection of the Dessarin
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
door, barred or locked Beyond a Door d20 Feature 1–2 Passage extending 10 ft., then T intersection extending 10 ft. to the right and left 3–8 Passage 20 ft. straight ahead 9–18 Chamber (roll on the Chamber table) 19 Stairs (roll on the Stairs table) 20 False door with trap
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Beliard One of the more pleasant-looking villages in the Dessarin Valley thanks to its many trees, Beliard is a market-moot for local cattle drovers. It surrounds the intersection of the Dessarin