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Returning 35 results for 'present arch and his crossing'.
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Monsters
Planescape: Adventures in the Multiverse
flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the
within 15 feet of the githzerai is difficult terrain for other creatures while the flowers and vines are present.
5–6: Retaliating Light. Multicolored lights surround the githzerai until the start
Compendium
- Sources->Dungeons & Dragons->Divine Contention
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
the area. As the characters explore, they fall prey to the undead present here (see “Undead Forces”).
Map 3: Dumathoin’s Gulch View Player Version
Cliffs The gulch walls are uneven and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
the area. As the characters explore, they fall prey to the undead present here (see “Undead Forces”).
Map 3: Dumathoin’s Gulch View Player Version
Cliffs The gulch walls are uneven and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Gibbet Crossing Gibbet Crossing is a forlorn place. It was once a crossroads of the Underdark where drow, duergar, and svirfneblin communities lived in uneasy peace. The duergar had a lucrative
security in exchange for inclusion in svirfneblin trade contracts, while the drow simultaneously negotiated fair prices for duergar goods. Tensions between the three groups were always present. When
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Gibbet Crossing Gibbet Crossing is a forlorn place. It was once a crossroads of the Underdark where drow, duergar, and svirfneblin communities lived in uneasy peace. The duergar had a lucrative
security in exchange for inclusion in svirfneblin trade contracts, while the drow simultaneously negotiated fair prices for duergar goods. Tensions between the three groups were always present. When
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
crossing requires that a particular act be performed inside it or a particular object or creature be present. 6 Ruined Tower. The ruins of an ancient elven tower house a fey crossing. For three nights
table allows you to randomly determine the characteristics of a fey crossing that allows passage to and from a Domain of Delight. Your Domain of Delight can have as few or as many Fey crossings as you
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
crossing requires that a particular act be performed inside it or a particular object or creature be present. 6 Ruined Tower. The ruins of an ancient elven tower house a fey crossing. For three nights
table allows you to randomly determine the characteristics of a fey crossing that allows passage to and from a Domain of Delight. Your Domain of Delight can have as few or as many Fey crossings as you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
.
The hallway extends only 5 feet beyond the arch. The western wall is a cleverly painted mural designed to give the illusion of depth and reality, and the obscuring effect of the poison gas contributes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
.
The hallway extends only 5 feet beyond the arch. The western wall is a cleverly painted mural designed to give the illusion of depth and reality, and the obscuring effect of the poison gas contributes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D2. Shrine Entrance As the characters reach the top of the switchbacks, read the following text: The path levels off and widens before an arch cut from the dark stone of the mountain. Flanking the
arch are two statues of dwarves offering a greeting. Beyond the archway is an open courtyard with a statue on a raised platform in the center. All these features have been chiseled out of the side of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D2. Shrine Entrance As the characters reach the top of the switchbacks, read the following text: The path levels off and widens before an arch cut from the dark stone of the mountain. Flanking the
arch are two statues of dwarves offering a greeting. Beyond the archway is an open courtyard with a statue on a raised platform in the center. All these features have been chiseled out of the side of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reckless Steps Difficulty: Easy This puzzle features a word search on floor tiles, which might present a barrier to exploration in myriad scenarios. To cross safely, characters must first uncover
-square tiles. On the opposite wall, a solitary arch leads from the room. One wall bears the following inscription:
Eight appear before your eyes,
And eight remain in schooled disguise.
Avoid
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reckless Steps Difficulty: Easy This puzzle features a word search on floor tiles, which might present a barrier to exploration in myriad scenarios. To cross safely, characters must first uncover
-square tiles. On the opposite wall, a solitary arch leads from the room. One wall bears the following inscription:
Eight appear before your eyes,
And eight remain in schooled disguise.
Avoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Quartz Pillars. Glowing quartz pillars stand in the corners of the room.
Duergar Two duergar are inspecting a stone arch embedded in the center of the east wall.
Instruments. Protruding from the
them is a shiny brass tuba.
The duergar have taken a break from looting to inspect the arch in the east wall. They turn invisible if they detect other creatures approaching, then move up behind the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Quartz Pillars. Glowing quartz pillars stand in the corners of the room.
Duergar Two duergar are inspecting a stone arch embedded in the center of the east wall.
Instruments. Protruding from the
them is a shiny brass tuba.
The duergar have taken a break from looting to inspect the arch in the east wall. They turn invisible if they detect other creatures approaching, then move up behind the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Old Road arrive at Wroann’s Gate. Getting to the better parts of Sharn from here means passing through Black Arch, a heavily fortified garrison district designed to repel enemies and withstand a full
former residential district converted into a home for refugees from the Last War. High Walls is filled past capacity, mostly by Cyrans who were displaced by the Mourning. The gates are open at present
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Old Road arrive at Wroann’s Gate. Getting to the better parts of Sharn from here means passing through Black Arch, a heavily fortified garrison district designed to repel enemies and withstand a full
former residential district converted into a home for refugees from the Last War. High Walls is filled past capacity, mostly by Cyrans who were displaced by the Mourning. The gates are open at present
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
small graveyard south of the chalet. Set into the north side of the enclosure is a gate with the name BRANTIFAX worked into an arch above it. In the yard are four graves, each marked with an engraved
Crossing. Sylphene’s grave is a shadow crossing, which the characters can use without offending members of the Scarlet Sash. Characters who befriend the wereravens can learn how the shadow crossing works (see the “Shadow Crossing” section at the end of the adventure).
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
small graveyard south of the chalet. Set into the north side of the enclosure is a gate with the name BRANTIFAX worked into an arch above it. In the yard are four graves, each marked with an engraved
Crossing. Sylphene’s grave is a shadow crossing, which the characters can use without offending members of the Scarlet Sash. Characters who befriend the wereravens can learn how the shadow crossing works (see the “Shadow Crossing” section at the end of the adventure).
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
present) to take the brunt of the damage. Ruxithid fights to the death, but when he is reduced to 0 hit points, the shield guardian becomes inanimate and the other goblins, if present, surrender. A
, little one. Collect the shards from Talhundereth, the Crypt of the Talhund, and Gibbet Crossing, and bring them to us. You shall be reborn greater than you can imagine, and Phandalin shall become ours
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
present) to take the brunt of the damage. Ruxithid fights to the death, but when he is reduced to 0 hit points, the shield guardian becomes inanimate and the other goblins, if present, surrender. A
, little one. Collect the shards from Talhundereth, the Crypt of the Talhund, and Gibbet Crossing, and bring them to us. You shall be reborn greater than you can imagine, and Phandalin shall become ours
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
the north side of the wall takes 22 (5d8) fire damage. When the wall of fire appears, all creatures present should roll initiative. Each round on initiative count 15, the wall moves 10 feet northward
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. A character who manages to catch the body finds that it’s an ages-old, rag-clad elf skeleton. 3 A misshapen arch is covered in drooping, metallic, blade-like decorations. The arch was once a portal to
into the hollow plummets until rescued. Piercer Demigod. This crossing is home to the demigod Kirgaz Vizt the Unerring Avalanche, one of the few deities of ropers and piercers. Kirgaz uses the piercer
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
the north side of the wall takes 22 (5d8) fire damage. When the wall of fire appears, all creatures present should roll initiative. Each round on initiative count 15, the wall moves 10 feet northward
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
offering their well wishes, the Gardener hands each character (and Juliana and Orlando if they’re present) a white flower petal and informs them the fairy ring (area G1) can take them home if they carry the
, depositing the characters unceremoniously outside the Cave of Echoes. The fey crossing to the Eternal Garden never functions for them again. Should the characters return to the garden by other means, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. A ferry crossing allows traffic from Greyhawk and regions to the south to cross the Selintan River at its first major bend. The lord mayor of Greyhawk built Ford Keep here to protect the crossing
from bandits. Gorge of the Selintan. Soaring cliffs flank the Selintan River for nearly ten miles. Spanning this gorge, 800 feet above the river, is a stone arch bridge sculpted to look like an
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
offering their well wishes, the Gardener hands each character (and Juliana and Orlando if they’re present) a white flower petal and informs them the fairy ring (area G1) can take them home if they carry the
, depositing the characters unceremoniously outside the Cave of Echoes. The fey crossing to the Eternal Garden never functions for them again. Should the characters return to the garden by other means, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. A ferry crossing allows traffic from Greyhawk and regions to the south to cross the Selintan River at its first major bend. The lord mayor of Greyhawk built Ford Keep here to protect the crossing
from bandits. Gorge of the Selintan. Soaring cliffs flank the Selintan River for nearly ten miles. Spanning this gorge, 800 feet above the river, is a stone arch bridge sculpted to look like an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. A character who manages to catch the body finds that it’s an ages-old, rag-clad elf skeleton. 3 A misshapen arch is covered in drooping, metallic, blade-like decorations. The arch was once a portal to
into the hollow plummets until rescued. Piercer Demigod. This crossing is home to the demigod Kirgaz Vizt the Unerring Avalanche, one of the few deities of ropers and piercers. Kirgaz uses the piercer
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
corner, while archways leading into dark interior spaces pierce the center of walls to the east, north, and west. Carved into the rock above the northern arch is a row of windows.
If the characters
guards from area D2. These eight dwarves don disguises to look like robed dwarves attending a private wedding ceremony. The oni, Obratu, is also present and uses Change Shape to appear as a female
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
causeway, read: The island is bare of vegetation other than mosses, lichens, seaweed, and the occasional clump of coarse grass. No wildlife appears present, but for a few clouds of insects and small
mollusks. In stark contrast to other sites along the coast, no seabirds can be seen near the island.
As reported by the scouts, a long stone causeway leads southward from the marshy coastline, crossing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
corner, while archways leading into dark interior spaces pierce the center of walls to the east, north, and west. Carved into the rock above the northern arch is a row of windows.
If the characters
guards from area D2. These eight dwarves don disguises to look like robed dwarves attending a private wedding ceremony. The oni, Obratu, is also present and uses Change Shape to appear as a female
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
large wooden doors stand within the arch, but they haven’t been closed for years and are embedded in the surrounding dirt. Thornwall Keep The ruins of an ancient Solamnic keep perch on a rocky rise at
. Vogler’s Crossing South of Vogler, an incomplete stone bridge begins to stretch across the Vingaard River. Half-constructed before the Cataclysm using techniques lost in the ages since, the bridge
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it, or by eating pygmywort mushrooms first to move through without disturbing the other fungi present. If the characters are chasing Droki, he uses the thicket to his advantage, eating a
before crossing the thicket. Each 5-foot-square area of fungi has AC 10 and 10 hit points. Any attack that deals fire damage has a 50 percent chance of igniting a torchstalk mushroom (see “Fungi of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
large wooden doors stand within the arch, but they haven’t been closed for years and are embedded in the surrounding dirt. Thornwall Keep The ruins of an ancient Solamnic keep perch on a rocky rise at
. Vogler’s Crossing South of Vogler, an incomplete stone bridge begins to stretch across the Vingaard River. Half-constructed before the Cataclysm using techniques lost in the ages since, the bridge