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Returning 16 results for 'same gaps location'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
planned encounters (encounters that you prepare ahead of time) and random encounters (encounters determined by rolling on a table). A planned encounter might need a map of the location where the encounter
is set to occur, such as a ruin, a bridge spanning a gorge, or some other memorable location. Random encounters tend to be less location-specific. The fewer planned encounters you have, the more
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to hunting the twisting passages of Baphometâs new domain. Vizeran tells the characters to find the Gallery of Angels, a location in the heart of the Labyrinth lies some three hundred miles from Araj
staircases along their walls, or weathered bridges spanning their gaps. Characters in the Labyrinth can easily become lost. Traveling through this area follows the rules under âNavigatingâ in chapter 2, but
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
âTeleport Trapsâ). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1â10 The teleport trap in area 19 11â15
portcullises with 3-inch gaps between their 1-inch-thick bars. A winch on the north wall of the chamber raises and lowers both portcullises simultaneously, but itâs beyond the reach of characters standing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Fort When the characters get within sight of Fort Knucklebone, describe the location as follows: A fortified compound sits atop a low plateau that rises out of a crater-pocked
landscape. At the center of the compound is a hill of rust-colored stone that resembles a hand clawing out of the ground, with gaps between the fingers. A jagged wall made of rock, bones, and metal debris
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Corpse Market The wall around Evernightâs graveyard is riddled with gaps, and the ground near it is covered in fallen rubble, so leaving the graveyard is easy. Directly east of the graveyard, a
know the location of stable Crevices of Dusk either guard or hide them. Stable Crevice of Dusk. Sangora tilts her head with a thoughtful look before revealing that she knows of a stable Crevice of Dusk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
âBlizzardsâ). Oobokâs Remains When the characters arrive at the location where the dwarves were forced to abandon their sled, read: You crest a snow-covered ridge and see a frozen, dismembered corpse
two goblins inside the wagon to shoot arrows at these enemies through gaps in the wagonâs walls. These two goblins have three-quarters cover. If five or more goblins are killed, or if Izobai is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
through the narrow gaps between the floorboards (see the âTunnel to Area T8â section for more information). Green Crescent Moon. A creature that drinks a pint or more of the liquor in this cask gains the
through the narrow gaps between the floorboards (see âTunnel to Area T8â below). Blue Circle. A creature that drinks a pint or more of the liquor in this cask gains the benefit of a Potion of Growth
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
effort, both in game and around the table. What should a headquarters look like initially? Do the characters prefer to travel by land or by sea, or to operate from a fixed location? Is a ruined keep
, a beat-up fishing boat, a dilapidated store or farm, or any similar structure or site. The DM might direct the characters toward a single ideal location, or might provide a range of options for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
) and will see them safely past the guards behind the barricade to the south (at the location marked B) if the characters can handle the bugbear at the watch post (W) to the west of that place. 4â8
commoners). If released, they are particularly eager to attack their captors. They know of a haven for orc refugees somewhere to the south but not the exact location of the rebel headquarters. 15
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
earlier, Machil and his companions collapsed the archway in the north wall as they left, leaving it blocked. A Small character can squeeze through gaps in the rock with a successful DC 20 Dexterity check
near the center of the room (at the location shown on the map) can be lifted, but it must first be spotted beneath the filth and debris by conducting a thorough search of the room and making a successful
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Brelish soldiers from area L3 or alert one of Glaiveâs scouts to the charactersâ location. The 20-foot-diameter cylinder of light extending up at the back of this foot is an antigravity well (see the
antigravity sphere. L8: Armory The two 20-foot-diameter antigravity spheres in this 30-foot-tall chamber serve as Landroâs hip sockets. Gaps in the floor and ceiling of each sphere grant access to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
is empty. Number 2 holds a key to the invisible chest in the hidden escape tunnel (see below). Number 3 contains a map marking the location of the Hall of the Fire Giant King. Number 4 holds a scroll
of sight of anyone near the rift. Someone who looks around the room can notice the opening in the wall through gaps in the hangings with a successful DC 15 Wisdom (Perception) check. Someone who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the orb, the character touching the orb experiences a vivid vision of the targetâs location and knows how far away it is and in what direction. Such insight, however, comes with a risk: a creature
, its crystal roof marred by a web of cracks. Through the gaps in the buildingâs shell, and on the other side of the open entranceway, you see a strange landscape of miniaturized natural features
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
whispers come from inside this ruined tower. Gaps in the stone are patched over with wooden planks and threadbare cloth.
Three kobolds (Ekrash, Erp, and Hev) and two winged kobolds (Nuhro and Snirke
or a spell scroll of hold person (+1 weapons and spell scrolls are both described in appendix A). A detect magic spell reveals the location of both of these items without requiring an ability check. Aidron has also cataloged the contents of the room and can direct the characters to these valuable items.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
detail these locations and how creatures transported to them can return to the Lost Caverns. Once a creature has been transported to a location in this way, it canât be sent to that destination by
Coffin. The interior of the marble dais is hollow. Drelnzaâs coffin is hidden within. A character who searches the dais and succeeds on a DC 20 Intelligence (Investigation) check notices hair-thin gaps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
buttress that spans the void and stabilizes the tower.
If the characters are in a location where they can see the hole in the wall of area P47 on the towerâs second floor, add: Part of the tower wall has
of giant rats.
The bars that surround the double door canât be bent or damaged, but characters can use misty step spells and similar magic to bypass them. The bars are 1 foot apart, leaving gaps






