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                        Returning 35 results for 'score gloom locations'.
                    
                
                        
                            
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                                                     Species
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven
                                                
                                            
                                                
                                                    
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the playerâs determination. A boost to Strength might be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     under a dense canopy above. The ground is littered with fallen nuts. Tree trunks are coated in thick patches of fungus, and a musty smell fills the air. Yet despite the rising gloom, vivid sunbeams
                                                
                                            
                                                
                                                     charactersâ progress. If the check is 14 or higher, or if any character with a passive Wisdom (Perception) score of 14 studies the fey after theyâve been spotted, the fey appear mean and grubby. The fey run off if they are noticed, shouting with barely disguised menace to âenjoy our sunny woods.â
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . The vaulted ceiling is thirty feet above the balcony. The walls and ceiling are covered in an amber glaze, lending the gloom a golden sheen. A set of amber doors stands closed at the west end of the
                                                
                                            
                                                
                                                     balcony. A similar pair stands open to the east. Anyone with a passive Wisdom (Perception) score of 12 or higher notice arrow slits in the walls overlooking the temple (see areas X8 and X17 for more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Features of the Astral Sea In the Astral Sea, time is meaningless, and creatures can survive there indefinitely without food or drink. The locations explored within this chapter are a small fraction
                                                
                                            
                                                
                                                     traverse the Astral Sea, a vehicle isnât required. In the Astral Sea, a traveler can propel themself by thought alone. A creature can move in any direction at a flying speed in feet equal to 5 Ă its Intelligence score.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Information About...   1 Artifacts, their locations, and their owners. 2 Betrayals by infernal allies or other devils. 3 Crimes or deceptions by influential leaders. 4 The identities of incognito
                                                
                                            
                                                
                                                    )
 Speed 20 ft., Fly 40 ft.
    Ability Score Mod Save   Str 10 +0 +0 Dex 15 +2 +2 Con 12 +1 +1     Ability Score Mod Save   Int 11 +0 +0 Wis 14 +2 +2 Cha 8 â1 â1   
 Resistances Cold
 Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     description of the different locations throughout the outpost as a guide to opportunities. Taking something without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the
                                                
                                            
                                                
                                                     Wisdom (Perception) checks of any active observers, or using an observerâs passive Wisdom (Perception) score as the base DC. A prisoner that fails the check is commanded to relinquish the item, on pain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
                                                
                                            
                                                
                                                     +2 (12)
 HP 85 (10d10 + 30)
 Speed 40 ft., Climb 40 ft.
     Ability Score Mod Save 
    Str  18  +4  +4 
  Dex  15  +2  +5 
  Con  16  +3  +6 
      Ability Score Mod Save 
    Int  7  â2  â2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     many know the locations of portals to the Lower Planes, the Shadowfell, and other sinister realms. Nightmaresâ speed, resilience, and ability to gallop between planes of existence make them steeds
                                                
                                            
                                                
                                                    )
    Ability Score Mod Save   Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3     Ability Score Mod Save   Int 10 +0 +0 Wis 13 +1 +1 Cha 15 +2 +2   
 Immunities Fire
 Senses Passive Perception 11
 Languages
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    . Specters seek creatures and locations that exude evil and feed on the suffering they inspire. Roll on or choose a result from the Specter Haunts table to inspire where a specter lurks.  Specter Haunts
                                                
                                            
                                                
                                                     a disaster or mass death.  Specter Medium Undead, Chaotic Evil
 AC 12 Initiative +2 (12)
 HP 22 (5d8)
 Speed 30 ft., Fly 50 ft. (hover)
    Ability Score Mod Save   Str 1 â5 â5 Dex 14 +2 +2 Con
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Style 2 3 2 â â â â 3 +2 Ranger Subclass 2 4 3 â â â â 4 +2 Ability Score Improvement 2 5 3 â â â â 5 +3 Extra Attack 3 6 4 2 â â â 6 +3 Roving 3 6 4 2 â â â 7 +3 Subclass feature 3 7 4 3 â â â 8 +3
                                                
                                            
                                                
                                                     Ability Score Improvement 3 7 4 3 â â â 9 +4 Expertise 4 9 4 3 2 â â 10 +4 Tireless 4 9 4 3 2 â â 11 +4 Subclass feature 4 10 4 3 3 â â 12 +4 Ability Score Improvement 4 10 4 3 3 â â 13 +5 Relentless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll
                                                
                                            
                                                
                                                    
 Roper Large Aberration, Neutral Evil
 AC 20 Initiative +5 (15)
 HP 93 (11d10 + 33)
 Speed 10 ft., Climb 20 ft.
    Ability Score Mod Save   Str 18 +4 +4 Dex 8 â1 â1 Con 17 +3 +3     Ability Score
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Despair. Creatures within 1 mile of the dragonâs lair that have an Intelligence score of 5 or higher feel forlorn and hopeless. Dying Light. Light is diminished within 6 miles of the dragonâs lair, lightly
                                                
                                            
                                                
                                                     obscuring the land in gloomy shadows. Gloomy Portals. Some caves, caverns, pits, and other places of deep gloom within 1 mile of the dragonâs lair form portals to the Shadowfell, allowing creatures from that plane to dwell nearby.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     order. A 10-foot-square slab of 2-inch-thick stone covers each pit. Each cover is carved to resemble the floor surrounding the pit. A character who has a passive Wisdom (Perception) score of 17 or
                                                
                                            
                                                
                                                     the locations marked T on the map. A teleport trap is a magical effect usually cast on a 10-foot-square section of floor, set to trigger whenever a creature enters the trapâs space. The trap extends
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     gloom flies a rusty blade, followed by another! If more than two flying swords are encountered, the others arenât far behind. These weapons drift about the castle and attack intruders within range of
                                                
                                            
                                                
                                                     approaches quietly. A character whose passive Wisdom (Perception) score meets or exceeds Rahadinâs Dexterity (Stealth) check hear him. âThe master wishes to see you,â intones a grim voice in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     maelephants (see Morteâs Planar Parade) allow the characters to enter the gate-town. As they enter, characters who have a passive Wisdom (Perception) score of 16 or higher notice that the communityâs gates
                                                
                                            
                                                
                                                     characters find Curstâs townsfolk to be a sour, suspicious lot who are generally uninterested in conversation. Getting terse directions to the gate to Carceri or any of the Curst locations requires a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Peylon Tree Locations The following locations are keyed to map 6.1. Dyson Logos  Map 6.1: Peylon Tree View Player Version P1: Rotted Roots Thick, gnarled roots spread in all directions. A gaping
                                                
                                            
                                                
                                                     the hole so Medium creatures can fit through. Alternatively, the boulder can be pushed aside by any number of creatures with a combined Strength score of 30 or more. P3: Ledge This thick, tangled mat of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     97 (15d8 + 30)
 Speed 30 ft.
     Ability Score Mod Save 
    Str  16  +3  +3 
  Dex  17  +3  +3 
  Con  14  +2  +5 
      Ability Score Mod Save 
    Int  18  +4  +4 
  Wis  14  +2  +5 
  Cha
                                                
                                            
                                                
                                                    , Urban; Treasure: Any
 Ghosts arise when living creatures die in a state of extreme emotion or having left an important task undone. These incorporeal spirits haunt locations that are meaningful to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    ), Lawful Evil
 AC 21 Initiative +15 (25)
 HP 402 (23d20 + 161)
 Speed 40 ft., Fly 80 ft., Swim 40 ft.
     Ability Score Mod Save 
    Str  27  +8  +8 
  Dex  12  +1  +8 
  Con  25  +7  +7
                                                
                                            
                                                
                                                     
      Ability Score Mod Save 
    Int  20  +5  +5 
  Wis  17  +3  +10 
  Cha  22  +6  +6 
   
 Skills Deception +13, Perception +17, Persuasion +13, Stealth +8
 Immunities Poison; Poisoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
                                                
                                            
                                                
                                                      
 Kuo-toa Medium Aberration, Neutral Evil
 AC 13 Initiative +0 (10)
 HP 18 (4d8)
 Speed 30 ft., Swim 30 ft.
    Ability Score Mod Save   Str 13 +1 +1 Dex 10 +0 +0 Con 11 +0 +0     Ability Score
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     the dump. The journey through town is uneventful, but characters who have a passive Wisdom (Perception) score of 16 or higher notice locals watching them suspiciously. When the characters arrive at
                                                
                                            
                                                
                                                     escape the sludge at the start of its next turn. Curst Escape Locations The following locations are keyed to map 6.1. Mike Schley  Map 6.1: Curst Escape View Player Version C1. Junk Heaps The paths
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Sphinx of Secrets Hazem Ameen  Sphinxes of secrets are commonly associated with a site of great magic or learning. These immortal beings often outlive such locations, though, and might protect a
                                                
                                            
                                                
                                                     (16d10 + 48)
 Speed 40 ft., Fly 60 ft.
     Ability Score Mod Save 
    Str  18  +4  +4 
  Dex  15  +2  +2 
  Con  16  +3  +3 
      Ability Score Mod Save 
    Int  18  +4  +4 
  Wis  18  +4  +4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    . The following locations are identified on map 2.6.  Map 2.6: The Black Lake View Player Version  50. The Cascade The stream in area 38 flows over the edge of the chasm and pours down into a turbulent
                                                
                                            
                                                
                                                     gloom, suggesting the promise of treasure to be had.
 Nightscale keeps her treasure on the small island in the lake, and she spends most of her time resting here. If the characters have avoided
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     at the districts above you.
 You live up high, you can touch the sky. In the middle you can still see the sun. Down on the inside low, all we have is gloom and the constant drip, water and worse
                                                
                                            
                                                
                                                     youâd like to know more about the districts of Sharnâalong with more information about its many factions, plots, and locationsârefer to the sources presented in the Appendix.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     choosing their lairs, black dragons are fond of locations that are naturally constraining and confounding. Whether adventurers seeking the dragon must wind their way through the roots of an ancient
                                                
                                            
                                                
                                                     the gloom. Intruders who canât fly must scale the sheer, slimy walls of the tower (either from outside or from the interior of the second floor), braving whatever traps might be in store if they hope
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok  The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
                                                
                                            
                                                
                                                     crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     annotations, sloppily written in Common, deal with locating sites of large battles and how best to explore those locations. Treasure. Characters who spend at least 10 minutes searching this area find a
                                                
                                            
                                                
                                                     passive Wisdom (Perception) score of 17 or higher spot the shadow demons before they attack and arenât surprised by them. The stairs in the north wall lead down to areas U1 through U4, detailed later in the âUnderground Caveâ section.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Tepui Locations The following locations are keyed to map 14.1.  Map 14.1: ghost orchid tepuiView Player Version A1: Waterfall Pool As the characters approach the base of the tepui, read or paraphrase
                                                
                                            
                                                
                                                    . Characters who have a passive Wisdom (Perception) score of 20 or higher, or who pass through the waterfall to see whatâs behind it, find a ledge about 100 feet from the ground. Upon the ledge rests an elf
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     year. Although some were rebuilt, others were ruined beyond repair and are now used as roofless dens by homeless children and rats. The following locations are keyed to map 4.2.  View Player Version
                                                
                                            
                                                
                                                     to mention this to the characters for fear of scaring them off. Obliteros is a giant shark, with these changes: The sharkâs alignment is chaotic evil. Its Intelligence score is 10 (+0), and it can speak and understand Aquan.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Goldwarren Locations The following locations are keyed to map 7.1.  Map 7.1: The GoldwarrenView Player Version G1: Junction Tunnel After a short, cautious march from the mine entrance, the party
                                                
                                            
                                                
                                                     wounds.
 As the party approaches the turntable, characters who have a passive Wisdom (Perception) score of 14 or higher hear skittering emanating from a nearby tunnel. Characters who have lower scores
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     chapters. The Dragon Hunter As characters near Heartâs Hollow (or whenever you wish to introduce Clystran), the Wash rises in the region. The character with the highest passive Wisdom (Perception) score
                                                
                                            
                                                
                                                     Hollow Locations Most structures in Heartâs Hollow are carved out of the wall of a deep crater. Patchwork fabrics scavenged from the wastes decorate each home, and lanterns hang in every window
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
                                                
                                            
                                                
                                                     nearby locations of interest, food sources, or safe places to rest in exchange for its safety. An awakened beast can be persuaded to help the characters, and perhaps even join the party for a time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     off from the main shaft. The entrance to the meenlock tunnel opens near the site of the accident. The following locations are keyed to the map of the platinum mine.  Map 5.3: platinum mine View Player
                                                
                                            
                                                
                                                     oppressive gloom and shadow.
 The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Path Locations The following locations are keyed to map 6.1.  Map 6.1: path of memories View Player Version M1: Hall of Betrayal As you approach a fork in the tunnel, the walls burst into green flame
                                                
                                            
                                                
                                                     area M9) created the golem and ordered it to attack any creature that disturbs the ruined structure. Any characters who near the ruin and have a passive Wisdom (Perception) score of 16 or higher notice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Winding Way are denoted by letters on the map. Each type is described below. A. Trip Wire A wire stretches across the floor at ankle height. A character who has a passive Perception score of 16 or higher
                                                
                                            
                                                
                                                     image cast at 6th level). A character who has a passive Perception score of 19 or higher notices the illusory floor shimmering slightly. A creature that falls into the pit takes 22 (4d10) acid damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Secret Grotto Locations The following locations are keyed to map 13.2.  Map 13.2: secret grottoView Player Version S1: Jade Golem Tomb Characters who pass through the portal appear in the center of
                                                
                                            
                                                
                                                     (Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
                                                
                                            
                                        






