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Returning 35 results for 'shaft gods locations'.
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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
to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As
Monsters
Icewind Dale: Rime of the Frostmaiden
all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
Monsters
Icewind Dale: Rime of the Frostmaiden
pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee
Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
Monsters
Icewind Dale: Rime of the Frostmaiden
artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring
Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the
Monsters
Fizban's Treasury of Dragons
Spellcasting.Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic
the Ethereal Plane. Moonstone dragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Moonstone dragons often use locations in the Feywild as
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
Backgrounds
Sword Coast Adventurer's Guide
byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar
pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.
The Underdark. Though your home is physically closer to the Sword Coast than the other
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Reaching the Tomb The following locations provide different ways to access Xeluan’s tomb. Ruined Citadel Oztocan’s most prominent landmark is the ruined citadel around which the town was built. A
) bludgeoning damage from the fall. Each cave is empty except for a ventilation shaft in its back wall. Both shafts are 20 feet wide, 20 feet tall, and made of smooth limestone. The east ventilation
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
God-Based Adventures Three elements combine to form the adventures recounted in the epics of Theros: heroes, gods, and monsters. Each god’s section in this chapter provides the ingredients to build
your own epics: champions and blessings, villains and monsters, divine schemes, and adventure locations.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Tomb of Annihilation Missing components could be hidden in any number of locations in the jungles of Chult, including the Lost City of Omu, or even integrated into the Tomb of the Nine Gods. For
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
surrounds all the Wildspace systems, as well as the astral dominions of gods and the floating remains of dead gods (see the “Astral Dominions and Dead Gods” sidebar). Many Wildspace systems have names
from one Wildspace system to another, as well as features of the Astral Plane that are likely to come into play. ASTRAL DOMINIONS AND DEAD GODS
Many gods have dominions in the Astral Sea. These
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Mine Locations Map 1.19: gem mine View Player Version The following locations are keyed to map 1.19. The mine is made up of three levels, the deepest of which is level 3. The boxed text in these
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ancestral quests, shifty rogues prowling urban streets, clerics wielding maces and spells in the service of their gods, and wizards plundering the ruins of the fallen Netherese empire. Heroes are scarce
horrors. The accompanying map shows the Sword Coast region surrounding Phandalin. Several locations of interest are marked, including Underdark locations key to this adventure’s plot. Other parts of the map remain unlabeled, and the adventures that characters find there are yours to design!
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
unreality described in the “Neverwinter’s New King” section. E2c. This tunnel’s walls flash violent scenes of Vecna slaying, dominating, and imprisoning other gods in the vast emptiness of the Astral Sea. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need. Pegasi Nests. Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Doomspace in a Nutshell Thousands of years ago, a war between gods and primordials ended with all gods being banished from Doomspace. After the war, the primordials encased the system in a crystal
sphere that kept the gods at bay. After being kept out for eons, the gods finally found a way to shatter the crystal sphere, but no one knows exactly how. The destruction of the sphere filled the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shaft descends 90 feet to an underground stream that provides no access to other locations in Undermountain.)
Magic caused all the kitchen’s accoutrements to take flight and crash into one another
in long ago. The well shaft has abundant handholds and requires a successful DC 10 Strength (Athletics) check to scale without gear or magic. 5c. Pantry Cabinets. Three tall cabinets of dark wood
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
gods, it presents omens that might launch heroes on the road to adventure, details hundreds of plot hooks, includes maps of potential adventure locations, and presents a short introductory adventure
Welcome to Theros I am Medomai, ageless and deathless, seer of endings:
I did foretell the fall of Alephne in watery terror,
Mocked by the foolish who say that the voice of the gods is but
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the gods and so prove impossible to map.
As a result, Map 3.1 serves largely as a vaguely agreed upon arrangement of locations, fuzzy borders, and general distances. While the scale and placement
certain their homes will remain where they left them when they venture off to work, the specific locations of legendary sites prove more nebulous. Even well-known locations are typically noted
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
body with one moon (Eysix) 100 million miles (1 day’s travel) Imperial Citadel City in space 100 million miles (1 day’s travel) Locations in Xaryxispace The following locations are depicted on the map
kinds of intelligent plants. Most of Xaryndar’s elf population left long ago to be closer to their gods on the Astral Plane, but the planet still has a few settlements that cultivate and harvest the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Dwellers of the Forbidden City 5th–8th 4. Fane of the Night Serpent 7th–9th 5. Tomb of the Nine Gods 9th and higher You can slow the rate of advancement by withholding XP, “banking” it until you’re
fun distractions, alluring locations, and opportunities for characters to explore. Consequently, it can be hard to gauge what level the characters will be when they arrive at adventure locations
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nyx Nyx is an endless plane of existence where the powers of potentiality and belief hold sway. It is the realm of the gods, of belief given form, of dreams, and of rising and fading philosophies
. From here, the pantheon of Theros watches the mortal world and guides the living. Though the gods live in a veritable paradise, they can’t sever themselves from the mortal world. To do so would be to
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
individuals. 5 The movements of extraplanar armies. 6 Prophecies or secrets hidden by gods. Taras Susak
Spined Devil Small Fiend (Devil), Lawful Evil
AC 13 Initiative +2 (12)
HP 45 (10d6 + 10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
The vulture is the first step.
Right the gods.
The walls of history tell all.
The clues on this bronze plaque pertain to features and locations on level 3, specifically the reflected hall
another tomb.
The dead abhor sunlight.
Only a jewel can tame the frog.
Bow as the dead god intoned.
Into darkness descend.
The clues on this plaque pertain to locations on level 2, specifically
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
note activity at three locations: Central Spire. A tower rises in the center of the city, surrounded by several dragonnels and smaller flying figures. The tower’s foundation floats dozens of feet off
detailed in the “Occupied Mansion” section.) Sinister Temple. A foreboding temple stands at the south end of the city, its grounds teeming with soldiers. (This temple to the evil gods is detailed in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
False Tomb The lowest floor of the pyramid is a false tomb designed to discourage would-be tomb robbers. The people of Bakar also once used it as a temple. The following locations are keyed to map
scarred with gouges. I knew with certainty he could not have approached his afterlife in such a boat. As my torch went out, so did the light within my soul. Clutching my staff, I swore by the gods
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashen Heir Hideout Locations The following locations are keyed to map 11.2. Map 11.2: ashen heir hideoutView Player Version A1: Courtyard The temple’s courtyard lies in ruin, its stone paving
the building. The tower’s vents are 50 feet from the ground and open into a 10-foot-wide shaft that descends into the center of area A2. This shaft is marked with a dotted circle on map 11.2. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
City Overview The city is yours to make your own. A few important features and locations are described in the sections that follow, but otherwise flesh out the city as you and your players see fit
Locations”). City Walls A 30-foot-high stone wall winds like a snake around the city. Two other walls, identical in height to the outer wall, separate the city into its three great sections. Access to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Elevator The elevator shaft terminates in this room. A large stone wheel next to the iron cage turns constantly.
Elevator Shaft. The 10-foot-wide stone shaft ascends 100 feet to area X6 and 200 feet to
ceiling above this bin is a wide, rectangular hole.
This encounter area is made up of several smaller locations within sight of one another. Area X24 is the forge itself. Area X25 is the iron platform
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
entrances, they find a natural chimney (a 5-foot-diameter shaft) that descends 50 feet to area 7. The chimney has abundant handholds and can be climbed with a successful DC 10 Strength (Athletics
that follow describe locations on that map. DRIPPING CAVES: GENERAL FEATURES
The Dripping Caves are naturally formed and have the following features in common.
Darkness. The Dripping Caves contain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Heroes make their mark on a postapocalyptic world defiled by magic and forsaken by the gods. Dragonlance The forces of good battle the evil queen of dragons and her armies in the world-shaking War of
your players. As you create your world, ask your players what settings and genres they enjoy, then use those sources for inspiration to create compelling locations, memorable inhabitants, exciting
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Mausoleum Locations The following locations are keyed to the map of Ebondeath’s Mausoleum: E1. Entry Hall Read the following boxed text aloud when the characters descend the shaft into this area: The
shaft descends into a worked stone hallway. One end of the hall has collapsed, and the other terminates in a pair of giant ebony doors. A thin layer of mist swirls over the floor and the air is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tomb of Amun Sa The following locations are keyed to map 5.5. Stacey Allan & William Doyle Map 5.5: Tomb of Amun Sa View Player Version P65: The Pharaoh’s True Way The characters can enter this room
only after completing the Trial of Truth (see area P57). When they arrive, read or paraphrase the following text: The water lifts you up the shaft into the south end of this corridor and splashes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
locations for characters exploring uncharted oceans or those simply trying to get home. While any island might present the opportunity to rest, weather storms, restock, and explore, the islands of Theros
might also be worlds unto themselves, where unlikely beings hold dominion or the gods have crafted a realm to their specific whims. Such mystical islands aren’t just stops on an ocean journey; they’re






