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Returning 24 results for 'shield cavalry locations'.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
three chandeliers, their locations marked on map 23. Each chandelier magically sheds bright light in a 20-foot radius and dim light for an additional 20 feet. A chandelier can bear up to 150 pounds of
. 10b. Shield Trap Flameskulls. Unless they were drawn to area 10a, seven flameskulls float here, their green flames the only sources of light in this room.
Decor. More paintings like the ones in area
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Icewind Dale Knowledge Assume that your party of adventurers is familiar with Icewind Dale’s geography and landmarks, as shown on the poster map, as well as the names and locations of the settlements
settlement. Valley Dwarves. Shield dwarves and other characters who hail from the Dwarven Valley at the foot of Kelvin’s Cairn would know that this valley contains sprawling iron mines and cave complexes inhabited by shield dwarves of the Battlehammer clan and their allies.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
types of dwarves. In Faerûn, the two most numerous subraces are gold dwarves and shield dwarves. The dwarves of Faerûn traveled north from the southern mountains and founded an extensive subterranean
kingdoms in the North and the Heartlands, becoming the shield dwarves. Those who remained became the gold dwarves. Gold dwarf scholars point to Abbathor as the cause of this division, claiming that the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Ruxithid commands it to kill you.
The statue is a shield guardian under Ruxithid’s control and fights alongside its master. The shield guardian stores a phantasmal killer spell from its original duergar
3 rounds. During the fight, Ruxithid uses his psionic flight to hover above the fray, darting in to make attacks while commanding the shield guardian (and the two other goblins, if they’re also
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Neverwinter, Waterdeep, and Yartar. The specific locations of these circles are briefly described below, and a Harper spellcaster stands ready at each site to cast the teleportation circle spell
a permanent teleportation circle within Mirabar’s walls. The circle is inscribed in a stable house loft and can be quickly hidden under hay. The circle’s attendant, Zazspar Bronzefire (LG male shield
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cavalier The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a
creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Horn Enclave Horn Enclave is a legendary dwarven stronghold run by Clan Horn, wealthy shield dwarves whose estates and holds spread across the Spine of the World mountains. The enclave’s business is
vaults. (The stat blocks to be used for these NPCs are found when they first appear in the adventure.) Layout. The Horn Enclave map shows the layout of the fortress and its described locations. Guest
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Locations in Phandalin As they explore Phandalin — and eventually set up their franchise in the town — the characters can engage with many of the town’s businesses, whether as patrons or potential
partners. The most prominent of the town’s locations (as well as a few additional NPCs) are detailed in this section. You can come up with details for additional locations and NPCs based on the needs
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
oracle. The Uthgardt spirit mounds are described in chapter 3, and their locations are marked on the maps of the North in that chapter. Lost Giant Relics Spirit Mound Relic Giant Lord Beorunna’s
Well Cracked horn Kayalithica Flint Rock Mithral spear tip Sansuri Grandfather Tree Electrum nose-ring Guh Great Worm Cavern Broken shield Storvald Morgur’s Mound Gold-plated tooth Zalto One Stone Magic
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Area Locations The following locations are keyed to the Nest of the Eldritch Eye map. Marco Bernardini Map: Nest of the Eldritch Eye View Player Version N1: Entrance Tunnel The tunnel proceeds at a
this tomb have rusted, but one shield remains intact. This shield is a cursed Shield of Missile Attraction; however, if the characters restore the ghost’s identity, Chanelle Hallwinter gratefully
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
assume it to be a monument to Waterdeep’s Griffon Cavalry, but Waterdavians know better. The Sahuagin Humbled For years, the only visible walking statue of Waterdeep was known simply as “the walking
Knight The Honorable Knight is a statue of a male warrior in plate armor with a shield and longsword. When the walking statues stopped, it bowed to those opposing it, straightened, sheathed its sword, and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Ruins Locations The following areas are keyed to map 6.4. Map 6.4: ruins of caerdoon View Player Version N1. Haunted Watchtower The fortress used to have multiple watchtowers covering all approaches
assaulting the walls of Caerdoon, and their moss-covered bones rest at the bottom of the fortress’s moat. Shield of the Fallen. When a creature not approved by Murgaxor moves within 10 feet of the moat, a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Points of Interest Beyond Saltmarsh are a number of locations that characters can visit. Providing in-depth detail in for all of them is beyond the scope of this book, but enough information is
, and cavalry serves as the primary defense point for the region. Duke Marik Feldren (CN male human knight) rules over the town in his capacity of governor of the southern province that includes Seaton
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Forge Locations The following locations are keyed to map 3.6. Damien Mammoliti Map 3.6: Forge of the Kagu-svirfneblin View Player Version F1: Misty Gulch Leading off from the main valley is a narrow
the door with a successful DC 20 Strength (Athletics) check. Treasure. The locked alcove contains racks of items labeled in Gnomish. Among them are a Spell Scroll of Fire Shield, a Potion of Heroism
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations in Bryn Shander The following locations are identified on map 2.1. Map 2.1: Bryn Shander View Player Version B1. Outer Gates The town has three sets of 15-foot-high hinged wooden gates
of the guards are human, with a sprinkling of shield dwarves, half-orcs, and other races. A sheriff’s deputy named Augrek Brighthelm (see appendix D) often stands watch at the southwest gate. She
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
range 40/100 ft., one creature. Hit: 7 (1d10 + 2) force damage. The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke
come up with novel ways to make use of them in those locations (assigning appropriate Intelligence checks if you want to make the process difficult). However, they can’t be claimed as treasure
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Exploring Phandalin The characters might wish to explore key establishments within Phandalin. These locations are marked on the map of Phandalin and the corresponding poster map. Map: Phandalin View
. Lionshield Coster Hanging above the front door of this modest trading post is a sign shaped like a wooden shield with a blue lion painted on it.
This building is owned by the Lionshields, a merchant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The Sea Baronies are vassal states that provide most of the kingdom’s navy. Eastern Flanaess Locations Location Ruler Description Aerdiaak Herzog Varz Grenell (human) North province of the Great
proximity of the Nyr Dyv, the Cairn Hills, and the Shield Lands means the Urnst lands can’t ignore the rising threat of Iuz or the politics of the Free City of Greyhawk. At the same time, Nyrond stands
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the North Kingdoms, and the Flan nomads of the Hunting Lands. Northern Flanaess Locations Location Ruler Description Arn, the Archbarony of Archbaron of Arn (identity unknown) Remote and little
Horned Society and the Shield Lands in the Central Flanaess, and the Duchy of Tenh in the east. No single bandit lord is powerful enough to conquer the whole territory, and the combined strength of all
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Villa Locations The following area descriptions are keyed to map 1.5. V1. Yard Nine lawful evil human guards patrol the yard in three groups of three. When the characters first arrive, these groups
seize control of Baldur’s Gate. He and his brothers recently stole the Shield of the Hidden Lord from a crypt under the city. A powerful devil named Gargauth is trapped in the shield, and has vowed to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Crypt of the Talhund Locations The following locations are keyed to map 6.4. Mike Schley Map 6.4: Crypt of the Talhund View Player Version P1: Lower Landing Four stone sarcophagi stand against the
pull the levers in areas P9 and area P13, the revenants split up to attack both locations. If the characters have put the crypt’s haunts to rest (see the “Purifying the Crypt” section), the guardians
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Lair Locations The following locations are keyed to Map: Shivering Deaths Lair. D1: Lair Entrance A wide cleft in an icy cliffside marks the entrance to Shivering Death’s lair. Frozen bones protrude
. Should the characters free the Bedroll from the ice and search it, within they find a control amulet for a Shield Guardian. The guardian it controls is in the south alcove of the trophy cave (area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
locations of Wyllowwood’s gates and how to activate them (see areas 3b, 6i, and 9), as well as the passages leading down to levels 6 and 7. If the characters slay the cloakers north of her tower (in area 4
clutching shields and spears. The shield of the northern statue features a pine tree, while an oak tree is emblazoned on the shield of the statue to the south.
Frescoes. The walls are carved with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Barn Door Locations The following locations are keyed to the map of the Barn Door. Map 11.1: the barn door View Player Version B1. Library The tower’s front door is sealed with an arcane lock spell
, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing. Trobriand’s Machinations, Vol. X. This