Iconic Dungeons & Dragons locations that are deadlier than they appear

dungeons and dragons Some of the most detailed and iconic fictional locations ever invented, not just in tabletop RPGs, but the fantasy genre in general. Bustling metropolises, breathtaking nature, eerie ruins of forgotten civilizations — dungeons and dragons We all have it.

However, some of the seemingly safe places adventurers can encounter include: It's more deadly than it looks. Experienced Dungeon Masters love to reveal the darker side of these iconic locations as players become familiar with them. Thanks to Dungeon Master Oskar for providing insight into some of these locations. dungeons And Dragons, All of these things are much more dangerous than they seem at first glance.

red larch

All roads lead to red larches, good or bad

All roads on the Sword Coast run through. red larch At some point. Red Larch attracts a lot of attention as the busiest caravan town on the coast. Good things, bad things. From the druid guardians of the Emerald Enclave to the stoic Watchers of the Order of the Gauntlet and even the backstabbing Zhentarim, every major faction has agents, and for good reason. They are an animist cult who seek to destroy the material world at the dawn of each new age of the four Primordial Masters.

Not only is Red Larch a center of political and spiritual tension, but giants roam the nearby lands. These gigantic beings seek out fragments of ancient artifacts for their war against the dragons, which will soon be rekindled, with the fire giants most abundant around the Red Larch.

pandelver

Orcs crave mines

pandelver A small mining town on the shores of the Sword Coast, it is still plagued by passionate and reckless adventurers. A centerpiece of the 5e starter kit, Phandelver was often the first thing of interest to many parties and was designed to introduce people to the game. As such, it's full of challenging and teachable moments for new players. The young green dragon hunts in the mountains and uses its corrosive breath to catch players who get too close and threaten the village.

The area is also under attack by orc raiders, ogres, and goblins, who pillage and plunder nearby castles and inns. Any player who has gone through the baptism of fire that is Phandelver will no doubt remember their first encounter with the ocher jelly. These strange and toxic little guys are often the first to encounter their strange oddities at parties. D&D.

Chuckt

prehistoric death trap

At first glance, Chuckt The area appears to be an idyllic tropical island inhabited by a mix of reptiles and tribal people. Advanced players may visit coastal ports during their travels, but deep within the bush lurk a world of cruelty and death.

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Dinosaurs roam the forests, lush temples guarded by ancient spirits dot the wilderness, and murderous creatures roam the most dangerous ruins along the cliff coasts of Chukt. This island is cursed any The form's resurgence has made it one of Wizards of the Coast's most dangerous locations. Tomb of Annihilation module.

parnast

Beware of Hidden Cult Activity

parnast Although it's the smallest town on this list, it's a lot more dangerous than you might expect. Parnast, located on the Savage Frontier northwest of Faerûn, is a secret resource acquisition hub for the Zhentarim. After the Zhentarim's control began to wane, the village remained relatively normal for twenty years.

Then came the Cult of the Dragon, who for a year dug their claws into Parnast and, together with their cloud giant allies, used the town as a springboard for conquest. After a year of squatting, the cult and the giants left, leaving a lasting mark of oppression on the local population. Rumor has it that the Zhentarim are once again trying to reclaim some assets from the small, unsuspecting village in the mountains.

10 villages

Frost Maiden Central

bitten by frost 10 villages The far northern region of Faerûn is covered in eternal winter. It is full of frozen lakes and rivers, feeding the envious mouths of Frost Maiden Auril, the god of cold and frost and an old, mischievous goddess who is part of an often violent and emotionally capricious confederation of gods. Auril draws strength from people's fears of the cold and what lurks in those shrouded snowdrifts, and delights in her own twisted ways of taking lives with her icy fury.

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This bleak landscape is filled with ice giants, dragons, and hidden horrors. Traversing the area quickly turns into a life-and-death scenario at every step in the struggle to keep the lanterns burning and avoid starvation. Even shapeshifters are not safe. Because any shapeshifter found by the ten villagers will be publicly executed.

Purple Rock

the gods are fickle

This temperate archipelago is often taken at face value and the real dangers are not always apparent. However, anyone who uses magic will soon discover that the locals have a deep hatred for magic, and using any spell is punishable by death. that Purple Rock The natives are devout people who worship Auril, the aforementioned Frost Maiden, Tempus, Lord of Battle, and Umberlee, the Wavemother.

If any of the island's gods are offended or ignored, the Purple Rock is known to be covered in dense fog and naturally experience extreme winters that can last up to eight years. Adding to these dangers, a self-respecting copper dragon resides on the archipelago and takes on the role of father figure for a group of adventurers called the Galadran Company.

star mount

Incredibly big and bad place

star mount Another region located north of Faerûn, characterized by harsh arctic environments and treacherous peaks. It is rumored that outcast dragons and other similar beasts are often sent here in the hope that the deadly environment will kill them. However, a party viewing this area from a distance may mistake it for an average mountain range.

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The mountain has seemingly ordinary features. Forests around the base, some clouds, snow, and an inconspicuous river; There is nothing to indicate the brutal process of crossing the area. Only one race seems to have found a way to avoid strong winds and gusts. The Aarakocra, a race of birds found throughout Faerûn, have discovered a way to build nests among the peaks in relative safety.

analuch desert

A barren wasteland full of invaders.

The original name was “Anaruchi” is an expression applied to the glacial regions of the far north, but it is suitable to describe all the signs of this deadly and desolate wasteland. The Zhentarim protect the long-fought trade routes of this region, which often have to fend off goblin and Vedin raiders.

There are three regions in the desert. The High Ice, a region where extreme temperature drops and shifting ice hills completely rewrite the desert landscape overnight, the Standing Stones, a plain of giant jagged rocks and gravel in the middle of the desert, and The Sword, a blistering hot desert area to the south.

Faywild

Whimsy only goes so far

When the player thinks FaywildThey might even think of the clever idea of ​​friendly elves and fairies. Adventures in alternate dimensions may sound like a lot of fun, but don't be mistaken. The Feywild may seem similar to the Material Plane in many ways, but its free and wild magic passively manipulates the environment. The Feywild is a place of trickster and fantasy where nothing is as it seems. ​​​​​​​

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Nightmarish, hyper-intelligent predators like Displacer Beasts use illusionary lures to sneak up on unwitting prey, while malevolent hags use wordplay to trick players and NPCs into making corrupt deals and taking on debt. This leads to innocent wanderers becoming unwanted servants or even dinner. The native Harigon (rabbit folk) and other sentient animal races are downright dangerous, manipulative, and have more mischievous motivations than causing havoc to adventuring parties.

Yartar

Espionage and political intrigue

Just north of Red Larch are the Sumber Hills. Yartar. This trading city once had the potential to exert significant influence across the rest of Faerûn. But shadowy figures behind the scenes thwarted city officials' attempts to elevate Yartar into more than just another successful trading town. Like Red Larch, it has problems with giants and cults, but to make matters worse, it is a city large enough to be a target for hostile diplomatic tactics.

The Harper spies and rogue Zhentarim assassins that haunt the city represent deep political conflicts throughout history. Additionally, the ongoing feud between Triboar and Yartar over the loss of gold shipments placed additional pressure on city officials and made the city less friendly to outsiders.

Dungeons & Dragons series game tabletop franchise

franchise

dungeons and dragons

original release date

1974

designer

E. Gary Gygax, Dave Arneson


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