Dungeons and Dragons Tabletop RPGs feature some of the most elaborate and iconic fantasy locations ever invented, not just in the fantasy genre in general. Bustling metropolises, breathtaking nature, and haunting ruins of forgotten civilizations – Dungeons and Dragons They are all.
However, there are some safe places that adventurers can encounter More deadly than they look. Experienced dungeon masters are happy to reveal the dark side of these iconic locations when their players are comfortable. Thanks to dungeon master Oscar for the insight on some of these locations dungeons and dragons, All of them are more dangerous than they appear at first glance.
Red larch
All roads lead to Red Larch, for better or worse
All roads run through the Sword Coast Red larch At some point. Red Larch is the busiest caravanning town on the coast, which means it attracts a lot of attention; Some good, some bad. Every major faction, from the Druidic Guardians of the Emerald Enclaves, to the stoic Wardens of the Order of the Gauntlet, and the backstabbing Gentarim, has agents, and for good reason: elemental cults that seek to destroy the physical plane to usher in a new age for each of their four primordial mothers.
Not only is Red Larch a center of political and spiritual tension, but monsters roam the nearby lands. These giant entities seek pieces of their ancient artifacts for the war against the dragons that will soon be revived, with fire giants most present around Red Larch.
Phandelver
Orcs long for mines
Phandelver A small mining town at the foot of the Sword Coast, however, it was and still is infested with spirited and foolish adventurers. As the centerpiece of the 5e starter kit, Phandelver was often the first point of interest for many parties and was designed to introduce people to the game. As such, it is full of challenging and teachable moments for new players. A young green dragon hunts in the mountains, using its caustic breath to pick off players who get too close and terrorize the village.
In addition, the region is invaded by orc raiders, ogres and goblins, who commit looting and pillaging. Players who have gone through Phandelver's baptism of fire will surely remember their first encounter with Ocher Jelly. These weird, toxic little guys are often the party's first encounter with the weirdest eccentrics. D&D.
chult
A prehistoric death trap
At first glance, chult The area looks like a lush tropical island with a mix of reptiles and indigenous people. More advanced players may also find themselves in coastal ports on their travels, but hidden within the depths is a world of the wild and the dead.
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Dinosaurs roam the jungles, overgrown temples guarded by ancient spirits dot the wilderness, and murderous creatures roam the most dangerous ruins along the cliffs of Chult. There is a curse to stop this island any A form of resurrection, making it one of the most dangerous locations on Wizards of the Coast Tomb of Destruction module.
Parnast
Beware of hidden cult activity
Parnast It's the smallest city on the list, but it's more dangerous than you might think. Located in the Savage Frontier northwest of Faerûn, Parnast is a secret resource acquisition center for the Zhentarim. As the Gentarim's control began to decline, the city had a two-decade period of relative normalcy.
Then came the Cult of the Dragon, who sank their claws into Pernast for a year, using the city as a stage for conquest with a cloud giant ally. After a year of squatting, Panth and Vishal left a lasting impression of oppression on the locals. Rumor has it that the Zhentarim are once again looking to reclaim some possessions from the small, unassuming town in the mountains.
Ten cities
Frost Maiden Central
The snow bit Ten cities Ferun is the far northern region that is shrouded in eternal winter. It is filled with frozen lakes and rivers, feeding the jealous Maw of the Frost Maiden Orill, god of cold and frost, and an ancient and malevolent goddess who is part of an alliance of often violent, emotionally unstable gods. Aril draws power from the people's fear of the cold and what lurks in those obscure snowbanks, reveling in her own twisted way with each life claimed by her icy fury.
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This barren landscape is filled with ice giants, dragons, and hidden horrors. Traveling through this region quickly turns into a life-and-death scenario at every step to keep the lanterns lit and stave off starvation. Even the shapeshifters are not safe, as any and all shapeshifters discovered by the residents of the Ten Villages will be publicly executed.
Purple rock
Gods are fickle
This temperate archipelago is often taken at face value, and its true dangers are not always apparent. However, any magic user will soon learn that the natives have a deep hatred of magic, any spell-slinging is punishable by death. The Purple rock The natives are a devout people who worship Oril, the aforementioned Frost Maiden, Tempus, Lord of Battles, and Umberli, the Wavemother.
If any of the island's gods are offended or mild, Purple Rock is shrouded in thick fog, and is known to experience extreme winters lasting eight years. In addition to these threats, a brazen copper dragon has inhabited the archipelago and taken on the role of patriarch for a group of adventurers called the Galadran Company.
star mounts
Deceptively large and unrealistic
The Star Mt Another region located north of Faerûn has brutal arctic conditions and dangerous peaks. Dragons and other similar beasts are rumored to be sent here in the hopes that the terrifying atmosphere will kill them, but a distant observer of the region might mistake it for an average mountain range.
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Mountains have common-seeming features: forests around the base, some clouds, snow, and some unremarkable rivers; There is nothing to indicate the brutal process of crossing the region. Only one race seems to have found a way to bypass the strong winds and storms: the Aarakocra, an avian race throughout Faerûn, have found a way to build their nests on peaks in relative safety.
Anarouch desert
The barren wastelands are overrun with invaders
Originally, the name “Anaroch“Applied to the glacial regions in the far north, but it was appropriated to describe all manifestations of this deadly, barren land. The Zhentarim guard their long-fought trade routes in this region; the trade routes must frequently fend off goblin and bedain raiders.
The desert has three zones: the High Ice, an area characterized by extreme temperature drops and shifting ice dunes that completely rewrite the topography of the desert overnight, the Plain of Standing Stones, a vast expanse of jagged rock and gravel in the center of the desert, and the Sword, an area extending southward into the hot desert.
The Feywild
Whimsy only goes so far
When the players think The FeywildThey may think of whimsical ideas of hospitable elves and fairies. Adventuring on an alternate plane sounds like a lot of fun, but make no mistake: while the Feywild may seem like a physical plane in many ways, free and wild magic passively manipulates the environment. The Feywild is a place of cunning and confusion where nothing is as it seems.
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Nightmare, hyper-intelligent predators like Displacer Beasts use deceptive decoys to sneak up on unsuspecting prey, and malicious hags use wordplay to trick players and NPCs into unholy deals and debts. It makes unexpected wanderers unwilling servants, or even dinner. Rather than being downright dangerous, the native Harigan (Rabbit Folk) and other sentient animal races have more mischievous motives than playing tricks and causing chaos for adventure parties.
Yarter
Espionage and political intrigue
North of Red Larch and sits the Summer Hills Yarter. This trading city once had the ability to weld significant power to the rest of Faerûn. However, shadowy figures behind the scenes sabotaged the city officials' efforts to elevate Yartar above just another successful trading town. It's just as massive as Red Larch and suffers from a cult problem, but to make matters worse, it's a big enough city that it's been the target of hostile diplomatic tactics.
The Harper spies and the rogue assassins of the Zhentarim who haunt the city are representative of the greatest political conflict in history. In addition, the ongoing feud between Tribor and Yartar over a missing shipment of gold has put more pressure on city officials and made the city less hospitable to outsiders.
- Franchise
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Dungeons and Dragons
- Original release date
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Year 1974
- designer
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E. Gary Gygax, Dave Arneson