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                        Returning 35 results for '1. Landing'.
                    
                
                        
                            
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                                        29. Landing
                                    
                                
                                    
                                        Landing
                                    
                                
                                    
                                        1 leading
                                    
                                
                                    
                                        1 lasting
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
                                                
                                            
                                                
                                                     lizardfolk never use it. If characters grab canoes in a hurry, there is a 1-in-6 chance they get the rotten one. It starts leaking as soon as it’s put in water, and it sinks after fifteen minutes.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
                                                
                                            
                                                
                                                     lizardfolk never use it. If characters grab canoes in a hurry, there is a 1-in-6 chance they get the rotten one. It starts leaking as soon as it’s put in water, and it sinks after fifteen minutes.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the
                                                
                                            
                                                
                                                     creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
A small packet holds enough pixie dust for one use.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
Spellcasting. The hand casts one of the
                                                
                                            
                                                
                                                    ","rollDamageType":"piercing"} piercing damage.
Pixie Dust (1/Day). The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
Spellcasting. The hand casts one of the
                                                
                                            
                                                
                                                    ","rollDamageType":"piercing"} piercing damage.
Pixie Dust (1/Day). The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     radiant damage to the target.
Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60
                                                
                                            
                                                
                                                     feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    1. Entrance Room A stone diorama stands to the right of the entrance, depicting the sorcerer Brysis Khaem as a Netherese noble in her prime, surrounded by attendants, slaves, and other trappings of
                                                
                                            
                                                
                                                     wealth and power. A vista of fantastic floating cities covers the wall to the left of the entrance. Staircase and Landing Across from the entrance, empty stone torch sconces flank a dusty staircase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    14. Guest Chamber This room is comfortably furnished for inhabitants of human size. A large section of the icy wall opposite the door vanishes for 1 minute when touched, exposing this room to the elements. Beyond the wall is an outdoor landing platform.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    23. Giant Guest Chambers These rooms are set aside for giant-sized guests and have furnishings of the appropriate size. In each room, a large section of the outer wall vanishes for 1 minute when
                                                
                                            
                                                
                                                     touched, revealing a icy landing platform. Long ago, giants would use these platforms to land their flying roc mounts.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    23. Giant Guest Chambers These rooms are set aside for giant-sized guests and have furnishings of the appropriate size. In each room, a large section of the outer wall vanishes for 1 minute when
                                                
                                            
                                                
                                                     touched, revealing a icy landing platform. Long ago, giants would use these platforms to land their roc mounts.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    14. Guest Chamber This room is comfortably furnished for inhabitants of human size. A large section of the icy wall opposite the door vanishes for 1 minute when touched, exposing this room to the elements. Beyond the wall is an outdoor landing platform.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    41. Watchful Pillars Two stone pillars, each carved with dozens of lidless eyes facing in all directions, flank a double door. The doors swing inward, revealing a 10-foot-wide landing at the top of a staircase that descends hundreds of feet to level 15, area 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. Tunnels and Trenches Trobriand’s bore worm created the tunnels that connect this level to levels 12 and 14. The worm also dug 20-foot-deep trenches through areas 2 and 11 on this level. These
                                                
                                            
                                                
                                                     Dexterity (Acrobatics) check. On a successful check, the character lands on the worm’s back without taking damage or falling prone. On a failed check, the character slips and falls off the worm, landing prone in the trench and taking 10 (3d6) bludgeoning damage from the fall.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    34. Flying Saucer This room contains one of Halaster’s magical creations: a 20-foot-diameter flying saucer made of gleaming metal with its three landing struts extended. Surmounting the saucer is a
                                                
                                            
                                                
                                                     repaired as follows: Each casting of the mending cantrip restores 1 hit point to the damaged saucer. A character who has tinker’s tools, proficiency in the Arcana skill, and 10 gp worth of replacement
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     water, but it isn’t built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side). Typical weapons on a
                                                
                                            
                                                
                                                     ft./30 ft. Speed: fly 40 ft. (4½ mph) Cost: 20,000 gp  Ballista (Crew: 3) Armor Class: 15
 Hit Points: 50
 Cost: 50 gp (ballista), 5 gp (bolt)
 It takes 1 action to load the ballista, 1 action to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K19. Grand Landing Massive stairs rise to a landing twenty feet wide by forty feet long. Stone arches support a ceiling covered with frescoes twenty feet overhead. The frescoes depict armored knights
                                                
                                            
                                                
                                                    ) bludgeoning damage from the flailing armor. After leaping out and attacking, the armor retracts. The pressure plate resets after 1 minute, after which its armor trap can be triggered again. The suits of armor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
 A small packet holds enough pixie dust for
                                                
                                            
                                                
                                                     one use.
 Pole of Collapsing Wondrous Item, Common
 While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod for ease of storage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     Daask. The sinister cultist could be a priest of the Mockery—or a mind flayer serving the Daelkyr. Make every story your own! The Hook    1d8 Plot Hook 
     1  One of the PCs is nearly crushed when a
                                                
                                            
                                                
                                                     three rounds to flee or attempt to disarm the device. 
   8  A skycoach crashes through the wall. Is this an attack, or the result of sabotage? 
   The Villain    1d12 Villain 
     1  A dragonmarked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     percent chance that the nest is empty during the day; at night, both perytons are roosting here. The perytons are allies of the cult and have a clear view of the portals in front of the lodge (area 1
                                                
                                            
                                                
                                                     roof; if the saving throw fails by 5 or more, the creature slips and falls off the roof, taking 2d6 bludgeoning damage and landing prone on the ground. Treasure The nest contains bones, old bits of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Complications   d6 Event   1 Three manticores that lair on a nearby coast swoop down to attack. They use the skeletons to help finish off land-based prey by landing in a square infested with them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Demiplane Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 60 feet
 Components: S
 Duration: 1 hour
 You create a shadowy Medium door on a flat solid surface that you
                                                
                                            
                                                
                                                     door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Demiplane Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 60 feet
 Components: S
 Duration: 1 hour
 You create a shadowy Medium door on a flat solid surface that you
                                                
                                            
                                                
                                                     door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     the city leaders you might bump into in Upper Central or at the Tain Gala. If your character has the noble background, you might already know one of them.  Sharn Councilors   d12 Councilor   1 Sorik
                                                
                                            
                                                
                                                     merchants and shifters of her ward. She is a cunning diplomat and devoted to her constituents. 7 Bestan ir’Tonn (halfling) has represented Upper Tavick’s Landing for thirty years, and largely views his ward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     (6d10) bludgeoning damage and landing prone in an unoccupied space at either end of the nearest train car. If a character falls off the Caboose, the train’s track-retrieval arms snatch up the character
                                                
                                            
                                                
                                                     of pentadrones stationed there is defeated (see area E8 for details).  Guard Patrols   d6 Encounter   1–3 No encounter 4–5 Three tridrones and one quadrone leader 6 Four quadrones and one pentadrone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the castle with each level above it. First, the staircase climbs 50 feet to a landing (shown on map 4), from which an open archway leads to area K13. East of that opening is a secret door that conceals
                                                
                                            
                                                
                                                     a ladder leading down to area K34. The stairs ascend another 40 feet to another landing (shown on map 5), with archways that lead to areas K45 and K46, and then climb another 100 feet to a landing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , reattaching as quickly as their weakening prey can pluck them off.
Blood Drain. A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using
                                                
                                            
                                                
                                                     (1d4)
 Speed 10 ft., fly 40 ft.
   STR
  4 (−3)
 
  DEX
  16 (+3)
 
  CON
  11 (+0)
 
  INT
  2 (−4)
 
  WIS
  8 (−1)
 
  CHA
  6 (−2)
Senses darkvision 60 ft., passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     (area K59). A recently constructed masonry wall blocks the staircase 10 feet below the landing west of area K17. A chink in this wall allows gas (or a vampire in gaseous form) to pass from one side
                                                
                                            
                                                
                                                     can create a hole wide enough to crawl through in 1 hour, or reduce the entire wall to a pile of masonry bricks and rubble in 2 hours. Thirty feet below the masonry wall and 50 feet above the foot of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     travel to Ironslag by air and avoid land-based encounters. Characters mounted on hippogriffs can travel 54 miles per day (three 3-hour flights with 1-hour rests in between). Those mounted on griffons
                                                
                                            
                                                
                                                     can travel 72 miles in the same amount of time. Flying characters who approach the south side of Mount Hamarhaast see the staircase carved into the mountain (area 1), the yakfolk village perched on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    1. Cave Entrance Whether the characters follow Gundren’s map or receive directions to Wave Echo Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden
                                                
                                            
                                                
                                                     by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3. Treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    , vine-draped gazebo flanked by palm trees. Cracked steps east of the gazebo rise to a landing in front of a set of doors carved to resemble a giant wave that parts in the middle.
 Elevation markers on
                                                
                                            
                                                
                                                     tortle shells. Amid the refuse is a ring made of lapis lazuli (25 gp). The ring has a magical quirk that causes its wearer to experience a recurring nightmare after sleeping for more than 1 hour with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Arrival at Cernant Valley When the party enters Cernant Valley, read or paraphrase the following text: Two giant eagles soar down to meet you, landing in nearby trees that creak gently beneath the
                                                
                                            
                                                
                                                     eventually arrive at the homestead, but the journey is exhaustingly circuitous; each character must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     ascending or descending it requires a successful DC 10 Strength (Athletics) check. A character who fails the check slips and falls, landing in the water below and taking 1 bludgeoning damage per 10
                                                
                                            
                                                
                                                     green light to spill westward over the sea. This light is so bright that any character who dares look directly at it is blinded for 1 minute. The light originates from Moesko’s still-beating heart
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     few landing zones on the iceberg itself, each marked with stars on the map. These areas include two flat patches of ice and snow between areas 1 and area 2, as well as a pillar of ice west of area 2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     heart was previously destroyed, Nafik’s lifeless body slumps to the floor, his face twisted into a permanent scowl.
 Gauntlet. Each landing in this chamber has an effect that triggers when a creature
                                                
                                            
                                                
                                                     other than Nafik steps foot on it. Each effect triggers only once.
 From north to south, the landings’ effects are as follows:
 North Landing. Two ochre jellies ooze from small holes in the east and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     back to the Pit of Hatred. Characters who make their own way to the island can start the adventure by landing at any point along its shore. If they use the ferry, Raserhill puts in only at the pier near
                                                
                                            
                                                
                                                     to have two floors. A bell tower rises an additional two stories above the rest of the building, and a low stone wall surrounds part of the complex.
 If the characters approach the pier that serves the hermitage, see area 1 for more information.
                                                
                                            
                                        






