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Returning 35 results for 'been blocking distance continue relate'.
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Monsters
Bigby Presents: Glory of the Giants
exclusion of all other tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies
while creating art might rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian.
A cairnwight looks much like an emaciated stone
Monsters
Bigby Presents: Glory of the Giants
wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard to avoid harm, reforming at a distance to continue its assault.Cold, PoisonFire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his malign disciples continue performing the horrific rites he perfected
.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Using a Map Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets
scales. The table shows how much distance on a map the adventurers can cover on foot in minutes, hours, or days. The table uses the travel paces — slow, normal, and fast — described in the Player’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Using a Map Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets
scales. The table shows how much distance on a map the adventurers can cover on foot in minutes, hours, or days. The table uses the travel paces — slow, normal, and fast — described in the Player’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Using a Map Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets
scales. The table shows how much distance on a map the adventurers can cover on foot in minutes, hours, or days. The table uses the travel paces — slow, normal, and fast — described in the Player’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ten thugs blocking her path work for him. Traevus and his thugs are indifferent toward the party but turn hostile if the characters try to force their way onto the Moondancer with Captain Sartell in
of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ten thugs blocking her path work for him. Traevus and his thugs are indifferent toward the party but turn hostile if the characters try to force their way onto the Moondancer with Captain Sartell in
of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian. A cairnwight looks much like an emaciated stone giant. Its form is caked with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ten thugs blocking her path work for him. Traevus and his thugs are indifferent toward the party but turn hostile if the characters try to force their way onto the Moondancer with Captain Sartell in
of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian. A cairnwight looks much like an emaciated stone giant. Its form is caked with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian. A cairnwight looks much like an emaciated stone giant. Its form is caked with
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Cataclysmic Fire Though the signs of the gods’ rage have receded from the world, violet flames from the Cataclysm continue to burn in Sarlamir’s tomb. This magical fire lingers as a mark of disgrace
scenes have played out, skeletal visages leer at them from the flames, then vanish. Characters who recalled Lord Soth’s legend in the “Caught in the Act” section recognize that these scenes relate to his
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple
approach the other ship and evacuate its crew before that ship is destroyed. After the characters abandon or evacuate their fellow cadets, the simulation ends. Continue with part 3.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
beckoning figure is one of nine wereravens (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Cataclysmic Fire Though the signs of the gods’ rage have receded from the world, violet flames from the Cataclysm continue to burn in Sarlamir’s tomb. This magical fire lingers as a mark of disgrace
scenes have played out, skeletal visages leer at them from the flames, then vanish. Characters who recalled Lord Soth’s legend in the “Caught in the Act” section recognize that these scenes relate to his
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Cataclysmic Fire Though the signs of the gods’ rage have receded from the world, violet flames from the Cataclysm continue to burn in Sarlamir’s tomb. This magical fire lingers as a mark of disgrace
scenes have played out, skeletal visages leer at them from the flames, then vanish. Characters who recalled Lord Soth’s legend in the “Caught in the Act” section recognize that these scenes relate to his
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple
approach the other ship and evacuate its crew before that ship is destroyed. After the characters abandon or evacuate their fellow cadets, the simulation ends. Continue with part 3.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
beckoning figure is one of nine wereravens (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple
approach the other ship and evacuate its crew before that ship is destroyed. After the characters abandon or evacuate their fellow cadets, the simulation ends. Continue with part 3.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
beckoning figure is one of nine wereravens (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
place. Relate to the players any information appropriate to the polis and its culture from chapter 3. Additionally, while they make preparations, the characters hear one of the tales from the Polis
—though, owing to Theros’s changeable landscape, you may adjust this distance and place the Khystonos River in the Katachthons wherever you please (see “Exploring Theros” in chapter 3). Khea’s route
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
place. Relate to the players any information appropriate to the polis and its culture from chapter 3. Additionally, while they make preparations, the characters hear one of the tales from the Polis
—though, owing to Theros’s changeable landscape, you may adjust this distance and place the Khystonos River in the Katachthons wherever you please (see “Exploring Theros” in chapter 3). Khea’s route
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
place. Relate to the players any information appropriate to the polis and its culture from chapter 3. Additionally, while they make preparations, the characters hear one of the tales from the Polis
—though, owing to Theros’s changeable landscape, you may adjust this distance and place the Khystonos River in the Katachthons wherever you please (see “Exploring Theros” in chapter 3). Khea’s route
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
with them, these hunters can relate how the camp dissolved within hours after the discovery of the captured half-elf’s escape. Crates carried from the cave were loaded onto wagons or animals and hauled
fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with them, these hunters can relate how the camp dissolved within hours after the discovery of the captured half-elf’s escape. Crates carried from the cave were loaded onto wagons or animals and hauled
fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with them, these hunters can relate how the camp dissolved within hours after the discovery of the captured half-elf’s escape. Crates carried from the cave were loaded onto wagons or animals and hauled
fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
with them, these hunters can relate how the camp dissolved within hours after the discovery of the captured half-elf’s escape. Crates carried from the cave were loaded onto wagons or animals and hauled
fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with them, these hunters can relate how the camp dissolved within hours after the discovery of the captured half-elf’s escape. Crates carried from the cave were loaded onto wagons or animals and hauled
fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
with them, these hunters can relate how the camp dissolved within hours after the discovery of the captured half-elf’s escape. Crates carried from the cave were loaded onto wagons or animals and hauled
fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
this traitor onto their winged kin.
Kobold Names
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts