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Returning 35 results for 'been both detected continues rules'.
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Backgrounds
Spelljammer: Adventures in Space
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Weightlessness In any location where gravity isn’t present, the following rules apply: Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed
and move up to its walking, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, “I want to run up and attack the orc,” but the character doesn’t have enough movement
Part 3: Master of Rules Dungeons & Dragons isn’t a head-to-head competition, but it needs someone who is impartial yet involved in the game to guarantee that everyone at the table plays by the rules
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drawbridge?
The adventure continues from there, relying on the DM’s descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: social
interaction, exploration, and combat. Rules Glossary
If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form. Jhesiyra can exert control over Halaster’s magic gates, keeping adventurers from passing through them if she thinks they lack the might needed to defeat the perils beyond. In terms of game rules
the danger that awaits the adventurers or communicate with them in any other way, for fear of being detected by Halaster. Powerful divination magic can reveal Jhesiyra’s disembodied presence
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
ground. The character is restrained until 1 or more slashing damage is dealt to the snare’s cord. (See the appendix in the Basic Rules for the effect of being restrained.) A character who isn’t
Wisdom (Perception) check to spot the hidden pit. If the trap isn’t detected, the lead character must succeed on a DC 10 Dexterity saving throw or fall in, taking 1d6 bludgeoning damage. The pit’s walls are not steep, so no ability check is required to scramble out.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Dewlight detected their approach, turned invisible for safety’s sake, and fled into their homes for good measure. The lone exception is Wheeldoli, an elderly sprite whose curiosity outweighs his sense of
most a day or two from now.” When the characters have learned all they can from Wheeldoli, the sprite directs them to a narrow gravel path that skirts the community and then continues northward
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Crevasse The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the rough-hewn passage to the south, which continues off the map for about one
using telepathy. If detected, it prefers to negotiate and isn’t above betraying the Redbrands for the right incentive, such as the promise of food. When roleplaying the nothic, consider speaking in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
(commoner) believes she can care for the city’s children better than their parents and works to have the other adults arrested.
2 A priest begins imposing restrictive lifestyle rules on a
’ wrath.
4 The head of a prominent family (noble) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it.
5 A local leader
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on large vinyl mats. Most virtual tabletops for online play simulate miniatures and grids in a digital environment. The following sections expand on the rules in the Player’s Handbook for depicting
the table, that’s fine, but treat the monster as its official size for all rules. For example, you might use a miniature that has a Large base to represent a Huge giant. That giant takes up less
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
1 step (see “Tracking Mood” earlier in the chapter). If anyone breaks the rules, the mood lowers by 1 step. Snails and Pixies Each of the eight giant snails (see appendix C) is assigned a crew of
Majesty Black The giant snail race is one of the carnival’s most popular attractions. Snail Racing Rules Every snail needs a jockey, and any saddles not filled by characters are filled by other
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
points, it collapses. Creatures on the collapsing bridge must succeed on a DC 10 Dexterity saving throw or fall, taking 2d6 bludgeoning damage and landing prone (see “Being Prone” in the Basic Rules
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bludgeoning damage.
Rules for detecting and escaping the trap are as follows:
Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit
. Once detected, the pit can be safely avoided by sidling along its perimeter.
Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
-bound adventures. New rules for various ships, how to crew and captain them, and how to pit them against each other provide adventurers with new modes of exploration. Beyond this, details on a variety
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
rules can be used for rockslides as well as avalanches. An avalanche is a mass of snow and debris falling rapidly down a mountainside. A typical avalanche is 300 feet wide, 150 feet long, and 30 feet
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
on a DC 12 Dexterity saving throw or be hoisted 5 feet into the air. The hoisted creature has the Restrained condition until it gets free. Rules for detecting, disabling, and escaping the trap are as
follows: Detect and Disable. As a Search action, a character can examine the carcass and make a DC 13 Wisdom (Perception) check, detecting the trap on a successful check. Once detected, the trap can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should also consider using miniatures. The Player’s Handbook offers simple rules for depicting combat using miniature figures on a grid. This section expands on that material. Tactical Maps You can draw
monster takes up an amount of space different from what’s on the table, that’s fine, but treat the monster as its official size for all other rules. For example, you might use a miniature that has a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
armor scraps and rusty weapons balanced atop the partly open double door. Moving either door triggers the trap, the rules for which are as follows: Avoiding the Trap. A Medium or smaller creature can
door and make a DC 13 Wisdom (Perception) check, detecting the trap on a successful check. Once detected, the trap can be disabled by a character who takes the Utilize action and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
spot glimpses of tentacles beneath the rattling lid, and notes that the lid will fly off if the pressure continues to mount. As an action, a character can attempt a DC 15 Dexterity check using thieves
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
add even more danger to the fight. After 3 rounds of combat, Mother Stag approaches and pretends to drive the treant away. See “Offer of Help” below. Perilous Exploration. As the party continues on
(Investigation) check while watching him carefully, notices details that give the illusion away. If detected in this way, Olitor claims to have pressing business and departs. I Call Gorgon Spit!
The hags
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds. Fey Curse. The elves remember when the fomorians were among the most handsome of races
continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim.
Curse of the Evil Eye. Fomorians can
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
chapter 3 (see area L5). Each character who plays the game makes a Wisdom (Stealth) check to hide (see the Player’s Handbook for rules on skills with different abilities). Starbug finds the character
who has the lowest check result, at which point all the remaining characters move to new hiding places and make another check. The game continues until only one character remains hidden; this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. Combat Step by Step Combat unfolds in these steps: Establish Positions. The Dungeon
can take are listed in “Actions” earlier in this chapter. A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in this chapter gives the rules
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. Combat Step by Step Combat unfolds in these steps: Establish Positions. The Dungeon
can take are listed in “Actions” earlier in this chapter. A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in this chapter gives the rules
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Helming an airship that typically requires a dragonmarked pilot is difficult—but not impossible. At your DM’s discretion, you can use the following rules for piloting a ship without a dragonmark
bound to it. The shard has AC 17; HP 10; and Immunity to Piercing, Poison, Psychic, and Slashing damage. If an airship’s elemental core is broken, the ship ceases to move (though it continues to hover if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
arch’s gold inlay can’t be removed. The rules of this gate are as follows: The gate opens for 1 minute when a real or illusory dragon touches the arch. An artistic rendering of a dragon, such as a
cube attacks, it continues its play-by-play routine, commentating its battle with the adventurers. Destroying the cube ends the play-by-play throughout the Obstacle Course. Hidden Key. A secret
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rest. Spells and Attacks A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to these actions. Chase
escapes. If not, the chase continues for another round. If the characters catch Itzmin, he tells them where Serapio is in exchange for his release. Should Itzmin escape, the character who has the highest
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, heal, and get information they need for the next part of their adventures. In addition, they can buy any of the equipment described in the Basic Rules from Myla (see “Kobolds”). During their time at
” in the Basic Rules). She becomes friendly as soon as the characters demonstrate that they care about the cloister’s safety, such as by fighting the zombies at the beach or undertaking any of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
continues with the fight. Sildar takes 1d6 bludgeoning damage from the fall, which is enough to drop him to 0 hit points. Quick-acting characters can try to stabilize him before he dies (see “Damage and
Healing” in the Basic Rules). Roleplaying Sildar Sildar Hallwinter is a kindhearted human male of nearly fifty years who holds a place of honor in the famous griffon cavalry of the great city of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
check is greater than the highest passive Wisdom (Perception) score, the Ashen Heirs escape. If not, the chase continues for another round. Questioning the Ashen Heirs If the characters catch the Ashen
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
given to other hags — as long as the oath isn’t given with the fingers crossed. Some humanoids make the mistake of thinking that the hags’ rules of conduct apply to all creatures. When confronted by such
. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
human), a city watch veteran who rigidly enforces the rules Investigating Security Measures The museum is protected by several security measures after it closes at 8 p.m. Alarms. Audible alarm spells
locations, by searching the records room (area V6); the alarms can also be detected using detect magic. The alarms aren’t armed while the museum is open to the public. Animated Statues. The statues that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the door so that it can’t be detected by anyone outside the palace. The glyph triggers when the door is opened by any means other than using the proper key. When triggered, the glyph erupts with
in the west wall is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute if a creature stands within 5 feet of the arch and either sings a D note or plays
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet (spending half their speed to do so—see the “Being Prone” section in the Basic Rules). They pursue any characters they see, attacking until destroyed. The eastern half of the building is the old
continues south a short distance past the ruin before ending in an overgrown field.
The thicket east of this ruin is crawling with eight twig blights. Any disturbance in the ruined farmhouse (for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
patrolling the Doomvault don’t notice the disruption, since a disrupted black gate continues to function normally. However, the gate’s active field deals 10 (3d6) force damage (instead of 2d6). Gatehouse
detected. Dungeon Denizens The Red Wizards, aided and abetted by their Thayan servants, hold sway over the Doomvault. In addition to battling the monstrous residents of the dungeon, the characters will






