Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 21 results for 'being before distance correct resolve'.
Other Suggestions:
being before distant current remove
being before distance current remove
being before distant collect remove
being before distant collect resolve
being before distances collect resolve
Magic Items
Acquisitions Incorporated
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
Correct the Balance
As a rank 4 occultant, you learn that sometimes the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Those elves really know how to bring the hurt from a distance, don’t they? Fortunately for the arrow-slinging world, they were willing to share their arcane archery knowledge with friends, and now every
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters is if the outpost checks in at the correct time with an “all clear.” Frulam Mondath The rearguard consists of one veteran, six cultists, and two acolytes. The guard and cultists have spears for
. The distance is only 10 to 15 feet and no ability check is required, but the rocks are difficult terrain. Developments These raiders are distinctly different from the earlier stragglers. All are dressed
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
result for the characters is if the outpost checks in at the correct time with an “all clear.” The rearguard consists of one veteran, six cultists, and two acolytes. The guard and cultists have spears for
scramble up the rocks. The distance is only 10 to 15 feet and no ability check is required, but the rocks are difficult terrain. Developments These raiders are distinctly different from the earlier
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its adversary. If the revenant’s original body
a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
individuals in a clan to fall prey to occasional bickering and infighting. Abbathor’s influence affects some dwarves more than others, and even those with the strongest resolve can be tempted to
waiting to attack will be happy to finish the job. FRIENDLY FROM A DISTANCE
Even though dwarves have a natural affinity for one another, different clans keep a comfortable distance between their
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
sealed with a puzzle that requires pushing the right letter tiles in sequence. A pushed letter makes its whole word sink into the door with a click. The door unlocks when the correct combination is input
. (Pushing a second letter in the same word doesn’t do anything.) The correct combination, which causes the wall to slide aside, is to push the letters spelling ALONE in this order: A in DOLINDAR L in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
2 Eldritch Occultant, Bring Out Your Dead
3 Bead of Instant Karma, Death’s Omen
4 Bead of Diverted Karma, Correct the Balance
Proficiencies and Starting Equipment As a rank 1
glasses.
3 Burning a small piece of the body and looking for shapes in the smoke.
4 A cautious, reasoned, professional guesstimate.
5 Careful measurements. The distance between
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
. It’s up to the DM to decide if any of them are correct: The Mourning was the result of a century of extensive use of war magic. If the nations continue to use this magic, the Mourning will expand. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the stages of a journey. (Use multiple copies of the Travel Planner for a journey with more than three stages.) For each stage, note where it starts and ends, the distance covered, and the predominant
takes to complete. Step 2: Narrate the Travel. Describe what happens as the characters complete this stage of their journey. Introduce and resolve any challenges (see “Journey Stage Challenges”). Step 3
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to hunt for wild game on the tundra or on the shores of the Sea of Moving Ice. If the characters hide in the snow and keep their distance, the giant and its mount continue unimpeded, and the encounter
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the correct message has been gleaned. Alternatively, characters might need to seek out oracles to interpret complicated omens for them. Omen Examples. The tables on the following pages provide
feet flows like water in a river.
4 04 A veiled figure observes the character from a distance, then vanishes.
5 05 Silent mourners carry a body past.
6 06 Echoes produce words
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
determination is needed. What happens when a jump spell gives a creature a jump distance greater than its walking speed? Your jump is limited by how far you can move; each foot jumped uses a foot of movement. You
at least 10 feet immediately beforehand. If the jump spell is cast on you, that potential jump distance is tripled. That’s a jump of 45 feet! If your speed is 30 feet, you can use only 30 feet of that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and her simulacrum know the correct combination of letters (although “OAK” is a direct reference to the magic painting in area P10). The safe has no mechanisms that a thief can exploit using thieves
one or more characters close to melee distance, she casts shocking grasp and misty step on her next turn, using the latter spell to teleport to another rock. As an action, a character can make a DC
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters near the riverbank. Characters who survey the river or enter its waters and succeed on a DC 14 Wisdom (Perception) check spot the dragon, who keeps her distance. If a character reacts
successful DC 16 Dexterity (Acrobatics) check. A character who surveys the hollow from a distance and succeeds on a DC 16 Wisdom (Perception) check discovers the trap, which can be disarmed by poking it with a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Plunge The waterfall here can be heard from quite a distance. The roar of falling water fills this cavern. A stream flows from a passage to the south and spills over the edge of a forty-foot-wide pit
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
monument’s residents and their customs from a safe distance. The pixies won’t join the characters in exploring the ziggurat, but they can share the following information: Dungeon Dangers. The ziggurat holds
on a DC 13 Intelligence (Investigation) check learns that the statue’s wand controls a mechanism in the wall. A character who succeeds on this check by 5 or more also knows the correct direction to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
darkness. The water moves sluggishly, indicating a weak current. Torchlight flickers in the distance.
Torches positioned near the bridges at areas C6, area C15, and area C24 provide illumination
Evil Water,” or “water.” What are you? The proper answer is “I am nothing.” What lies below? The correct answer is “the Fane of the Eye” or “the Elder Elemental Eye.” If the party can’t answer any of the questions, the mezzoloth attacks. It fights to the death.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
commands the nothic to enter melee while he fights from a distance, summoning Undead defenders if the nothic falls. Jerot fears exposure more than anything else and thus fights to the death. Jerot’s
indicate that these magical gateways connect to a plane populated by Undead, but it’s clear Jerot doesn’t know much more than that. His notes indicate his resolve to learn more after he finishes his
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lizards graze warily on the mushrooms.
The three giant lizards pose no threat to the characters. As they graze, the lizards nervously eye anyone who approaches them and keep their distance. If a
! We’re all trapped, but perhaps we can help each other?”
This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six centaurs who speak Common were exploring
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, showing no signs of vegetation or other life, and highlighting the glimmering glass statuary that stands everywhere. Even at a distance, many of the statues appear to be humanoids of different races
one by way of the apparatus of Kwalish from area O5, opens a magical connection to an extradimensional space within the bauble. Entering the correct bauble brings the characters into Kwalish’s






