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Returning 35 results for 'can't within road'.
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Spells
Player’s Handbook
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some
other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers
Monsters
Mythic Odysseys of Theros
(Costs 2 Actions). The lion emits a magical roar. Each creature within 60 feet of the lion that can hear the roar must succeed on a DC 12 Wisdom saving throw or be frightened of the lion until the end of
these massive lions' connection to Nyx is unclear, many myths tell of the deadly predators stalking mortals and spreading fear until they're ultimately defeated by a brave hunter. As a result, overcoming a fleecemane lion is widely considered an early step on the road to becoming a true hero.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain is possible. The road to lichdom offers an alternative way to escape the permanency of death, but
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"fire"} fire damage.
Fiendish Charm. One humanoid Isolde can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target
than blood. Choose well who you share the road with, lest you carry them forever.”
Flaw. “For my victories and scars, I deserve more than a nursemaid’s duty.”Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Fizban's Treasury of Dragons
dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a DC 24 Constitution saving throw or take 40 (9d8);{"diceNotation":"9d8
a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave
Magic Items
Tasha’s Cauldron of Everything
The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather
result is rolled after it’s been used, you draw the next lowest unused tooth on the table.
Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach
Hallucinatory Terrain
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or
some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
Monsters
Mordenkainen's Fiendish Folio Volume 1
). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.
Curse
of Poor Hospitality (1/day). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.A
Valindra Shadowmantle
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Tomb of Annihilation
;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting
her Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Valindra fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 Wisdom saving throw against
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Starting the Adventure Salamander raiders ambush Ameyali’s caravan on the road near Etizalan The adventure begins as the characters approach the town of Etizalan. Before they reach the community
, they encounter a caravan being raided. Read or paraphrase the following description: The road weaves through a stretch of rain forest that flanks a deep valley, drawing near the town of Etizalan. Past a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 CP per mile Coach ride within a city 1 CP per mile Road or gate toll 1 CP Ship’s passage 1 SP per mile
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Svalich Road passes through Strahd’s domain. Three settlements lie on the road like beads on a string: Krezk to the west, Vallaki in the heart of the valley, and Barovia to the east. Strahd has spies in
each settlement. There’s an old windmill on the road between the village of Barovia and the town of Vallaki. It should be avoided at all costs! (The Vistani refuse to say more.) It is wise to stick to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
climbs gently, becoming a dirt trail through the woods within half a mile. It merges with the Old Svalich Road again after a couple of miles, but not before sprouting a branch that leads to Van
P. Luna River Crossroads Always check for a random encounter when the characters reach area P in their travels. The road comes to an X intersection, with branches to the northwest, northeast
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V1: Arborean Road Dyson Logos Map: Overland Map View Player Version Your journey from Arborean Springs leads you along a smooth road heading northeast, skirting the edge of a forest. A plume of
clear: flames dance in the trees perhaps half a mile to the north. A charred wagon smolders in the middle of the road ahead, with no sign of life.
As the characters come closer, they notice skeletal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 CP per mile Coach ride within a city 1 CP per mile Road or gate toll 1 CP Ship’s passage 1 SP per mile
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Payback As the caravan rounds a bend in the road, a human head can be seen sitting in the middle of the road a hundred yards ahead. From a distance, characters with a passive Wisdom (Perception
) score of 15 or higher recognize that the head is actually a person buried up to the neck, and he is unconscious but still alive. That fact is obvious to anyone who approaches within 10 yards, as is the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Inns cater to travelers anxious to sleep safely within sturdy walls and enjoy good food by a warm fire instead of camping by the side of the road. In addition to catering to caravans and travelers
Neverwinter with places such as Everlund, Mirabar, or Silverymoon. The steady caravan traffic breathes life into the towns of this area, supporting businesses in the settlements along the Long Road
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Payback As the caravan rounds a bend in the road, a human head can be seen sitting in the middle of the road a hundred yards ahead. From a distance, characters with a passive Wisdom (Perception
) score of 15 or higher recognize that the head is actually a person buried up to the neck, and he is unconscious but still alive. That fact is obvious to anyone who approaches within 10 yards, as is the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within
-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within
a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the wall, carried through the city by porters on foot, and reloaded onto different wagons north of the city for the rest of their journey. No road conveniently bypasses the city—a situation that
, the caravan is well protected. Within a few days (the wait is up to you and the timing you’ve worked out for the cargo’s arrival from the camp), characters spot people they recognize from the cult’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within
-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Northbound, Again The characters have no trouble getting hired as wagon escorts at the supply warehouse. Unlike in the caravan, guards are not hired by individual wagon masters but by the High Road
200 miles up the coast. For most of that distance, the road winds through rough coastal hills nestled between the Sword Mountains and the sea. On the seventh night, the convoy camps on a hilltop from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Northbound, Again The characters have no trouble getting hired as wagon escorts at the supply warehouse. Unlike in the caravan, guards are not hired by individual wagon masters but by the High Road
200 miles up the coast. For most of that distance, the road winds through rough coastal hills nestled between the Sword Mountains and the sea. On the seventh night, the convoy camps on a hilltop from
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within
a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
of the wall, carried through the city by porters on foot, and reloaded onto different wagons north of the city for the rest of their journey. No road conveniently bypasses the city — a situation that
, the caravan is well protected. Within a few days (the wait is up to you and the timing you’ve worked out for the cargo’s arrival from the camp), characters spot people they recognize from the cult’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Mansion A winding branch of the Old Svalich Road meanders up the forested slope of a mountain spur to the old mansion, which is perched on high ground overlooking the Svalich Woods
and the Luna River valley. When the characters first come within sight of Argynvostholt, read: High above the river valley juts a quiet promontory upon which looms a sepulchral mansion, its turrets
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Ruins What’s left of Rundreth Manor stands on a small, steep-sided wooded hill just east of the Long Road, with a carriage drive opening off the caravan road just south of the hill and climbing
trees growing in the feast hall. With a little exploring, the characters find a hole that leads to a stairway down into the earth. The flagstones within 10 feet of the top of the stair are laid loosely
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
caravan travels from Womford to Red Larch along the Cairn Road, then heads north along the Long Road through Westbridge to its final destination of Triboar. The Caravan The caravan consists of six
fast caravan in the best weather and without delays. The caravan makes good time, and although the sky turns overcast, it doesn’t rain. Well-established campsites are plentiful beside the Long Road
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure On the world of Oerth in the Greyhawk campaign setting, the Lost Caverns hide within in the southern Yatil Mountains, nestled between the nations of Ket and Perrenland, with
, northeast of Proskur along the High Road. The High Overseer of Elturel hires the characters to locate the caverns.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Summit Hall The party might discover that the delegation for Mirabar was headed for Summit Hall and travel there directly, without following the Dessarin Road from Beliard. (This is most likely if a
hall surrounded by a fifteen-foot wall with a sturdy wooden gate. Stables, a tower, barracks, and storage buildings are enclosed within the protective wall. A banner flying an emblem of a crossed
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Travel in the Mere As the party moves south on the High Road from Leilon, they don’t find anything of import right away. Once they find evidence of trouble, they must move off the main path and
deeper into the Mere of Dead Men to investigate. Traveling within the Mere requires ability checks to follow the lizardfolk’s trail and avoid hazards and threats (see “Tracking the Lizards” below). Any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Windmill The windmill’s stone walls are easily climbed. Wooden floors separate the various levels. There are no lights within, since the hags have darkvision. The Old Svalich Road
town near the shores of a great mountain lake, its waters dark and still. A branch in the road leads west to a promontory, atop which is perched a dilapidated stone windmill, its warped wooden vanes






