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Returning 35 results for 'capture walk relatively'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature is Medium or smaller, the retriever can pick it up as part of the retriever’s move and walk or climb with it at full speed.
Spellcasting. The retriever casts one of the following spells
for the spell), webThe retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Capture It’s impossible to describe the shame of a hardened warrior driven to his knees by a half-dozen duergar that have just slain his fellows. Never mind that we were asleep and unarmored at the
, as the gray pests laughed and spouted jokes at me, and then forced me to walk until I lost consciousness. When next I awoke, there was no longer a sky overhead.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Capture It’s impossible to describe the shame of a hardened warrior driven to his knees by a half-dozen duergar that have just slain his fellows. Never mind that we were asleep and unarmored at the
, as the gray pests laughed and spouted jokes at me, and then forced me to walk until I lost consciousness. When next I awoke, there was no longer a sky overhead.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dominated Khorvaire for thousands of years. They founded the Five Nations and make up the majority of the population in these countries. Despite their relatively short lifespan—or perhaps because of it
Lhazaar pirate with a knack for the mystic arts. The variant human presented in the Player’s Handbook provides an additional opportunity to capture some of the flavor of Eberron. Does your choice of skill proficiency and feat reflect the culture you were raised in?
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dominated Khorvaire for thousands of years. They founded the Five Nations and make up the majority of the population in these countries. Despite their relatively short lifespan—or perhaps because of it
Lhazaar pirate with a knack for the mystic arts. The variant human presented in the Player’s Handbook provides an additional opportunity to capture some of the flavor of Eberron. Does your choice of skill proficiency and feat reflect the culture you were raised in?
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
from the horrific depths of the Abyss, or find yourself hoisting a tankard with the friendly giants of Ysgard. You might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
from the horrific depths of the Abyss, or find yourself hoisting a tankard with the friendly giants of Ysgard. You might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
. Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
. Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
relatively little fear, but beyond its well-lit streets and tightly watched gates, the other districts become much more dangerous after dark.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
relatively little fear, but beyond its well-lit streets and tightly watched gates, the other districts become much more dangerous after dark.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
relatively little fear, but beyond its well-lit streets and tightly watched gates, the other districts become much more dangerous after dark.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Tree Cottage of the Three Mothers Mother Stag’s cottage stands an hour’s walk deeper into the woods. While the characters travel with her, they have no trouble with the sunbeams. Within a clearing
this evil unicorn. They do not want Banrion killed, however. Instead, if the characters can capture the unicorn, Mother Stag claims that they can undo her corruption—and perhaps even convert her to more
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Tree Cottage of the Three Mothers Mother Stag’s cottage stands an hour’s walk deeper into the woods. While the characters travel with her, they have no trouble with the sunbeams. Within a clearing
this evil unicorn. They do not want Banrion killed, however. Instead, if the characters can capture the unicorn, Mother Stag claims that they can undo her corruption—and perhaps even convert her to more
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
relatively little fear, but beyond its well-lit streets and tightly watched gates, the other districts become much more dangerous after dark.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
involve themselves in. Erebos’s Quests d6 Adventure Goal
1 Capture a hero who came back to Theros as a Returned and send them back to the Underworld.
2 Find out why those who die in a
their god have a difficult path to walk. They might find themselves forced to choose between what they believe is right and what their god tells them to do. If this leads them to violate one of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
involve themselves in. Erebos’s Quests d6 Adventure Goal
1 Capture a hero who came back to Theros as a Returned and send them back to the Underworld.
2 Find out why those who die in a
their god have a difficult path to walk. They might find themselves forced to choose between what they believe is right and what their god tells them to do. If this leads them to violate one of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Zariel’s War By bringing Elturel to Avernus and potentially gaining a choke hold on Baldur’s Gate, Zariel aims to capture as many evil mortals as she can, turn them into devils, and swell the ranks
simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Retriever The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose — to prowl the Abyss and capture demons for the drow to enslave or use in their
smaller, the retriever can pick it up as part of the retriever’s move and walk or climb with it at full speed.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
figures are gathered around fires or moving among the tents.
Six tribal warriors walk the perimeter. These guards tend to be younger warriors of the tribe. A lone character can sneak into the camp
, the guards shout loud enough to put the camp on alert (see “Camp Roster” below). Reghed nomads, regardless of clan or tribe, try to capture intruders rather than kill them, giving the chieftain (or king
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Retriever The retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these cultists to
retriever’s move and walk or climb with it at full speed.
Spellcasting. The retriever casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Retriever The retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these cultists to
retriever’s move and walk or climb with it at full speed.
Spellcasting. The retriever casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
smothering. The rug patiently waits for a creature to walk onto it before attacking. If they are present, Rezmir and her drakes wait for the rug to attack an enemy coming through the door before
characters capture Rezmir, she refuses to cooperate in any way. She prefers death over surrender, particularly if her death might keep the Black Dragon Mask out of her enemies’ clutches (see above). Rezmir is
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
smothering. The rug patiently waits for a creature to walk onto it before attacking. If they are present, Rezmir and her drakes wait for the rug to attack an enemy coming through the door before
characters capture Rezmir, she refuses to cooperate in any way. She prefers death over surrender, particularly if her death might keep the Black Dragon Mask out of her enemies’ clutches (see above). Rezmir is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
T8. Baragustas calls the Bringers of Woe (see area T7), who arrive 10 minutes later. The villains raise cages one by one to attack trapped characters, aiming to capture them. Larrakh then plans to sacrifice the characters at a special ceremony.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Retriever The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose — to prowl the Abyss and capture demons for the drow to enslave or use in their
smaller, the retriever can pick it up as part of the retriever’s move and walk or climb with it at full speed.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
patiently waits for a creature to walk onto it before attacking. If they are present, Rezmir and her drakes wait for the rug to attack an enemy coming through the door before springing into action. If
dragon’s heads (200 gp), six moonstones of 50 gp each, and a set of 20 loose pearls, worth a total of 3,000 gp. There’s also 600 sp, 200 gp, and 50 pp. Developments If the characters capture Rezmir
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Zariel’s War By bringing Elturel to Avernus and potentially gaining a choke hold on Baldur’s Gate, Zariel aims to capture as many evil mortals as she can, turn them into devils, and swell the ranks
simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
figures are gathered around fires or moving among the tents.
Six tribal warriors walk the perimeter. These guards tend to be younger warriors of the tribe. A lone character can sneak into the camp
, the guards shout loud enough to put the camp on alert (see “Camp Roster” below). Reghed nomads, regardless of clan or tribe, try to capture intruders rather than kill them, giving the chieftain (or king