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Returning 35 results for 'choose when road'.
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Monsters
Van Richtenâs Guide to Ravenloft
than blood. Choose well who you share the road with, lest you carry them forever.â
Flaw. âFor my victories and scars, I deserve more than a nursemaidâs duty.âCold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Fizban's Treasury of Dragons
62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
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
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home
might be a wagon jostling along a dirt road or a raft floating downriver.
Small and Practical
The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring
Valindra Shadowmantle
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Tomb of Annihilation
Legendary Resistance (3/Day). If Valindra fails a saving throw, it can choose to succeed instead.
Rejuvenation. If she still has a phylactery and is destroyed, Valindra gains a new body in 1d10
.
Valindra believes that the Soulmonger is hidden somewhere in the ruins of Omu. She shares this information with the characters even if she suspects theyâll betray her down the road, because in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, but the most likely course looks like this: Stage 1. The characters go from Arborean Springs along the road (area V1) to Godshead Crossing (area V2). The good road allows them to choose any travel
river valleys that feed into the Celestial River. The western Bytopian River valley is a steeper climb, while the eastern Ysgardian River valley is a longer route. Characters can choose their own route
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of danger and impels them to respond. You have four reprisals to choose from: âTremors,â âSkyriders,â âReaver Ambush,â and âFiery Fangs.â Let player interest and your own sense of pacing dictate
which reprisal to use. If a character has the Dangerous Information adventure hook (see chapter 1), run âReaver Ambushâ when the character resolves to travel to the attack site and stop it. Choose one
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
.â Ideal. âThose most deserving of aid are those who never ask for it.â Bond. âYou share a bond with those you travel with, a bond closer than blood. Choose well who you share the road with, lest you carry them forever.â Flaw. âFor my victories and scars, I deserve more than a nursemaidâs duty.â
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
difficulty, but the Trail region functions as a tutorial with helpful sidebars. If this is your first time as the DM, encourage the players to start there. Otherwise, have them choose a region shown on the map
. Once the player characters choose a region, go to that region and review its "What You Need to Play" section. Wilderness Regions Region Description 1: Trail Friendly travelers and no-good
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Quest Board The job board outside the fishery is where the adventurers can learn about quests. Let the players choose the order in which they tackle the quests. If the players donât like a quest
section of this adventure that describes that location in detail. For instance, if the players choose to undertake the Dumathoinâs Gulch Quest, go to the âDumathoinâs Gulchâ section. Each location
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Tracking Adventurers sometimes choose their path by following the tracks of other creatures â or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom
passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ascend a winding road through a forested and mountainous country. Ahead, atop a sheer-walled stone plateau, looms a great and stoic keep. Armed sentries along the outer wall peer down at you, ready to
subsequent visits to the keep unless the player characters want to return to it. After the characters visit the gatehouse or whenever they return to the keep, have the players choose a location shown on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spirit manifests as a disembodied head. In this form, Elra reaches out to the characters and provides some helpful information: A ray of sunlight shines down on a tree stump by the side of road, and the
feet from the characters. But she can provide helpful advice if the characters get stuck and donât know what to do. If you choose not to have Elra accompany the characters, her head fades away.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. In the southern third of the city, where the land slopes up from the harbor, the High Road and the Way of the Dragon are the two main southânorth roads. These converge both at the Waymoot near the
boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
The Quest Board The job board outside the fishery is where the adventurers can learn about quests. Let the players choose the order in which they tackle them. If the players donât like a quest, they
of this adventure that describes that location in detail. For instance, if the players choose to undertake the Iniarvâs Tower Quest, go to the âIniarvâs Towerâ section. Each location includes an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations A - D Amphail Amphail lies north of Waterdeep on the Long Road. The town is named after one of Waterdeepâs early warlords, who is said to haunt the surrounding hills in spirit form
Long Road. Itâs clear that the giants mean no harm to the townsfolk. If the characters defeat the giants or drive them off before they can grab food, Tylandar Roaringhorn (NG male Chondathan human noble
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Traveling to Phandalin The trek from Waterdeep to Phandalin requires the adventurers to travel north on the High Road, then head east along the Triboar Trail before taking the track south into town
road. As characters gain levels and access to diverse powers, random wilderness encounters become less of a threat, so this is a great point in the campaign to use random encounters to challenge the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
encounters can bog down the adventure and cause players to lose interest in the story. You can roll on the Random Wilderness Encounters table or choose an appropriate encounter. Each encounter is described in
Mountains
Road/Trail
Sea
Tundra
Bandits 01â08 01â07 01â04 â 01â08 01â20 â Uthgardt Marauders 09â18 08â32 05â24 01â10 â 21â40 01â15 Battlefield 19â21 33â37 25â28 â â â 16â19 Cloud castle â 38â39 29
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
samurai cross the road? ⊠Now you say âWhy?â ⊠Okay, hereâs the joke part: I kensei. Get it? What? Why arenât you laughing? The joke is solid gold, and my delivery was perfect. Maybe you didnât get it
Kensei (4 weapons) 17th Unerring Accuracy, Path of the Kensei (5 weapons) Path of the Kensei When you choose this tradition at 3rd level, your special martial arts training leads you to master the use
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
occurs when the characters, traveling toward Leilon where the High Road meets the Triboar Trail, come upon an undead horde attacking a wayside inn. If the characters undertake this quest, see âAttack on
into the Mere of Dead Men is late to return. Although the commander is not concerned, the party can still choose to look for them. If the characters undertake this quest, see âMissing Patrol
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Encounters in Hither table. If you roll on the table, get the same result as a previous roll, and donât like the repetition, choose a different encounter that you think would be fun. Random Encounters
in Hither d8 Encounter 1 Abandoned raft 2 Gushing oâ-well 3 Inn at the End of the Road 4 Marsh gas 5 Mud mephits 6 Stilt walkers 7 Stream of visions 8 Waterlogged battlefield Abandoned Raft The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, god of birth and renewal NG Life, Light Road traveling into a sunrise Leira, goddess of illusion CN Trickery Point-down triangle containing a swirl of mist Lliira, goddess of joy CG Life Triangle of
choose it.
A number of other deities, mostly evil ones, suggest the Death domain, which is detailed in the Dungeon Masterâs Guide. Most clerics who choose this domain are evil NPCs, but if you want to worship a god of death, consult your Dungeon Master.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
which you have grown wearily accustomed. Eventually, stone tiles become more noticeable, turning the path into a proper road. You can see spots of light in the distance, blue-white and too regularly
characters first reached the road, six duergar watching invisibly started following them at a safe distance. Twelve more duergar soldiers are stationed in guardhouses concealed within the rocky walls of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
familiar land Let the players know when the characters are at risk of getting lost, then have the characters choose one of their number to make a Wisdom (Survival) check against a DC appropriate to
chapter. Tracking A specific instance of searching on a journey is when adventurers choose their path by following the tracks of other creatures. To track, one or more trackers must succeed on a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Questsâ and âFollow-Up Questsâ below). Let the players choose which quest to complete first, second, third, and so on. If the players donât like a particular quest, they are under no obligation to complete
characters embark on a journey to a location, go to the section of this book that describes that location in detail. For example, if the players choose to undertake the Umbrage Hill Quest, go to the âUmbrage
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
edible. As an action, a creature can eat a piece of primal fruit to gain its effects. This fruit can be squeezed into juice or cooked into a dish and retains its magic. Choose an effect or roll on the
magical streams are persistent paths, often known by colloquial names or simply as unearthly roads. An unearthly road acts like a sort of planar portal that stretches from one place to another, be they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the Long Road, youâll have passed under their watchful eyes at the town of Rassalantar. And whether by land or sea, youâll likely also have been spotted by the Griffon Cavalry â even if you have not
as wards of the city, they donât benefit from the securities of Guild Law or the protection of the Watch. If you choose to follow this path, be on your guard. Fools rush in where auditors fear to tread
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
before the armies of Droaam and agents of Daask make their move? A middle-of-the-road view is that the Daughters are motivated solely by Sora Terazaâs visions. They have no interest in gaining power
survive without the Daughters, or will the nation dissolve into chaos? Whatever path you choose should also be reflected in the nature of the criminal organization Daask, described later in this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
passing through the craggy peaks, the road takes a sudden turn to the east and Castle Ravenloft towers before you. Crumbling towers of stone keep a silent watch over the approach. They look like
nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
): After passing through the craggy peaks, the road takes a sudden turn to the east and Castle Ravenloft towers before you. Crumbling towers of stone keep a silent watch over the approach. They look like
by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
following tale. For the description, choose a settlement the characters arenât in and that has not been destroyed. Refugees have been shuffling down from the hills north of the town. Some wear the white
with placards and sent away. Only the rejected cultists know where Haayonâs camp is. Haayonâs Camp The giantâs band has gathered at a hilltop ruin in the hills overlooking Jundarâs Pass, where the road
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
terrain. Choose or randomly determine the weather on that stage (see âWeatherâ later in this chapter). Plan one or more challenges for each stage, such as an encounter, an obstacle, a search for
players choose their groupâs travel pace for the stage: Slow, Normal, or Fast (see âTravel Paceâ). Based on the length of the stage (in miles) and the groupâs pace, determine how long this stage
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
until she is satisfied that Elturel is safe. The characters can return to the Material Plane with Elturel if they so choose, or they might wish to stick around Avernus to see who rises to become its
new ruler (see âRuling Avernusâ). If the characters return with Elturel to the Material Plane, read or paraphrase the following: The Chionthar River shines like a golden road stretching from Elturel to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire
1/day each: imprisonment, meteor swarm
Legendary Resistance (3/Day). If Bel fails a saving throw, he can choose to
bids them farewell, turns invisible, and follows them at a respectful distance. River Travel Balakros offers to lead the characters to an iron barge moored on the shore of the River Styx. An iron road
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
make out a steep, narrow road or track that runs back and forth across the face of the mountainside.
Refer to map 2.1. The characters have several options: follow the path, scout the area, or wait and
; see âWait and Watchâ below for more information. Map 2.1: The Stone Tooth View Player Version Scout the Area Ambitious characters might choose to ignore the path and scale the Stone Toothâs slopes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
camped on the hill outside the gates of Daggerford, near the road. Guards atop the walls watch the camp closely at all hours. When the characters approach the camp, read: As the evening grows dark, you
us. He said, âI owe you my life. Stay as long as you wish, leave when you choose, and know that you will always be safe here.ââ
The figure in the dancing fire vanquishes its final foe, then disperses






