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Returning 35 results for 'conditions realized guide to have roving'.
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Monsters
Tomb of Annihilation
vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its
Guide to determine the hit points of an inanimate object if they become necessary.
A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter. He found the ring in the jungles of
Monsters
Icewind Dale: Rime of the Frostmaiden
;Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
Magic Items
Tomb of Annihilation
Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer&rsquo
immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
Magic. The Ring of Winter has 12 charges and
Monsters
Icewind Dale: Rime of the Frostmaiden
winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her
has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her
Monsters
Icewind Dale: Rime of the Frostmaiden
;s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled
creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports
Magic Items
The Wild Beyond the Witchlight
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
the Triage Expert feat, the creature can spend three Hit Point Dice to end one of the following conditions on itself instead of regaining Hit Points: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Alternatively, you can cure one Grievous Wound affecting the creature (see Grim Hollow Campaign Guide).
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Guide to Cheese Conditioning It is important to rotate samples to the next shelf space every season to keep track of their age. Each season, I make a control sample from ordinary curds, an
experimental sample not safe for consumption until further tests are conducted, and a salable sample from curds perfectly enhanced for peak flavor. To identify the effects of a season’s conditions on each kind
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
appropriate for your campaign, and give the characters a chance to prepare before they start climbing mountains. They will be encountering extreme weather conditions and might have difficulty with
the harshness of the climb. Rules for extreme cold, strong wind, and high altitude can be found in Chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Weather Conditions The dragon begins its attacks under dark, clear skies. That changes shortly after it leaves Termalaine, its sixth target, for that’s when a winter storm sweeps down from the Reghed
contend with strong wind and heavy snowfall (for rules, see “Strong Wind” and “Heavy Precipitation” in the Dungeon Master’s Guide). The dragon ignores these effects, having been built by Xardorok to overcome such debilitating weather.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, which use it to attack any potential threats. Use the statistics for the oaken bolter (from Mordenkainen’s Tome of Foes) and the kobold inventor (from Volo’s Guide to Monsters). 3 The characters’ tunnel
between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters’ journey. 5 Roving outlaws (five to ten thugs led by a bandit captain) heading to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
supernatural gift (see chapter 7 of the Dungeon Master’s Guide) — a charm that allows a character to cast the Galder’s tower spell (see appendix E) once as an action. 3 A treant and a stone golem were
golem finally overcome its foe. 4 A leprechaun (use quickling statistics from Volo’s Guide to Monsters) crosses the characters’ path. If successfully caught without being killed, the creature negotiates
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
River Guide cares only for the single coin he’s owed by any who board his skiff. During the feast of the Necrologion, which gives its name to the eighth month in the calendar of Meletis, pious souls
offering to each of Theros’s five mightiest deities, hoping to receive a peaceful place among them in return.
The gods realized what Athreos’s spirit represented: the first of an endless flood of mortal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(see chapter 8). This changes some of the conditions described in “Underdark Travel” in chapter 2. ATTACKING IN FORCE
When dealing with combat between large groups of creatures — either the
adventurers’ allies or their foes — you might wish to use the guidelines under “Handling Mobs” in chapter 8 of the Dungeon Master’s Guide. In some cases, you can simply match forces on one side with those on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
illumination conditions as above the water. Twilight Zone. The twilight zone is between the depths of 650 and 1,000 feet. When the sunlight zone above is bathed in natural bright light, the twilight zone
Dungeon Master’s Guide. Optional Rule: Pressure and Objects With this optional rule, characters who dive deep in the ocean require specialized equipment that can withstand the ocean’s pressure. Nonmagical
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bugbears attack. Drow Adolescents This roving gang consists of 1d6 + 6 drow bandits. If the gang outnumbers the party, the drow attack. Otherwise, they make lewd hand gestures at the party but retreat
Master’s Guide). The drow believes he or she is the true voice of Lolth, tasked by the Demon Queen of Spiders to admonish everyone for their lack of devotion, warning that “Demons will consume you all!” The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, making a Wisdom (Survival) check when the DM calls for it. (See “Becoming Lost” in chapter 5 of the Dungeon Master’s Guide for more information.) Noticing Threats Use the passive Wisdom (Perception
weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew’s quality score to determine if it can hide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hardest while living under the harshest conditions. Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians
. Wandering through the ward can be a bewildering journey without a guide. Except in the immediate vicinity of the piers, shop signs and advertising of any kind are rare, and warehouses and other businesses
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, the drow have long been accustomed to the harsh conditions of life in the Underdark. They’ve lived away from sunlight for so long that they can’t bear the touch of it on their flesh, and thus they
. Someone who needs a guide through the Underdark might not find a better one than a centuries-old drider that has faced every hazard those tunnels hold.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Dragon mount 8 192 Sailing ship 2 48 To create a more realistic journey, you can use the Weather table in chapter 5 of the Dungeon Master’s Guide to determine the prevailing weather on a given day
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Finding a Guide Guides can be retained in Port Nyanzaru or Fort Beluarian. All Port Nyanzaru guides must register and serve under the auspices of Jobal, who takes a princely cut of their earnings and
guides are described in this section. Some will work for free if characters agree to certain conditions. Otherwise, guides charge 5 gp per day, and payment for 30 days up front is standard, even if
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about
extreme cold (see chapter 5 of the Dungeon Master’s Guide). Magic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to all conditions.
An amber sarcophagus has AC 16, 80 hit points, and immunity to poison and psychic damage. Destroying one causes the vestige trapped within it to disappear, leaving no trace. You
functions like a charm (see “Supernatural Gifts” in chapter 7, “Treasure,” of the Dungeon Master’s Guide). A creature doesn’t receive a dark gift if it is being manipulated or coerced, or if it declines
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
transit between the Material Plane and the Feywild; more information about them can be found in the Dungeon Master’s Guide. An archfey is usually aware of any Fey crossings that allow creatures to
enter and leave the archfey’s domain and may protect these Fey crossings or leave them unguarded. Some Fey crossings operate only at certain times or when certain conditions are met. The Fey Crossings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
possessed. His arrogance aside, Fidelio won’t possess a humanoid without its consent. If it can’t find a willing host, it offers to join the party on two conditions: the characters must seek out
“Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) on any character who served as Fidelio’s host. For laying Fidelio’s spirit to rest, the characters should receive XP as if they had defeated the ghost in combat.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a dead, hateful deity of any origin you choose. This vestige can’t be harmed or controlled, and it is immune to all conditions. Any creature that touches the amber monolith forms a telepathic link
sword of vengeance haunted by Mara Silvra (these magic items are detailed in the Dungeon Master’s Guide). All of these treasures become obvious if the liquid is drained, as do 220 sp, 30 gp, and twelve
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Instead, the characters’ escape is made possible by a set of conditions that you can implement when the time is right. Blingdenstone The deep gnome settlement (see chapter 6) has the most dealings with the
surface world of any community in this region of the Underdark, and the adventurers can find the resources there to guide them out. However, the deep gnomes are dealing with a number of looming
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
creature that eats a cherry from one of these trees is cured of all magical contagions, and the following conditions end on the creature: Blinded, Deafened, Paralyzed, and Poisoned. A creature can be
(see “Supernatural Gifts” in the Dungeon Master’s Guide) against the dragon. Astral Lift. The Astral lift, which connects the chamber to several below, is described in “Garden Features.” The lift
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
science or inventions such as firearms (see the Dungeon Master’s Guide), feel free to do so. Regardless of a domain’s culture and innovations, the Mists prevent knowledge of them from spreading. Even if an
between domains are essentially impossible. Rare individuals do travel between the domains, such as adventurers or roving Vistani families (detailed at the end of this chapter). Others who wish to travel
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
and deafened conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects. 2 1d4 will-o’-wisps offer to guide the characters to their destination but might
afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury. †Monsters marked with a dagger
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
has a single mast flying a square mainsail plus two triangular foresails, one aft sail, and a small topsail. All that canvas gives her a top speed of 10 mph under ideal conditions. The Brazen Pegasus is
guides (see “Finding a Guide”). The harbormaster is a half-gold dragon named Zindar (see appendix D). He’s seldom in this sturdy, airy building, however; most of his time is spent dealing with the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the Ravenous, use the ship map in appendix C of the Dungeon Master’s Guide. Via Griffons The goliaths of Skytower Shelter agree to loan the party members one griffon apiece if one of these conditions
route to Auril’s island, resulting in a three-day journey. The whale is submerged for most of the trip, allowing the characters to see what life is like in the frigid depths. Like a tour guide, the