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Returning 17 results for 'continuing rolling grabbing to have regions'.
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Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Surrounding Regions To the west of the Kalaman region lies Hinterlund. Even farther west lie the Plains of Solamnia, from where crops and crafted goods make their way to Kalaman for trade. Even in
Qwalmish. To the south and east of Kalaman are the rolling steppes of Qlettaar, which in turn give way to the forbidding peaks of the Taman Busuk region beyond Estwilde.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
6 hours of travel; an encounter occurs on a roll of 17–20. Determine the encounter by rolling on the table below. Serpent Hills Encounters d8 Encounter 1 Humanoids (1d6) 2 Herd mammals (5d6) 3 Hill
all that remain of the many lost settlements of the Serpent Hills. Lizardfolk Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
hours of travel; an encounter occurs on a roll of 17–20. Determine the encounter by rolling on the table below. Serpent Hills Encounters d8 Encounter 1 Humanoids (1d6) 2 Herd mammals (5d6) 3 Hill
dry wells are all that remain of the many lost settlements of the Serpent Hills. Lizardfolk. Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can.
Kobold
Legacy
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Species
Volo's Guide to Monsters
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the creatures randomly by rolling a d4: d4 Creature 1 1d6 shadows 2 1d4 vampire spawn 3 1d4 wights 4 1 wraith and 1d4 + 1 specters Lief was pressed into service by Strahd many years ago. He keeps
” below for more information. The western door leads to area K25. The eastern door provides access to a staircase (area K21) that leads down to area K9 and up to a landing outside area K35, continuing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
system to glimpse other regions of the Far Realm. The beholder would gaze into ten eyepieces to see random regions of the Far Realm. Several years ago, Golcuus inadvertently peered into the Briny Pool
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
magic on a creature also ends the effect on it. The myconids and their spore servants attack only if they’re attacked or prevented from continuing on their march. Oozes The characters encounter one or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
not decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva is
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
day by rolling a d20 (if the characters do not already attract monsters by stumbling across shriekers). On an 18 or higher, the characters have an encounter at some point during the day or night (equal
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area’s destiny, fundamentally changing the land. While the flora
affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Character Advancement In this adventure, the characters can gain a level by exploring different regions. After the characters complete at least one encounter in all four regions, everyone in the
encounter on the trail. Alternatively, you can forgo rolling and simply choose an encounter from the table.
Theater of the Mind. While the “Bandit Ambush” encounter later in this region uses a map
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
their lost things will require the characters to explore the Feywild regions of Hither, Thither, and Yon (described in chapters 2, 3 and 4) and contend with the hags of the Hourglass Coven. The
with a remove curse spell or similar magic. The nature of the minor curse affecting each character depends on which hag took what the character lost. After rolling on the Keepers of Lost Things table
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
750 gp and weighing 50 pounds). Among the furnishings in their bedchamber is an alabaster chest containing 800 pp and 1d3 magic items, determined by rolling on Magic Item Table F in chapter 7 of the
Kaltivar the frost giant carries a sack containing 2d6 × 100 gp, 1d4 mundane items (determined by rolling on the Items in a Giant’s Bag table in the introduction), and one magic item, determined by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) slashing damage. Secure the Rum. Casks of rum are rolling around the decks, creating a short-term danger to the crew — and a longer-term danger to the crew’s morale if too much of the rum goes overboard. A
reaching the crow’s nest, then continuing on to the aft platform and the exit portal. At different points during the crossing of the rigging, the characters might attract the attention of crew members
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are rolling grass-covered hills recently claimed by the orcs of the Iceshield clan. They dwell in lodges made from timber cut from the forest. Elves and centaurs regularly emerge from the High Forest
hunting for food. They have no treasure to speak of, though each carries a sack containing 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Reghed Nomads
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
center around goals broader than a single dragon’s territory or concerns. This section discusses several organizations whose plots can unfold across small regions, whole worlds, or even multiple
prophecy’s old interpretation, continuing their efforts to create dracoliches. Adventure Hooks. The Tyranny of Dragons adventure details the cult’s efforts to bring Tiamat’s avatar into the world. Beyond