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Returning 10 results for 'covering what relatively'.
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covering what relative
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
day. Thus, characters mounted on griffons (which have a flying speed of 80 feet) can travel at 8 miles per hour, covering 72 miles over 9 hours with two 1-hour-long rests over the course of the day
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
day. Thus, characters mounted on griffons (which have a flying speed of 80 feet) can travel at 8 miles per hour, covering 72 miles over 9 hours with two 1-hour-long rests over the course of the day
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh
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)
character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace
(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)
short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh
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)
character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace
(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->Sword Coast Adventurer’s Guide
. The Pereghost is never seen without his full armor and a face-covering helm. If it isn’t an elf behind the mask, then I suspect a series of humans might have masqueraded as the Pereghost during the
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. The Pereghost is never seen without his full armor and a face-covering helm. If it isn’t an elf behind the mask, then I suspect a series of humans might have masqueraded as the Pereghost during the
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
along the length of the cavern. Survivors of attacks on the level above will most likely make a stand in the grand entry cavern if they are still in relatively good shape. Secret Exits. The boulders
strength. 7. Guest Cavern A torch-lit place adorned with tapestries, this comfortable chamber has skins and hides covering the floor and a bed heaped with soft pelts. Furnishings include a chest, a bag
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
along the length of the cavern. Survivors of attacks on the level above will most likely make a stand in the grand entry cavern if they are still in relatively good shape. Secret Exits. The boulders
strength. 7. Guest Cavern A torch-lit place adorned with tapestries, this comfortable chamber has skins and hides covering the floor and a bed heaped with soft pelts. Furnishings include a chest, a bag