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Returning 32 results for 'cultures wagon rules'.
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Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Quest: Dangerous Stowaway As the characters browse Oleiraâs wares, she offers them each 1 GP to unload a wagon while her sons are off watching soldiers train elsewhere in the keep. The delivery is
late, so Oleira tells the characters to meet the wagon along the trail. Unknown to Oleira, the shipment contains a dangerous stowaway. During transit, a nasty ooze slithered onto the wagon and gobbled
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
she grows so enormous that the gods take notice and show her favor. To her, the biggest giant rules. Guhâs gluttony knows no bounds. She has been feasting for several months and has grown to such a
size that she can no longer walk on her own. She spends her time slumped in a wagon with broken axles, surrounded by heaps of stolen loot and crying out for more food.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the region. Use these to enhance your descriptions or handle situations where rules like lighting or terrain are relevant.
The rules glossary in the D&D Beyond Basic Rules defines any capitalized
rules such as Bright Light.
Getting Started
To begin, read the following boxed text aloud:
You travel along a well-kept trail east of the Keep on the Borderlands. Gnarled tree roots and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Yartar This fortified city commands the most northerly wagon bridge over the Dessarin River. A walled citadel on the west bank of the river connects to a bridge wide enough to accommodate two wagons
prosperous and increasingly crowded, so buildings have been torn down and taller ones built â four stories high in some instances. A Waterbaron who rules for life leads Yartar. The current Waterbaron is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But theyâre all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But theyâre all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A characterâs species determines the characterâs creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
âAdventuring Gearâ in the Basic Rules.) Characters in need of weapons or armor are directed to the Lionshield Coster (see that section). The proprietor is Elmar Barthen, a lean and balding human male shopkeeper
Supplies. If the characters began play with the âMeet Me in Phandalinâ adventure hook, their orders are to deliver the wagon of supplies to Barthenâs. Barthen pays the agreed amount (10 gp to each character
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xenâdrik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xenâdrik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A characterâs species determines the characterâs creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wagon and close when the rear one has entered. The eastern gates donât open for people trying to leave Strahdâs domain unless they are accompanied by Vistani. The fog chokes any non-Vistani that passes
of fog. THE LANDS OF BAROVIA: COMMON FEATURES
Unless the text says otherwise, the following rules apply to doors, secret doors, locks, and webs in these lands.
Doors. A wooden door can be forced
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
actions in the game donât change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesnât need new rules to reflect a cultural influence; a
character works just fine in a game inspired by medieval Asian cultures. Wuxia Weapon Names Having players refer to a tetsubo or a katana rather than a greatclub or a longsword can enhance the flavor
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
two human-sized bodies being hauled away from the ambush site. The party can easily steer the wagon away from the road and tie off the oxen while the group pursues the goblins. The trail leads five
ground. The character is restrained until 1 or more slashing damage is dealt to the snareâs cord. (See the appendix in the Basic Rules for the effect of being restrained.) A character who isnât
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Strength Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
than the goblinsâ check total is surprised and therefore canât do anything on his or her first turn in the combat (see âSurpriseâ in the Basic Rules). Use the initiative rules in the Basic Rules to
goblins can do on their turn, see chapter 9, âCombat,â in the Basic Rules. When three goblins are defeated, the last goblin attempts to flee, heading for the goblin trail. Developments In the unlikely
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
on to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when attacking
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures. Insight Wisdom Discern a personâs mood and intentions. Intimidation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
â later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures. Insight Wisdom Discern a personâs mood and intentions. Intimidation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbiddenâthough over the years weâve certainly seen imaginative attempts to stretch the rules!
Dura
fellow named Carralag, and his supporters are quite passionate about their winged champion.
As befits a metropolis that boasts people of all cultures, Sharn hosts a wide variety of sports and athletic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required
has unusual rules governing its use, explained in the weaponâs description (see "Special Weapons" later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam The Korranberg
ChrONiCle
Descent into Droaam: my trail to terror
Weâre all going to die. That thought echoed through my mind as the wagon carried us toward the Great Crag. The diplomats
frightening member of the Daughters of Sora Kell!
When I could set aside my sheer terror, I was learning a great deal about this strange nation. The Daughters invested power in warlords, each of whom rules a
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Evil kite 5 Goblin procession 6 Goblin shadows 7 Pageant wagon 8 Tornado Astronomerâs Throne The characters come across a throne hewn from a boulder and etched with astronomical symbols. A detect
these words, the goats wait to see if the characters offer them something in return, thereby honoring the rule of reciprocity (see âRules of Conductâ in chapter 2). The goats are hungry but not picky
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
canât hold the characters and all their staff (at least not comfortably), such staff are often itinerant or based in whatever settlement the carriage returns to most often.
THE "C" TEAMâS WAGON
HEADQUARTERS
Cosmetic Features A cosmetic improvement, gained at franchise rank 2, allows a franchise to radically alter the look and feel of its headquarters. A beat-up wagon could become a gilded
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as
, Ramondo VARIANT HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the humanâs Ability Score
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lightning rail train is made up of an elemental vessel linked to a series of connected carts, all of which float about 5 feet off the ground. Each cart, similar in form to a large wagon with no wheels
paths. There are no stations in the expanses between these settlements, and House Orien rules prohibit lightning rail pilots from stopping anywhere but at a station. Stations throughout Khorvaire
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(see âRules of Conductâ in chapter 2) to grant them an audience. FEY TO THE RESCUE!
If the characters helped the korreds and brigganocks settle their differences earlier in the chapter, they offer to
who come to Motherhorn bearing invitations from a pageant wagon (see âRandom Encounters in Yonâ earlier in the chapter) can skip the performance and jump straight to the private audience. Assuming that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters corner her, Kettlesteam tells her story in the voice she stole from Candlefoot: Many years ago, she made a fey pact with Zybilna, the archfey who rules the Feywild domain of Prismeer. Recently
their wagon. She repeats the conversation, using her Mimicry trait to imitate Lightâs agitated voice (âSomeone is going to find out about this! Theyâll shut us down!â) followed by Witchâs calm yet firm
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
or ocean. 3 Delve into the Underdark in search of deposits of rare magical crystal, and map your route so miners can retrace it. 4 Sabotage the business of a rival giant. 5 Guard a wagon or caravan
Search for clues pointing to the location of the Adze of Annam (described in chapter 5) or some other artifact related to the gods of the Ordning. Sovereign A giant who rules over a settlement of other
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
single wagon to cross, spans the river between these two settlements. Known as the Ironford Bridge, it has stood for centuries but is showing its age. Bargewright Inn reeks of manure and filthy mud
. Cairn Road The Cairn Road is a well-worn wagon trail that crosses the Dessarin Valley between the village of Red Larch and the Bargewright Inn trading post. Calling Horns Calling Horns was nothing more
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wagon. A successful DC 10 Dexterity check using thievesâ tools unlocks the box, inside which are five vials of holy water and five vials of antitoxin. Smashing the box open works automatically but breaks
â below for more information.) Treasure. Most of the crates, sacks, and barrels that litter the road and the wagon have already been emptied of valuables. One cask of Luskan Ice Mead remains intact






