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Returning 35 results for 'curving walk reflect'.
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Monsters
Quests from the Infinite Staircase
rounds in a row:
Plant Walk. The Gardener moves up to their speed into the space of a Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they
result every few days that pass in the campaign to reflect your ever-changing curiosity.
Tabaxi Obsessions
d8
My curiosity is currently fixed on …
1
A god or planar entity
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Traversing the Tunnel The winding tunnel between Phandalin and Illithinoch is 12 miles long, curving in different directions as it descends 2 miles beneath the town. The tunnel has a gentle but
continuous slope. The entire journey takes about 14 hours if the characters walk at normal speed. Random Encounters After each hour the characters spend in the tunnel, roll 1d20 and consult the Tunnel
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Traversing the Tunnel The winding tunnel between Phandalin and Illithinoch is 12 miles long, curving in different directions as it descends 2 miles beneath the town. The tunnel has a gentle but
continuous slope. The entire journey takes about 14 hours if the characters walk at normal speed. Random Encounters After each hour the characters spend in the tunnel, roll 1d20 and consult the Tunnel
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-goat creature in robes sprawls ten feet to the north. It grips a staff tipped with a bronze goat’s head.
The curving corridor forms a perfect circle, imbued with magical gravity that keeps creatures
bound to the floor as they walk along it. A detect magic spell or similar effect reveals an aura of transmutation within the corridor. The corpse belongs to Devlin Bashir, a Calishite wizard and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-goat creature in robes sprawls ten feet to the north. It grips a staff tipped with a bronze goat’s head.
The curving corridor forms a perfect circle, imbued with magical gravity that keeps creatures
bound to the floor as they walk along it. A detect magic spell or similar effect reveals an aura of transmutation within the corridor. The corpse belongs to Devlin Bashir, a Calishite wizard and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
other areas of the maze (your choice). There is no turning back from a wrong path. Once the last character has gone out of sight of the sundial (15 feet along the curving path), reversing direction
, the characters can walk out of the garden from the foot of the tower without any detours or difficulties. However, any gems they collected in the maze (see below) will mysteriously vanish from their possession.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the other areas of the maze (your choice). There is no turning back from a wrong path. Once the last character has gone out of sight of the sundial (15 feet along the curving path), reversing direction
. Alternatively, the characters can walk out of the garden from the foot of the tower without any detours or difficulties. However, any gems they collected in the maze (see below) will mysteriously vanish from their possession.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
other areas of the maze (your choice). There is no turning back from a wrong path. Once the last character has gone out of sight of the sundial (15 feet along the curving path), reversing direction
, the characters can walk out of the garden from the foot of the tower without any detours or difficulties. However, any gems they collected in the maze (see below) will mysteriously vanish from their possession.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the other areas of the maze (your choice). There is no turning back from a wrong path. Once the last character has gone out of sight of the sundial (15 feet along the curving path), reversing direction
. Alternatively, the characters can walk out of the garden from the foot of the tower without any detours or difficulties. However, any gems they collected in the maze (see below) will mysteriously vanish from their possession.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cargo carts, four passenger carts, and two lounge carts in between. Doors at both ends of each cart enable crew and passengers to walk from one to the next, even while the train is in motion. Both crew
. Individual stations do have distinct touches that reflect local features. For example, the station in Gatherhold, in the Talenta Plains, is decorated with traditional halfling motifs and offers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cargo carts, four passenger carts, and two lounge carts in between. Doors at both ends of each cart enable crew and passengers to walk from one to the next, even while the train is in motion. Both crew
. Individual stations do have distinct touches that reflect local features. For example, the station in Gatherhold, in the Talenta Plains, is decorated with traditional halfling motifs and offers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. If a halfling falls off a cliff, her britches will snag on a root or a sharp outcrop of rock. If a halfling is forced by pirates to walk the plank, he will catch a piece of flotsam and use it to stay
moment to pause and reflect in such a place, or stop for a quick snack. Set flowers in your cap or hair to protect against evil faeries. When the hair on your neck stiffens or the skin on your arm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Each plane is adjacent to two others, but there’s no necessary cohesion between adjacent planes; a traveler can walk from the slopes of Mount Celestia onto the slopes of Gehenna. Mount Olympus. In the
planes, it’s a good idea to stick to that model. Create one simple trait that players notice, that doesn’t create too much complication at the gaming table, and that’s easy to remember. Try to reflect the philosophy and mood of the place, not merely its physical characteristics.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Each plane is adjacent to two others, but there’s no necessary cohesion between adjacent planes; a traveler can walk from the slopes of Mount Celestia onto the slopes of Gehenna. Mount Olympus. In the
planes, it’s a good idea to stick to that model. Create one simple trait that players notice, that doesn’t create too much complication at the gaming table, and that’s easy to remember. Try to reflect the philosophy and mood of the place, not merely its physical characteristics.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. If a halfling falls off a cliff, her britches will snag on a root or a sharp outcrop of rock. If a halfling is forced by pirates to walk the plank, he will catch a piece of flotsam and use it to stay
moment to pause and reflect in such a place, or stop for a quick snack. Set flowers in your cap or hair to protect against evil faeries. When the hair on your neck stiffens or the skin on your arm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
(Medicine) check allows for the successful removal of the bone. After that, Mickey can walk without moaning or hopping, making Mad Maggie more amenable to assisting the characters. The redcaps and madcaps
reflect that. One might offer a character a severed finger as a token of friendship, then accuse the character of stealing it afterward. Only their love and fear of Mad Maggie keeps the creatures under a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
(Medicine) check allows for the successful removal of the bone. After that, Mickey can walk without moaning or hopping, making Mad Maggie more amenable to assisting the characters. The redcaps and madcaps
reflect that. One might offer a character a severed finger as a token of friendship, then accuse the character of stealing it afterward. Only their love and fear of Mad Maggie keeps the creatures under a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
allies from area V18 arrive in 5 minutes. V23: Wall Walk The stone walkway atop the keep’s curtain wall passes through the second floor of each moon tower, allowing access. The walkway can be reached
. Both look out a window at the courtyard to the southeast. Fastened to the throne’s headrest is a mirror that seems to draw light in rather than reflect it.
On the rare occasions when Lord Soth
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
allies from area V18 arrive in 5 minutes. V23: Wall Walk The stone walkway atop the keep’s curtain wall passes through the second floor of each moon tower, allowing access. The walkway can be reached
. Both look out a window at the courtyard to the southeast. Fastened to the throne’s headrest is a mirror that seems to draw light in rather than reflect it.
On the rare occasions when Lord Soth
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the water of a vast pool situated between curving northern and southern staircases that lead up to double doors. Two enormous globes of blue liquid are suspended in the air to the east.
Creatures. One
succeeds on a DC 15 Wisdom (Perception) check while searching the debris discovers five potions of water breathing and two spell scrolls of water walk. Glyph Key. Tanjus has a glyph key attuned to this zone
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
line of figures struggling to walk against the wind, faces of the dead, or anything else you wish to depict or convey in your campaign. N11. Hero’s Tomb A yellow casket rests on the flat top of a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(greater); and a bag with 10 pp, 20 gp, 15 sp, and a flawed emerald worth 500 gp. P8: Gallery Curving metal stairs ascend to an art gallery that constitutes the palace’s second floor. A low stone rail
bracing walk to the upper rooftop garden. P11: Upper Roof Garden This roof garden is bound on three sides by a low, crenelated parapet and holds two long flower beds. The north bed holds spotless white
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
center of this curving cavern. A stack of pig carcasses is piled haphazardly along the eastern wall. Buckets are arrayed on the northern side of the arch, as well as along the southern wall.
On the wall
) oversees two Thayan apprentices (see appendix B) in this cavern. They walk a circuit around the pools, carefully jabbing down into them with the ooze prods they carry. Spawn Pools. These 5-foot-deep pools
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the water of a vast pool situated between curving northern and southern staircases that lead up to double doors. Two enormous globes of blue liquid are suspended in the air to the east.
Creatures. One
succeeds on a DC 15 Wisdom (Perception) check while searching the debris discovers five potions of water breathing and two spell scrolls of water walk. Glyph Key. Tanjus has a glyph key attuned to this zone
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(greater); and a bag with 10 pp, 20 gp, 15 sp, and a flawed emerald worth 500 gp. P8: Gallery Curving metal stairs ascend to an art gallery that constitutes the palace’s second floor. A low stone rail
bracing walk to the upper rooftop garden. P11: Upper Roof Garden This roof garden is bound on three sides by a low, crenelated parapet and holds two long flower beds. The north bed holds spotless white
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
center of this curving cavern. A stack of pig carcasses is piled haphazardly along the eastern wall. Buckets are arrayed on the northern side of the arch, as well as along the southern wall.
On the wall
) oversees two Thayan apprentices (see appendix B) in this cavern. They walk a circuit around the pools, carefully jabbing down into them with the ooze prods they carry. Spawn Pools. These 5-foot-deep pools