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Returning 35 results for 'distance inspires are building'.
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Triton
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Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
them.
Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Overview A D&D adventure is a collection of locations, quests, and challenges that inspires you to tell a story. The outcome of that story is determined by the actions and decisions of the
short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North — a vast realm of free settlements surrounded by lawless
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and surrounded. The dragon is unlikely to enter the inn building, opting to use its breath weapon through the windows or attacking any characters or bystanders who step outside. Option 2: Attack on the
Road As the characters are traveling, the cultists can get ahead of them and lay an ambush. Alternatively, cultists might follow the party at a distance by day, then move closer when the characters
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
and surrounded. The dragon is unlikely to enter the inn building, opting to use its breath weapon through the windows or attacking any characters or bystanders who step outside. Option 2: Attack on the
Road As the characters are traveling, the cultists can get ahead of them and lay an ambush. Alternatively, cultists might follow the party at a distance by day, then move closer when the characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
trail, which skirts north of a sprawling vineyard before bending south toward a stately building. The fog takes on ghostly forms as it swirls between the neatly tended rows of grapevines. Here and
beckoning figure is one of nine wereravens (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
who tries to establish or maintain a permanent order to the universe. She aids and inspires forces of change, the rivers that wear down mountains and the tides that claim whole continents. She
for the gods who oversee work she believes best left to mortals: Ephara with her cities, Karametra with her fields, Pharika with her tinctures, Mogis and Iroas with their armies. To Thassa’s mind, her peers are building castles in the sand, unaware or unmindful that the tide will sweep them away.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
detect the presence of undead. As the young remorhazes engage the characters in battle, Tekeli-li assumes its gnoll form and joins the fray, keeping its distance from the remorhazes. See the “Tekeli-li
rising from them.
Each pool is 15 feet deep. Submerged in the northern pool is a full-grown remorhaz coiled around a cluster of eight remorhaz eggs, which look like oversized snowballs from a distance
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and megalomania, but those who join the guild idolize him for his magnetic presence, which inspires art and encourages utter wantonness. Because Rakdos finds destruction entertaining, his cultists
has never been completely successful. Now, as tension builds in Ravnica and several guilds attempt to crack down on chaos and criminal activity, the Rakdos cult reacts to this building pressure with
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dragons respond to the Draakhorn’s rumbling moan and journey to the Well of Dragons—a migration that inspires alarm and panic in people across Faerûn. Characters and players should seldom be allowed to
forget that the evil dragons are on the move. Whenever the adventurers are outside, they might see a dragon winging overhead in the distance. The shadow of a dragon could fall across the adventurers in
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dragons respond to the Draakhorn’s rumbling moan and journey to the Well of Dragons—a migration that inspires alarm and panic in people across Faerûn. Characters and players should seldom be allowed to
forget that the evil dragons are on the move. Whenever the adventurers are outside, they might see a dragon winging overhead in the distance. The shadow of a dragon could fall across the adventurers in
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
dragons respond to the Draakhorn’s rumbling moan and journey to the Well of Dragons—a migration that inspires alarm and panic in people across Faerûn. Characters and players should seldom be allowed to
forget that the evil dragons are on the move. Whenever the adventurers are outside, they might see a dragon winging overhead in the distance. The shadow of a dragon could fall across the adventurers in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.”
The mill is about 500 feet from the keep. The distance is
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” The mill is about 500 feet from the keep. The distance is
Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building, but
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
slits looking onto the exterior of the building. Characters who specialize in ranged attacks and magic can use the arrow slits to launch arrows, bolts, and spells at the drowned ones as they approach
tiles on the roof can be easily rigged to collapse. This tactic is especially useful if the victim falls some distance into an area where the characters have open space to make attacks (area 7, for
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
8 Spouts of hellfire
9 Vrock philosophy
10 Zombie horde
Collapsed Building A quake rocks the city, and a building collapses in the distance. The characters hear cries for help
. Encounters in Elturel d10 Encounter
1 Collapsed building
2 Cry for help
3 Ghastly meal
4 Ghoul pack
5 Hateful patrol
6 Imp sales pitch
7 Narzugon cavalier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dungeon. You can roll on the table or choose an entry that inspires you. Dungeon Location d100 Location 01–04 A building in a city 05–08 Catacombs or sewers beneath a city 09–12 Beneath a farmhouse 13
Building a Dungeon When you set out to create a dungeon, think about its distinctive qualities. For example, a dungeon that serves as a hobgoblin stronghold has a different quality from an ancient
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
by the door of this large building shows the faded image of a workhorse holding a flagon of ale. The building is sagging and dilapidated, but it is more intact than the ruins across the road.
Six
ash zombies (see the “Ash Zombies” sidebar) lurk in the shadows in this building, slumped against the walls or under the bar. When living creatures enter, the zombies groan and stir, slowly climbing to
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
door of this large building shows the faded image of a workhorse holding a flagon of ale. The building is sagging and dilapidated, but it is more intact than the ruins across the road.
Four ash zombies
(see the “Ash Zombies” sidebar) lurk in the shadows in this building, slumped against the walls or under the bar. When living creatures enter, the zombies groan and stir, slowly climbing to their
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
killed by Duskwalker—but from this distance, characters can tell only that the soldiers are motionless, not that they’re dead. P2: Wooded Berm The trees here stand shoulder to shoulder, forming a violet
the east, this large hall narrows to a raised area with an altar. The north side of the building is a tangle of fallen stone and beams. The south side holds two doors.
The ceiling here is 20 feet
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
building where the Speakers of Helm’s Hold meet. The Speakers are the duly elected representatives of the hold, numbering eight in all, plus the Chief Speaker. The current Chief Speaker is Amarandine
Wanderfoot, an older halfling matron who was an adventurer in her day. The Speakers work closely with the Holy Watcher to see to the proper governance of the hold. A short distance from the town hall
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
panicked citizens before them, while the enormous vine in the distance stretches ever taller.
The friendly sailor, Elaina Sartell, is described later in the chapter. She flees at once, leaving the
the “Trouble at the Docks” encounter when they arrive. Hole Up. If the characters try to barricade themselves in a building or find somewhere else in the settlement to hide, the increasingly violent
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Moon Type Distance to Outer Edge of System Valt Spherical earth body (detached moon) 1,500 million miles (15 days’ travel) Fyreen Spherical earth body with one moon (Crios) 1,400 million miles (14
Menagerie) that abides no solicitors. Yort. This cold, swampy moon is strewn with the petrified skeletons of kindori (see Boo’s Astral Menagerie). Humanoid evacuees from Fyreen have taken to building
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
one-sided battle. Instead, the characters could witness the giants in an altercation from a distance, foreshadowing a conflict that will threaten all the smaller folk in the region. Or you could decide
inspiration to fit the encounter into the location you’re populating. If that context doesn’t make sense for the situation you’re building, consider using the context to inspire the creature’s general
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
carved wooden scimitar emblazoned with the inn’s name in red paint on both sides. An inn yard with stables and outbuildings lies behind the building. The Swinging Sword is welcoming and luxurious by the
and legs, she looks like an adventurer. She has idle dreams of traveling the North and slaying dragons, but she is far more interested in building a mercantile empire and outgrowing Red Larch someday
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
pass cards to bypass the alarm (see “Bypassing Alarms”), and contend with the falling net trap just inside the doors while remaining a safe distance from the animated statues. Attic Skylight. The
characters could pick the lock on the skylight to enter the building. Grappling hooks and ropes are required to scale the building. By the end of the gala, it is dark enough to allow characters to enter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blood oath to protect its secret location. Any ship that sails within visual distance of the anchorage is attacked and chased, if necessary. The Brazen Pegasus (see “Harbor Ward") has a good chance to
where to look. An alert lookout spots the structures and docked ship inside the cave automatically if passing within a half-mile of shore. At a distance up to 2 miles, a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of kobolds. These small, reptilian folk eye you curiously while a couple of humans watch from a distance. All the cloister’s residents are dressed in simple clothes, and no one carries a visible
secret lair in a cave accessed by an undersea tunnel, a short distance from the cloister and not shown on the map of Dragon’s Rest. She is careful not to enter or leave the cave when anyone might
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Hall is a two-story, wattle-and-daub building where townsfolk come to renew licenses, pay fines, settle petty claims, file complaints, and gather to discuss important issues. The flag of Easthaven
Dinneshere, which manifests here as a chaotic evil ghost. If the characters keep their distance, the woman begins sobbing. If the characters leave without confronting the woman and return later, the ghost
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. Lionshield Coster Hanging above the front door of this modest trading post is a sign shaped like a wooden shield with a blue lion painted on it.
This building is owned by the Lionshields, a merchant
must be filled with treasure!” (If the characters visit the lighthouse, see “Tower of Storms”.) 6 “Some folk claim to have seen a dragon flying through the high clouds. At that distance, it’s hard to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
small beach with a dock. Expanded Tavern. The building adjacent to the tavern has been bought out and connected to it, allowing for more guest chambers, a larger common room, a larger kitchen, and
of thumb, a mobile headquarters can travel a distance of 30 miles per day (equivalent to a fast travel pace) per franchise rank. This rate of travel can vary depending on weather, visibility
Magic Items
Infernal Machine Rebuild
Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the tenement building to the building containing the lift. A Daask harpy and a group of 1d4 commoners loiter on the bridge when the characters arrive. The commoners pose no threat, but the harpy
(Acrobatics) check to leap onto the roof of a train car safely. Characters who fail the check take fall prone on the roof of the car and take bludgeoning damage based on the distance fallen (1d6 per 10 feet).
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) anxiously searching for the lost goats it tends for a frost giant tribe
7 1 frost giant (attitude: 1d8 + 1) building a wind shelter from ice blocks
8 1 frost giant ice shaper* (attitude
to reassemble a small stone building it accidentally demolished
6 1d4 otyughs (attitude: 1d10) in a waste pit where hill giants dispose of feast remnants
7 1 hill giant singing
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
building leans precariously over the street in Eastway. Run by an old, agender martial artist named Garmult (neutral good human gladiator), the House of Mastery offers both martial training of all sorts
physicians, commoners funded the building of a single large facility where everyone could come for treatment. Eager to no longer have every worship service interrupted by contagious congregants, several






