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Returning 35 results for 'distance intended are buildings'.
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Monsters
Quests from the Infinite Staircase
android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance.
Despite
Magic Items
Eberron: Rising from the Last War
The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least one speaking stone, which is carved
Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
markings intended to signify rank, achievements, and the identity of the individual’s leader. By these signs, neogi can identify each others’ place in the hierarchy—and they must defer
telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might
Monsters
Princes of the Apocalypse
tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or
location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom (Perception) score of 15 or higher or spotted with a successful DC 15 Wisdom (Survival) check
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ruin thousands of years ago and is now surrounded by sand dunes that partially bury its outer walls and buildings. No structures on the surface aside from the mastaba remain completely intact. This
place feels like a graveyard, where battle and the sands of time destroyed a city and its population. It’s eerily silent except for the hissing of the sandstorm in the distance. Despite the silence, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Speaking Stone Wondrous item, very rare The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least
they were the target. In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
.
Settlement Maps. A map of a settlement often shows terrain (cliffs, trees, streams, and so forth) in addition to buildings, bridges, and other important features.
Wilderness Maps. A wilderness map shows
.
Often a map is intended for the DM’s eyes only. You can copy portions of a DM’s map to share with your players as a visual aid while omitting details that should remain hidden from them. Virtual
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Travel in the Domain Visitors to a Domain of Delight are often confounded by the Feywild’s power to distort distance, time, and reality. A traveler might see a hilltop that appears to be a mile away
provides examples. At the end of this routine, the performer and any creatures traveling with them find themselves closer to their intended destination. How much closer is up to the DM, but a shortcut
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tightly packed buildings of wood and stone are piled atop one another, creating three levels: a lower level (often called the street level), a middle level, and an upper level. Unnamed thoroughfares
on darkvision to see. Flameskulls are often mistaken from a distance for bobbing torches as they drift through town. View Player Version The town has no general store, and some merchandise that is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Grasslands of Oreskos Unspoiled by roads or buildings, Oreskos is a land of striking natural beauty, where the plains and sky appear to go on forever. Craggy stone formations and ancient ruins dot
. At night, the movements of Nyx are striking, but images of the gods seem to keep their distance from this land where few pay them honor. Yet most non-leonin will never see this beauty. The leonin
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level, you
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance, and a dark, winged shape wheeling low over the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance, and a dark, winged shape wheeling low over the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
town appears in the distance.
Suddenly, from the clear sky crackles a bolt of lightning followed by a thunderous screech. Above the town circles a mighty draconic form—an iridescent creature wreathed
(see the end of this adventure)—attacks. The attack is swift; the creature strafes the town, vanishes among the buildings for an instant, then soars away to the northwest. No matter what methods the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
are within range, they throw javelins at any visible targets. The next round, they charge to close the distance and attack with melee weapons. After two or three rounds, the orcs retreat. The orcs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Quarry
in broken condition.
The ring of gravel surrounds the statue at a distance of 5 feet, intended to mark a suitably respectful distance from the statue. Believers have a tradition of leaving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
extinguishes nonmagical open flames such as torches and campfires. It also makes conversation possible only by yelling, and even then only to a maximum distance of 10 feet. See “Environmental Effects” in
a unique magical property: anything yelled from the top of the crag is said to find the ears of its intended recipient—carried on a shrieking, frigid wind—no matter where in the multiverse that person
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance. Despite an android’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
murky cove from which they take their name. Though islanders mostly keep to themselves, their homes are visible from quite a distance, perched as they are on stilts to protect from floods. Each is painted
of the region’s primary gods. Promise Promise is a town situated where the soil of the Ribbon meets the Nightwater Cove coast. Its paved streets and colorful two-story buildings are home to Covenant
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Pyramid Temple In a typical yuan-ti city, one of the busiest and most prominent buildings is the temple complex that houses yuan-ti and their followers while it provides facilities for worship
staircases offer access to the next level up. Abomination Level The yuan-ti at the top of the social hierarchy reside in the most insulted level of the pyramid, within quick striking distance of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the sort one commonly sees in the wake of trebuchet blows that miss their mark. Farther in from the perimeter of this blasted land lies a scattered mess of buildings, some relatively intact, others
a good distance, seemingly unharmed by the cataclysm that produced the damage around them. Indeed, because of their pristine condition, some folk conjecture that these towers must have been built
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
otherwise disposed of along with valuables deliberately intended for the River Guide discover that they can make use of such items when trading for Athreos’s services. Spirits that reach the shores
Tartyx River. Though the god of the sea quietly resents sharing even a drop of water, she considers the River Guide to be a quiet, unobtrusive trespasser on her favored element and keeps her distance. Were her respect to wane, though, Thassa would eagerly vie to control the Rivers That Ring the World.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relief against the starry sky of Nyx, culminating in a golden orb that can be seen from a great distance. Some speculate that this orb is the source of Nyx’s vibrant colors and lights, and that without
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
found in deep forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might organize members
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
2. Walled Compound Smoke drifts lazily from a walled compound. The gate lies in splinters, and scorch marks deface the buildings. Near the center of the compound is a plaza littered with charred
stole their enemies’ weapons. Six wild dogs (use jackal statistics) feed on one of the Red Wizards. The dogs pose no threat if the characters keep their distance. Spirit Pole The yuan-ti burned their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
below. Read or paraphrase the following to set the scene: This modest-sized town is comprised of some fifty buildings, most of which show signs of regular upkeep. Farms and an apple orchard mark the
distance to them — along with a steady chorus of cheers, boos, and shouts — obscures what’s being said.
Rising from a small hill overlooking the town is an old manor house — or at least it was an
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
must succeed on a DC 15 Dexterity saving throw to grab one of the handles or it plummets down the tube. A security mechanism might prevent creatures from falling the full distance (see below). If so
, for calculating distance fallen, add the heights of the levels the creature falls through, as listed in the “Drop Tubes” section for the relevant levels. Key Card Access. Entering a drop tube requires a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
gravity doubles the distance creatures can jump. However, any creature that jumps must make a DC 14 Strength (Athletics) check. On a successful check, the creature lands in the intended spot. On a
failed check, the creature lands 5 feet away from its intended spot and is suspended in the area’s strange gravity. Suspended creatures are restrained until they use an action to pull themselves onto a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
absence of authority is foolishness. Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the
can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into
severity. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the
. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reaching the group’s intended destination that hour. The group check can be repeated after each hour spent searching for the missing party member. Extreme Cold Rules for extreme cold appear in the Dungeon
chapter 1. Overland Travel Method of Travel Distance per Hour
Dogsled 1 mile
On foot, with snowshoes 1/2 mile
On foot, without snowshoes 1/4 mile
Mountain Travel Navigating
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the following text: Waves crash against jagged rocks along the shore. Beyond, red-hued canyons carve their way through a harsh landscape. In the distance, mountainous crags and strange formations jut
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove






