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Returning 35 results for 'dungeon and druids trail from'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
(Survival) check. You might require trackers to make a new check in any of the following circumstances: They stop tracking and resume after finishing a short or long rest. The trail crosses an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
(Survival) check. You might require trackers to make a new check in any of the following circumstances: They stop tracking and resume after finishing a short or long rest. The trail crosses an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
(Iskander’s handiwork). No check is needed to see that the third was stabbed to death. A trail of blood runs into this room from area 15. Iskander was waiting in this chamber for pursuers to appear. He killed
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
(Iskander’s handiwork). No check is needed to see that the third was stabbed to death. A trail of blood runs into this room from area 15. Iskander was waiting in this chamber for pursuers to appear. He killed
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Like druids, their practices date back to the earliest days of humanity. And long before humans set foot in the North, elf rangers strode through its forests and climbed its mountains. The traditions
about the sanctity of nature. While by no means always aligned with one another, rangers are bound into a loose community of sorts — one that often connects with circles of druids. In the North and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: The DM describes the environment. The players describe
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: The DM describes the environment. The players describe
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Like druids, their practices date back to the earliest days of humanity. And long before humans set foot in the North, elf rangers strode through its forests and climbed its mountains. The traditions
about the sanctity of nature. While by no means always aligned with one another, rangers are bound into a loose community of sorts — one that often connects with circles of druids. In the North and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Elemental Checkpoint Blood streaks the floor here, including the smeared trail leading back to the teleport chamber and a second trail of bloody boot prints heading up the corridor to the north
room, the elementals attack. They fight until destroyed, or until the party flees back to area 14 or moves further into the dungeon. The elementals do not pursue outside this area unless attacked
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: The DM describes the environment. The players describe
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
covering every wall, and iron fencing along its roofline. The trail ends at an open loading dock on the ground floor.
A wooden stable of more recent construction is attached to the east side of the
winery, thus keeping the needle blights at bay, or stand and fight. If they stay outside and fight, druids and blights from inside the winery join the battle on the rounds shown below. Round Creatures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: The DM describes the environment. The players describe
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
covering every wall, and iron fencing along its roofline. The trail ends at an open loading dock on the ground floor.
A wooden stable of more recent construction is attached to the east side of the
winery, thus keeping the needle blights at bay, or stand and fight. If they stay outside and fight, druids and blights from inside the winery join the battle on the rounds shown below. Round Creatures
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Elemental Checkpoint Blood streaks the floor here, including the smeared trail leading back to the teleport chamber and a second trail of bloody boot prints heading up the corridor to the north
room, the elementals attack. They fight until destroyed, or until the party flees back to area 14 or moves further into the dungeon. The elementals do not pursue outside this area unless attacked
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The Dungeon Master decides which of these spells are available in a campaign and how they can be learned. For example, a DM might decide that some of the spells are freely available, that others are
found as treasure. When a DM adds spells to a campaign, clerics, druids, and paladins require special consideration. When characters of those classes prepare their spells, they have access to the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The Dungeon Master decides which of these spells are available in a campaign and how they can be learned. For example, a DM might decide that some of the spells are freely available, that others are
found as treasure. When a DM adds spells to a campaign, clerics, druids, and paladins require special consideration. When characters of those classes prepare their spells, they have access to the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, adventurers traveling along a road or a trail might come across a tiny settlement consisting of a handful of homesteads built around an inn or tavern where locals gather. (If you need a tavern name, use the
Tavern Name Generator table in chapter 5 of the Dungeon Master’s Guide.) Some location entries include a suggested encounter that occurs when the characters first arrive or shortly thereafter. You can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Carnage in the Woods Characters who follow Fef Moryn’s trail eventually come to the grisly scene the trapper spoke of: Deep in the woods, amid the snow-covered pines, you discover the remains of the
through the woods until, after 8 hours, they come upon the verbeeg’s lair. The Fox and the Chwinga The characters have one encounter while they follow the ogre’s trail. A chwinga (see appendix C) pops out
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, adventurers traveling along a road or a trail might come across a tiny settlement consisting of a handful of homesteads built around an inn or tavern where locals gather. (If you need a tavern name, use the
Tavern Name Generator table in chapter 5 of the Dungeon Master’s Guide.) Some location entries include a suggested encounter that occurs when the characters first arrive or shortly thereafter. You can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
1. South Gate If the characters approach the fort from the south, read: A multitiered fort stands at the water’s edge, its sturdy stone walls adorned with large tortoise shells. The trail leading to
are also 15 feet high. Wooden stairs lead down to the beach. The tortle fishing boats are functionally identical to rowboats (see chapter 5 of the Dungeon Master’s Guide for more information on rowboats).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
1. South Gate If the characters approach the fort from the south, read: A multitiered fort stands at the water’s edge, its sturdy stone walls adorned with large tortoise shells. The trail leading to
are also 15 feet high. Wooden stairs lead down to the beach. The tortle fishing boats are functionally identical to rowboats (see chapter 5 of the Dungeon Master’s Guide for more information on rowboats).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Carnage in the Woods Characters who follow Fef Moryn’s trail eventually come to the grisly scene the trapper spoke of: Deep in the woods, amid the snow-covered pines, you discover the remains of the
through the woods until, after 8 hours, they come upon the verbeeg’s lair. The Fox and the Chwinga The characters have one encounter while they follow the ogre’s trail. A chwinga (see appendix C) pops out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
more detail after the table. For guidelines on how to use random encounters effectively, see “Random Encounters” in chapter 3 of the Dungeon Master’s Guide. If the characters are crossing terrain not
represented in the table, such as a swamp, you can create terrain-appropriate encounters by choosing creatures from the monster lists in appendix B of the Dungeon Master’s Guide. Chapter 5 of that
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
intruders from this point. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of
the third round of combat. Green moss grows over the remains of three headless ghouls stuffed into an alcove in the south. GNAWBONES DRUIDS
The Gnawbones are lawful evil female human druids who speak
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
belong to the skeleton keys (see “Tomb Inhabitants” below). Any character who tries to follow a skeleton key’s trail can do so with a successful DC 12 Wisdom (Survival) check, finding the way to the nearest unexplored location marked with a skull symbol on the dungeon map.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
against the contagion spell. The hag reveals the following information (and nothing more) once an agreement is reached: “Hidden on this level of the dungeon is a library of lost lore, guarded by an
arcanaloth whose true name is Ygga Raxyg.” (See area 80 for details.) “There is only one way to leave the dungeon: the ebon pool. Charred bones point the way.” (See area 81 for details on the ebon pool
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
more detail after the table. For guidelines on how to use random encounters effectively, see “Random Encounters” in chapter 3 of the Dungeon Master’s Guide. If the characters are crossing terrain not
represented in the table, such as a swamp, you can create terrain-appropriate encounters by choosing creatures from the monster lists in appendix B of the Dungeon Master’s Guide. Chapter 5 of that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
against the contagion spell. The hag reveals the following information (and nothing more) once an agreement is reached: “Hidden on this level of the dungeon is a library of lost lore, guarded by an
arcanaloth whose true name is Ygga Raxyg.” (See area 80 for details.) “There is only one way to leave the dungeon: the ebon pool. Charred bones point the way.” (See area 81 for details on the ebon pool
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
intruders. This does not mean that you, as Dungeon Master, must surrender your creativity and become a mere script reader. You will have to make up certain details for areas and items that characters
the hidden cave base camp to rest and regain spells—provided they take moderate precautions not to leave a plain trail or be followed to this sanctuary. Failure to take such basic precautions may lead
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
belong to the skeleton keys (see “Tomb Inhabitants” below). Any character who tries to follow a skeleton key’s trail can do so with a successful DC 12 Wisdom (Survival) check, finding the way to the nearest unexplored location marked with a skull symbol on the dungeon map.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
intruders. This does not mean that you, as Dungeon Master, must surrender your creativity and become a mere script reader. You will have to make up certain details for areas and items that characters
the hidden cave base camp to rest and regain spells—provided they take moderate precautions not to leave a plain trail or be followed to this sanctuary. Failure to take such basic precautions may lead
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
intruders from this point. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of
the third round of combat. Green moss grows over the remains of three headless ghouls stuffed into an alcove in the south. GNAWBONES DRUIDS
The Gnawbones are lawful evil female human druids who speak
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pursuit level by 1 if a character spends time covering up the party’s trail that day, requiring a successful DC 16 Wisdom (Survival) check. Decrease the pursuit level by 1 each time the characters
cross or traverse some feature that obscures their trail, such as a subterranean river. Decrease the pursuit level by 1 if the party splits into two or more groups. Each group becomes a separate party