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Returning 35 results for 'dungeon and druids travel from'.
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dungeons and druids travel from
Monsters
Waterdeep: Dungeon of the Mad Mage
temporary hit points per level of the slot.Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep
exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and
Backgrounds
Tomb of Annihilation
practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars
: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site
Monsters
Fizban's Treasury of Dragons
magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining
of animated objects.
5
A cloister of flumph;flumphs protects an amethyst dragon wyrmling while feeding on the wyrmling’s excess psionic energy.
6
A circle of druids looks after an amethyst dragon wyrmling lairing in the circle’s mountain tarn.
Force, Psychic
Magic Items
Tasha’s Cauldron of Everything
"Artifacts" section of the Dungeon Master's Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Properties of the Mortar. The mortar is a Tiny wooden
herbs, pulped organs-into separate piles.
Traverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a
Monsters
Mordenkainen's Fiendish Folio Volume 1
.
Horrid Songs. The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
“heart.” The gem can be removed only when Wintersplinter is dead. The druids command Wintersplinter to travel north and lay waste to the Wizard of Wines vineyard (chapter 12). Although the characters
Druids’ Ritual You can allow this event to unfold regardless of whether the characters have visited Yester Hill. Even if the characters don’t experience this event as it happens, they can still deal
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
“heart.” The gem can be removed only when Wintersplinter is dead. The druids command Wintersplinter to travel north and lay waste to the Wizard of Wines vineyard (chapter 12). Although the characters
Druids’ Ritual You can allow this event to unfold regardless of whether the characters have visited Yester Hill. Even if the characters don’t experience this event as it happens, they can still deal
magic-items
Gauntlight is much more than a 115-foot lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the ruins, passing through eight dungeon levels and
cut short before she could complete them.
Extradimensional Interference. Gauntlight’s walls block teleportation and planar travel into or out of an area within the structure, as well as any
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures. The DM can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures. The DM can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures. The DM can
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance
, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
Class Features
As a paladin, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures. The DM can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Travel at Sea It’s not just pirates and sea monsters that make journeys on the sea so treacherous. Foul weather, nautical accidents, infested food, illness, and worse all conspire to send even the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Travel at Sea It’s not just pirates and sea monsters that make journeys on the sea so treacherous. Foul weather, nautical accidents, infested food, illness, and worse all conspire to send even the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. Celtic Deities Deity
Alignment
Suggested Domains
Symbol
The Daghdha, god of
Nature Red sun-capped mountain peak Goibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over sword Lugh, god of arts, travel, and commerce CN Knowledge, Life Pair of long hands
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Handbook. Characters moving at a normal pace can walk about 24 miles in a day. Map Travel Pace Map Scale Slow Pace Normal Pace Fast Pace Dungeon
(1 sq. = 10 ft.) 20 sq./min. 30 sq./min. 40 sq./min
Using a Map Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Handbook. Characters moving at a normal pace can walk about 24 miles in a day. Map Travel Pace Map Scale Slow Pace Normal Pace Fast Pace Dungeon
(1 sq. = 10 ft.) 20 sq./min. 30 sq./min. 40 sq./min
Using a Map Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. Celtic Deities Deity
Alignment
Suggested Domains
Symbol
The Daghdha, god of
Nature Red sun-capped mountain peak Goibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over sword Lugh, god of arts, travel, and commerce CN Knowledge, Life Pair of long hands
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dungeon Master’s Guide, it’s up to you whether you gloss over travel in your campaign or narrate it in more detail. If the point is to get the characters to their destination so they can get the
Travel Thanks to the industrious innovation of multiple dragonmarked houses and workshops full of magewrights, the people of Khorvaire can cross the continent in a week or less using magical means
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dungeon Master’s Guide, it’s up to you whether you gloss over travel in your campaign or narrate it in more detail. If the point is to get the characters to their destination so they can get the
Travel Thanks to the industrious innovation of multiple dragonmarked houses and workshops full of magewrights, the people of Khorvaire can cross the continent in a week or less using magical means
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
increased pace again (see chapter 6 for a selection of mounts for sale). The Dungeon Master’s Guide has rules that affect which pace you can choose in certain types of terrain. Travel Pace
Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
White Plume Mountain The characters might need to travel back to a time when Keraptis first constructed his legendary dungeon (featured in Tales from the Yawning Portal), and used components from the
still hidden elsewhere in the world, or for some of the monstrous creatures that will eventually guard the dungeon. If you are playing this adventure alongside Lost Laboratory of Kwalish, White Plume
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
increased pace again (see chapter 6 for a selection of mounts for sale). The Dungeon Master’s Guide has rules that affect which pace you can choose in certain types of terrain. Travel Pace
Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
White Plume Mountain The characters might need to travel back to a time when Keraptis first constructed his legendary dungeon (featured in Tales from the Yawning Portal), and used components from the
still hidden elsewhere in the world, or for some of the monstrous creatures that will eventually guard the dungeon. If you are playing this adventure alongside Lost Laboratory of Kwalish, White Plume
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
means of transportation, they will be doing a lot of overland traveling. Chapter 5 of the Dungeon Master’s Guide provides advice and tools to help make wilderness travel fun for you and the players
teleportation circles that the adventurers can use to expedite travel; The “Harshnag” section introduces adventurers to a frost giant who means to help them. Until the characters find a more expeditious
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->Dungeon Master’s Guide (2014)
constrained by walls and doors around them, but in the wilderness, adventurers can travel in almost any direction they please. Therein lies the key difference between dungeon and wilderness: it’s much
Chapter 5: Adventure Environments Many D&D adventures revolve around a dungeon setting. Dungeons in D&D include great halls and tombs, subterranean monster lairs, labyrinths riddled with death traps
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
constrained by walls and doors around them, but in the wilderness, adventurers can travel in almost any direction they please. Therein lies the key difference between dungeon and wilderness: it’s much
Chapter 5: Adventure Environments Many D&D adventures revolve around a dungeon setting. Dungeons in D&D include great halls and tombs, subterranean monster lairs, labyrinths riddled with death traps
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Cloud Peaks After the party deals with Ashgarlyth and finds the clues in the dragon’s lair, the characters can travel to the Cloud Peaks in search of Zikran. Flesh out the journey with encounters
the harshness of the climb. Rules for extreme cold, strong wind, and high altitude can be found in Chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
in Beliard. Characters from the area or drawn here by a particular hook might know these locations. All other sites are unknown, so the characters need to find such locations. For more on wilderness travel, see chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide.
Travel It can take a full tenday for a slow-moving group — say, a merchant caravan — to trudge from Red Larch to Triboar. The Dessarin River is an obstacle to any group without a boat, since no
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
means of transportation, they will be doing a lot of overland traveling. Chapter 5 of the Dungeon Master’s Guide provides advice and tools to help make wilderness travel fun for you and the players
teleportation circles that the adventurers can use to expedite travel; The “Harshnag” section introduces adventurers to a frost giant who means to help them. Until the characters find a more expeditious