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Returning 35 results for 'feels travel'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures or objects from bygone ages might be found within a morkoth’s dominion.
Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others
failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shared World Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same setting. In theory, characters can travel
setting. This approach allows the same group of adventurers to sink their teeth into all three overarching conflicts while ensuring that each storyline feels distinct.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shared World Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same setting. In theory, characters can travel
setting. This approach allows the same group of adventurers to sink their teeth into all three overarching conflicts while ensuring that each storyline feels distinct.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
silkball and takes fair play very seriously. Woe betide any participant who feels the wrath of her whistle. Rosie is also an enthusiastic participant in Strixhaven’s Live-Action Roleplaying Guild. She
.
Extracurriculars: Live-Action Roleplaying Guild
Job: Intramural Fields referee
Bond Boon: Rosie’s energy is contagious. Whenever you travel any significant distance, you can reach your
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
silkball and takes fair play very seriously. Woe betide any participant who feels the wrath of her whistle. Rosie is also an enthusiastic participant in Strixhaven’s Live-Action Roleplaying Guild. She
.
Extracurriculars: Live-Action Roleplaying Guild
Job: Intramural Fields referee
Bond Boon: Rosie’s energy is contagious. Whenever you travel any significant distance, you can reach your
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Key Plot Points The following information is key to the adventure’s story: Dragon’s Island. The adventurers are hired to travel by ship to a monastery on the island of Najkir in search of three
the son of the knight Skalanthas once served, and the dragon feels beholden to him. The characters must expose Ronnom’s crimes so Skalanthas will allow ships to leave the island.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of the silver-gray sky. After a few rounds, the area becomes as dark as a moonless night. As the sky darkens, the traveler feels buffeting and shaking, as if the plane itself was rebelling against
travel time 9–12 Blown off course; add 3d10 hours to travel time 13–16 Lost; at the end of the travel time, characters arrive at a location other than the intended destination 17–20 Sent through color
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of the silver-gray sky. After a few rounds, the area becomes as dark as a moonless night. As the sky darkens, the traveler feels buffeting and shaking, as if the plane itself was rebelling against
travel time 9–12 Blown off course; add 3d10 hours to travel time 13–16 Lost; at the end of the travel time, characters arrive at a location other than the intended destination 17–20 Sent through color
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Key Plot Points The following information is key to the adventure’s story: Dragon’s Island. The adventurers are hired to travel by ship to a monastery on the island of Najkir in search of three
the son of the knight Skalanthas once served, and the dragon feels beholden to him. The characters must expose Ronnom’s crimes so Skalanthas will allow ships to leave the island.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Asteroid Ahead! The characters’ tyrant ship encounters an asteroid a few days’ travel from H’Catha. Proximity to the asteroid causes the ship to reduce speed. Read the following: It has been a few
Wildspace creature silhouettes deck she brought along.
You’re gathered on the Command Deck at mealtime when Saerthe says, “Feels like an asteroid coming up on us.” As the ship slows down, Saerthe
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Asteroid Ahead! The characters’ tyrant ship encounters an asteroid a few days’ travel from H’Catha. Proximity to the asteroid causes the ship to reduce speed. Read the following: It has been a few
Wildspace creature silhouettes deck she brought along.
You’re gathered on the Command Deck at mealtime when Saerthe says, “Feels like an asteroid coming up on us.” As the ship slows down, Saerthe
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
humans and safe to climb. After climbing the stairs for 1,000 feet, the characters stand in front of the tower’s entrance, on a cloud that feels as firm and safe as solid ground. If the characters
first floor and stay away from the second floor and the aerie. Zephyros controls the tower’s movements using a navigation orb (see appendix B) on the second floor. The Tower of Zephyros Travel Times
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
humans and safe to climb. After climbing the stairs for 1,000 feet, the characters stand in front of the tower’s entrance, on a cloud that feels as firm and safe as solid ground. If the characters
first floor and stay away from the second floor and the aerie. Zephyros controls the tower’s movements using a navigation orb (see appendix B) on the second floor. The Tower of Zephyros Travel Times
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Astral Plane The Astral Plane is a realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling
enables creatures to use spells such as Teleport to travel from Wildspace to a nearby world, or vice versa. A creature or ship traveling from one Wildspace system to another must cross the Astral Plane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Encounter Distance column in the Travel Terrain table gives the range at which creatures might become aware of each other while journeying through the wilderness. When staging an encounter, consider these
Characters without water and Rations can stave off dehydration and malnutrition by gathering food and water as they travel. A foraging character makes a Wisdom (Survival) check once per journey stage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Encounter Distance column in the Travel Terrain table gives the range at which creatures might become aware of each other while journeying through the wilderness. When staging an encounter, consider these
Characters without water and Rations can stave off dehydration and malnutrition by gathering food and water as they travel. A foraging character makes a Wisdom (Survival) check once per journey stage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Astral Plane The Astral Plane is a realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling
enables creatures to use spells such as Teleport to travel from Wildspace to a nearby world, or vice versa. A creature or ship traveling from one Wildspace system to another must cross the Astral Plane
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
spidery sentries. A Timely Rescue As the characters travel through the forest, they hear the crunch of a large tree breaking, followed by a female voice crying out. If they investigate, they see a
Chuth, he or she feels a stirring warmth from the garland and automatically succeeds on the saving throw against the dragon’s Frightful Presence. If the characters ignore the druid, she calls out
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Finally, she offers to travel with them through the tomb and aid them three times with her spells. Once freed, Keshma remains true to her word. However, she won’t tolerate any slight to her honor. If she
feels insulted, she attacks the characters and attempts to enslave them. The dao could become a thorn in the characters’ side or a difficult ally. Her ignorance of the tomb’s defenses confines her to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Finally, she offers to travel with them through the tomb and aid them three times with her spells. Once freed, Keshma remains true to her word. However, she won’t tolerate any slight to her honor. If she
feels insulted, she attacks the characters and attempts to enslave them. The dao could become a thorn in the characters’ side or a difficult ally. Her ignorance of the tomb’s defenses confines her to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
spidery sentries. A Timely Rescue As the characters travel through the forest, they hear the crunch of a large tree breaking, followed by a female voice crying out. If they investigate, they see a
Chuth, he or she feels a stirring warmth from the garland and automatically succeeds on the saving throw against the dragon’s Frightful Presence. If the characters ignore the druid, she calls out
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
experience (and feels quite different than the rapport the characters might have shared with Stool). Voosbur happily tells the party how its “troupe” was attracted by the special mushrooms in these
traveling “through the Lady’s dream.” Voosbur describes “the Lady” as a powerful being that loves and guides all myconids. He offers to share “the Lady’s gift” with the characters, allowing them to travel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
experience (and feels quite different than the rapport the characters might have shared with Stool). Voosbur happily tells the party how its “troupe” was attracted by the special mushrooms in these
traveling “through the Lady’s dream.” Voosbur describes “the Lady” as a powerful being that loves and guides all myconids. He offers to share “the Lady’s gift” with the characters, allowing them to travel
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and bedevil folk with their mischief. A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels
. Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) score of 15 or higher hears the sounds of marching feet off in the distance. To investigate the source of the noise, the characters must travel for 15 minutes through cramped tunnels requiring as
extended march has taxed the modrons to their limit. Most show signs of the frustration of being unable to fulfill their mission. The tridrone has managed to keep the group together, but it feels responsible
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and bedevil folk with their mischief. Boggles are born out of feelings of loneliness. They materialize when a sapient being feels isolated or abandoned near a place where the Feywild touches the world
. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and bedevil folk with their mischief. Boggles are born out of feelings of loneliness. They materialize when a sapient being feels isolated or abandoned near a place where the Feywild touches the world
. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and bedevil folk with their mischief. A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels
. Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) score of 15 or higher hears the sounds of marching feet off in the distance. To investigate the source of the noise, the characters must travel for 15 minutes through cramped tunnels requiring as
extended march has taxed the modrons to their limit. Most show signs of the frustration of being unable to fulfill their mission. The tridrone has managed to keep the group together, but it feels responsible
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters, the hollyphant regains all of her spellcasting abilities and weeps for what Zariel has become. Zariel feels sorrow as she remembers Lulu’s friendship. If Zariel is redeemed, Lulu once again
takes on the task of saving the besieged city of Elturel. If Zariel must travel some distance to reach Elturel, make sure the characters have the ability to keep up with the angel, or have her bring them
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters, the hollyphant regains all of her spellcasting abilities and weeps for what Zariel has become. Zariel feels sorrow as she remembers Lulu’s friendship. If Zariel is redeemed, Lulu once again
takes on the task of saving the besieged city of Elturel. If Zariel must travel some distance to reach Elturel, make sure the characters have the ability to keep up with the angel, or have her bring them
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
bone. While they lack any particular blessing of Yeenoghu, their ferocity makes them formidable enemies. Gnoll Hunters When a war band is on the move, the hunters travel in a wide arc around the
mind of any foe that feels its touch. Because flinds are so rare, other gnolls see them as Yeenoghu’s special messengers, gifted with a keen eye for omens and an ear for Yeenoghu’s whispers. Each day
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
bone. While they lack any particular blessing of Yeenoghu, their ferocity makes them formidable enemies. Gnoll Hunters When a war band is on the move, the hunters travel in a wide arc around the
mind of any foe that feels its touch. Because flinds are so rare, other gnolls see them as Yeenoghu’s special messengers, gifted with a keen eye for omens and an ear for Yeenoghu’s whispers. Each day
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the
failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s heading toward a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the
feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and