Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'guarding consult land'.
Other Suggestions:
guardians consult land
guardians conduct land
guardians consist land
guardians consult lack
guardians consult lands
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
discover new customs and new ways of doing things. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shamans who consult the spirits and choose the paths of migration. In the past, the tribes stood alone, but during the Last War, many halflings came together under Lathon Halpum to defend their land
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
group, consult the Cyran Affairs table and work with your DM to decide what kinds of adventures you undertake on behalf of Prince Oargev. The Heads of State table at the end of the section offers
additional options for leaders who might make appealing patrons. Cyran Affairs d6 Mission 1 Convince nations to recognize Oargev as a sovereign 2 Work diplomatically to secure land for a Cyran nation
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
heard up to a quarter mile away. Guarding the mouth of the canyon is a roc that the stone giants have tamed (see area 2). Characters who see the mouth of the canyon can also see the roc’s nest nearby
. The canyon is easily spotted from the air, as are three nearby caves that are open to the sky (areas 5, area 7, and area 12). Characters who have an airship or flying mounts can land above or inside
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of the Land Spells Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
departed ancestors and the spirits of the natural world. Each nomadic tribe has a lath—a chieftain who guides and protects the tribe—but it is the shamans who consult the spirits and choose the paths of
migration. In the past the tribes have stood alone, but during the Last War many halflings came together under Lathon Halpum to defend their land, and it is Halpum who won recognition for the Plains as
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
blocks) land nearby. They approach the injured dragonnel, planning to capture it and train it to serve as a mount. If the characters interfere, the Dragon Army troops attack them. The Dragon Army
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
and bring them there. See “The Day’s Catch” for details. Roll a d20 and consult the Kuo-toa Keelboat Cargo table to determine what, if anything, the Kuo-toa are transporting in their keelboat. Kuo-toa
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
a chance that characters searching the area find something of interest or value. Roll a d20 and consult the table below to see what, if anything, they find. Ambusher Lair Discoveries d20 Discovery
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lurking in the shadows B11a 1 gibbering mouther guarding a treasure chest in area B11b (see “Treasure Chest” below) Mechanical Beholder A mechanical beholder built for the Day of Wonders parade lies on
they find the fake stone or not, characters have little recourse but to consult with “Laeral” at the Seven Masks Theater in the Dock Ward. If they go there, proceed with encounter 6, “Theater.”
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
where the circle meets, all given equal voice. Numerous circles are found across Faerûn, usually made up of no more than a dozen or so druids, plus their allies. They include the High Dance, guarding
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Arid Land Druid Level Circle
section presents the Circle of the Land, Circle of the Moon, Circle of the Sea, and Circle of the Stars subclasses. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
options in the Player’s Handbook and are more rare in the worlds of D&D than the races in that book are. If you’re a player, consult with your DM before using any of the races here. Many DMs like to
are curious cat folk, who have journeyed from their distant homeland in search of interesting treasures and lore. Tritons are guardians of the ocean depths, who sometimes join people on land in the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
about mining. If the characters talk to Toblen, he shares a brief tale told to him by one of his regular patrons. Roll a d6 and consult the Phandalin Tales table to determine which tale Toblen knows, or
around. Characters who engage Barthen, Ander, or Thistle in friendly conversation are told a tale. Roll a d6 and consult the Phandalin Tales table, or pick a tale the characters haven’t heard yet
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
deceive since childhood. You’ve been involved in dozens of schemes and feuds, and you’re likely still tied up in a few of them (consult the Zil Schemes table). Even if you have a good heart and noble
.
2 You have a mysterious contact who sends you missions via sending; when you follow their instructions, you invariably receive a reward.
3 You’ve acquired a plot of land in Xen’drik. You’ve
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
confronted by the Vistani seer Madam Eva, who told them Strahd had died, only to become a prisoner in his own land, tormented by the death of his beloved Tatyana and the murder of his brother Sergei. After
animate. To determine where the revenant’s new body rises, roll a d20 and consult the following table.
d20 Corpse Location 1–4 Village of Barovia cemetery (ch. 3, area E6) 5–11 Church graveyard in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventure, the characters are asked to report to Marshal Vendri. She plans to have her troops take to the field, providing cover for the characters to reach the dragonnels. Consult the “Warriors of
. Once the characters are ready, the gnomes happily launch the characters one by one from the southwest city wall and over the Dragon Army forces below. After flying several hundred feet, the characters land a short distance from the tree line and Hawker’s Grove.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Spades) I see a dark figure on a balcony, looking down upon this tortured land with a twisted smile.
Strahd faces the characters at the overlook (area K6). Horseman (Joker 2) He lurks in the one place
Strahd will occur. It can happen anywhere you like in Castle Ravenloft. Alternatively, Madam Eva tells the characters to return to her after at least three days, and she will consult the cards again for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hazards Sea travel is an innately dangerous proposition. A storm on land might bog down a caravan, delaying its trip by a few days, while at sea a storm can split a ship in two and send everyone
compare that check to the DC. Determine how many of the group’s checks succeeded — the officers’ and the crew’s — then consult the Crew Conflict Check Results table. Crew Conflict DCs DC Description
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to open it were simple, nothing elaborate or complex. Each of the five dragon heads surrounding and guarding the Portal must be propitiated with the correct phrase. Each must be spoken to in the proper
overwhelming number of such item-keyed portals. Learning and meeting a portal’s requirements can draw characters into further adventures as they chase down a key item, scour old libraries for command words, or consult sages to find the right time to visit the portal.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
land outside the tower’s entrance on the first floor. Zephyros is sleeping on the second floor when they arrive and only becomes aware of visitors if the characters wake him or if combat erupts. On the
third day of your journey, you spot nine very thin and lightly armored humans riding giant vultures. They land atop the cloud, whereupon the humans dismount. All the riders wear steel helms that cover
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
couatl attempts to shape the moral outlook of a green dragon wyrmling, so the dragon might inherit the duty of guarding the couatl’s treasures.
Young Green Dragon Connections d6 Connected
unicorns.
2 An ancient green dragon prevents would-be rescuers from reaching a cursed realm whose people are magically asleep and hidden behind a forest of thorns.
3 A once-peaceful land
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the land. The Uthgardt stalk the foothills of the Graypeaks and hunt wild game in Delimbiyr Vale. They also occupy several caves within Deadstone Cleft and look after the stone giants’ cave bear pets
. For every hour that passes during the characters’ exploration, there is a chance that other creatures pay a visit to Deadstone Cleft. At the end of each hour, roll d100 and consult the Deadstone Cleft
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
threat that avoids them or overcomes them emerges to wreak havoc across the land. The inner depths of the Dreadwood are a place where the planar bindings between Oerth and the Shadowfell are thin. Undead
, and from its gates emerge skeletons, zombies, shadows, and other horrors to threaten the land. Granny Nightshade counts jackalweres as her foremost minions, and she has also acquired the services of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters have no planned encounters in the air, you can add an encounter whenever it suits you. Roll a d20 and consult the Random Aerial Encounters table. You can also use the Weather table in chapter 5
ship. Young Silver Dragon Dalanyrr, a female silver dragon barely twenty years old, is flitting among the clouds when she spots the airship. Her curiosity piqued, she tries to land on deck and speak
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dungeon History More than one thousand years ago, the wizard Halaster Blackcloak (see appendix A) journeyed from a distant land to the base of Mount Waterdeep, perhaps acceding to the whispered
southern nation long since buried by sand and time. Whatever his origin, scholars have recorded that Halaster brought with him seven apprentices to Mount Waterdeep. With the Seven guarding his back
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bristling with armaments, guarding the way to a magnificent drow city A subterranean rift filled with giant fungi and ruled by a megalomaniacal beholder or fomorian king A chain of rocky islands on a
cultists gather to perform sacrifices A temple, vault, or museum watched day and night by animated constructs Underwater Not all adventures take place on land. This book casts light on several creatures
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, introduces himself, and explains his quest to find an heir to his kingdom—a land he says is a week’s travel to the east of the Oraniad Mountains. He claims that he was a great king who was cursed by
to attempt the test. Doing so requires the creature to climb into the amphora while Antigonos holds it upright. After someone has entered the amphora, roll a d20 and consult the Test of the Amphora
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the land, travel to places spoken of in myth, and discover truths beyond imagining. Denying ignorance, you pursue wondrous sights and endlessly unearth new facts. Undiscovered creatures, the covetous
. Such documents grant you special status, such as access to forbidden regions or neutral standing in embattled areas. Such identification isn’t always a boon, though. In a land frequently plundered by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep or south to Baldur’s Gate need escort or guarding, and can offer news of both of those cities (and the settlements between them). Several inns stand ready to accept visitors, except in the busiest
Gate, which handles most landgoing traffic, including land-based trade; and Farmers’ Gate, which remains open at nearly all times, but is wide enough only to let one wagon or cart pass at a time. A






