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Returning 35 results for 'scale such adventurers'.
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Monsters
Fizban's Treasury of Dragons
a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor
collect dragon partsâscales, teeth, skin, flesh, wings, and bonesâthat they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
, huge lakes, and political boundaries. A map at this scale is best for showing how multiple kingdom-scale maps fit together, rather than tracking the movement of adventurers day by day. The same
Continent Scale For mapping a whole continent, use a scale where 1 hex represents 60 miles. At this scale, you canât see more than the shape of coastlines, the biggest mountain ranges, major rivers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door
at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door
at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Province Scale For the most detailed areas of your world, use a province scale where each hex represents 1 mile. A full-page map at this scale represents an area that can be covered in one dayâs
travel in any direction from the center of the map, assuming clear terrain. As such, province scale is a useful scale for mapping a campaignâs starting area (see âCreating a Campaign,â later in this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
interaction, and combat. Exploration includes both the adventurersâ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
describe each hamlet the adventurers pass. At this scale, you can assume that the characters find a noteworthy location when they enter its hex unless the site is specifically hidden. The characters might
Movement on the Map Narrate wilderness travel at a level of detail appropriate to the map youâre using. If youâre tracking hour-by-hour movement on a province-scale map (1 hex = 1 mile), you can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
regrouping and making their way through the southern echo chamber, then arrive in area 8 and scale the resin strands to grab two purple worm eggs. If they encounter the adventurers and Hanne isnât
characters first enter the purple worm nursery through area 1, Zhora and her Dark Hunters enter these caverns through the tunnel in area 7, then scale down to the cavern floor. They spend a few minutes
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
interesting or valuable. Hours. A scale of hours is often appropriate for short wilderness treks. Adventurers eager to reach the lonely tower 20 miles away, at the heart of the forest, can hurry there
in 5 hoursâ time. Days. For long journeys, a scale of days works best. Following the road from Veluna City to the Free City of Greyhawk, the adventurers cover 96 miles in 4 uneventful days before a
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
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
you describe the branching passages, doors, chambers, and other features the adventurers encounter as they go, and gives the players the opportunity to choose their own path. Similarly, a wilderness map
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
outcome of the war, but no one dares to continue fighting, since all believe that renewed full-scale conflict could result in utter destruction. That said, the general belief is that the mystery of the
out. Adventurers could find themselves racing through ruins in Xenâdrik, trying to destroy a weapon of the ancient giants before the Emerald Claw can claim it for Karrnath and Lady Illmarrow. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, a regional bard who serves as a repository of Dayawlongonâs history. This performer, Nimuel, seeks the help of experienced adventurers for a delicate mission with a handsome reward. Monster Hunt
characters to go and fetch a scale from the creature. To start the charactersâ quest, the scholar points them toward a local expert, Nimuel, in the town of Kalapang.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Conclusion If the adventurers achieve their objectives and return safely to Saltmarsh, they receive a heroâs welcome. They are granted Saltmarsh citizenship, and a house is set aside for them to use
stronghold and provides guidance on how to play out those events. If you and the group want to move on to other challenges instead, a full-scale assault on the fortress takes place about fourteen days after
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
monsters on this level. Award XP for these creatures as if the characters had defeated them in combat. The level is named after a miniature, one-twelfth-scale fortress in one of its caverns. This
adventurers first arrive, but he might show up later (see âAftermathâ). Most creatures are reduced to one-twelfth their normal size as they approach Maddgothâs castle, enabling them to better fit inside
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival When the adventurers arrive at Axeholm, read the following boxed text aloud: Thrust out from the base of a dark gray mountain is the entrance to the dwarven fortress â a dark, fifteen-foot
leading down to area A21 and area A23 can be accessed by the adventurers. Scaling the mountain requires a successful DC 10 Strength (Athletics) check, as there are plenty of handholds and footholds
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the aid of the adventurers. The alliance has a need for a team to pull off a mission that could give the allies the upper hand even before full-scale war breaks out, and the adventurers have proven
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cracked ceiling is 8 feet high. In an alcove on the far side of the room, a pile of treasure twinkles in the torchlight. Kobolds gather around it.
Kakarol, a kobold scale sorcerer, rests on the pile
of treasure. Two kobold inventors and ten kobolds are also present. Statistics for the kobold scale sorcerer and kobold inventor appear in appendix D. The kobolds rally to defend Kakarol. While they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Warmonger Fire giants love to fight on a large scale, and Duke Zalto is one of the greatest warmongers of his age. For years, more powerful giants have curtailed Zaltoâs violent predilections, but
adventurers and a certain ancient red dragon (see the âKlauthen Valeâ section in chapter 3 and the âAirship of a Cultâ section in chapter 4).
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Mapping a Wilderness In contrast to a dungeon, an outdoor setting presents seemingly limitless options. The adventurers can move in any direction over a trackless desert or an open grassland, so how
different scales to help you design your world and the starting area of your campaign. Especially when you get down to province scale (1 hex = 1 mile), think about paths of travel â roads, passes, ridges and valleys, and so on â that can guide character movement across your map.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
light. Given those objectives, the Dreaming Dark can drive events on a small scale, by setting bandits in motion or triggering local feuds, or the adventurers might uncover evidence of plans that could reignite the Last War or bring an entire nation or religion under the sway of the Dreaming Dark.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
or notes). A conflict can be as big or as small as you like, and itâs nice to have at least one conflict that can be resolved quickly. Each conflict should involve the adventurers against some
antagonistic force, though you can also create conflicts between two powerful forces without necessarily knowing which force (if either) the adventurers will align themselves with. The âFlavors of Fantasy
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
The Ordning As described in the Monster Manual, the giants of many worlds organize themselves in a complex social ranking called the ordning. At the largest scale, the ordning establishes the
creatures of the Giant typeâsuch as ettins, fomorians, and trollsâare not counted as part of the ordning, placing them functionally below the hill giants. At a smaller scale, every giant has a precise
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliodâs Champions Heliodâs champions are a means to accomplish his goals. In the world, Heliod is concerned with law and order, justice and fidelity. On a larger scale, he seeks to establish his
likely Erebos, Purphoros, Phenax, or Mogis).
A Heliod Campaign A campaign structured around champions of Heliod might cast adventurers as valiant protectors of civilization. Rampaging monsters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Heroes of the Dragon Sorcerers whose magic comes from a draconic origin, rangers with a drake companion, and monks who learn the ways of dragon masters are not the only adventurers whose skills
, rogue, sorcerer, warlock)
5 I use my class features to take on draconic characteristics. (Barbarian, sorcerer)
6 I have a dragon tooth, horn, claw, or scale that I use as a focus for my
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
three members. The fey domain of Prismeer is divided into three splinter-realms, which adventurers explore with the help of three guides.
Hidden within the adventure are numerous other mentions of the
features) until the characters are able to detect and interact with them. Slopes and Staircases. An arrow on a slope or staircase always points in the ascending direction. Landmarks Not to Scale The poster
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurersâ action. Players roll dice to resolve whether
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurersâ action. Players roll dice to resolve
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
passages extending hundreds of feet in all directions. The adventurersâ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
prefer a scale where each square represents 5 feet, or you can subdivide your 10-foot grid into a 5-foot grid when you draw your maps for combat.) When you draw your map, keep the following points in
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
death for them. Loyalty can be roleplayed or represented by this rule. Loyalty Score An NPCâs loyalty is measured on a numerical scale from 0 to 20. The NPCâs maximum loyalty score is equal to the
highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes â perhaps a character dies or leaves the group â adjust
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, planes, and possibilities. Travel between incredible realms is common, especially via portal-rich locales like Sigil and the Outlands (detailed in this book). Adventurers are likely to see multiple
impossible sights every day. Multiversal Scale. In Planescape adventures, dangers might threaten countless worlds, or the fate of the multiverse might hang in the balance. By the same token, wonders are
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
. The adventurersâ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther into the heart of the complex. A dungeon is usually
mapped on a grid like graph paper, with each square on the paper representing an area of 5 feet by 5 feet. Appendix B shows several examples. If you play with miniatures on a grid, this scale makes it
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
skirmishes escalate into all-out war on a scale that Ravnica hasnât known for ten millennia. With the precarious peace always hanging in the balance, opportunities abound for adventurers to serve their
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of prophecies, or work to prepare the world and its peoples for an impending catastrophe of apocalyptic scale. The Seer Assignments table suggests quests a giant seer might lay on adventurers. Seer
fill. If you want to use a giant as a patron for a group of adventurers, you can use the perks, contacts, and roles described in the âGroup Patronsâ chapter of Tashaâs Cauldron of Everything alongside
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, but she lives there and spends much of her time in its libraries and museums. As a scholar of the Draconic Prophecy, Flamewind often poses strange questions and sends adventurers on obscure missions
other resources of the Twelve. Wayfinder Foundation. Morgrave maintains extensive connections with the Wayfinder Foundationâan exclusive guild for adventurers, which funds expeditions to distant locales
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
on an enormous scale. They often seem to be walking across the dome of the sky, with their feet disappearing just below the horizon. Any part of a godâs body that isnât directly lit takes on the
against a god by mortals would require the assistance of at least one other god, and ideally more than one, to have any hope of success. A group of adventurers might try to convince a group of gods






