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Returning 35 results for 'sight consult'.
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Mordenkainen Presents: Monsters of the Multiverse
lurking just out of sight, and many of them have sneaked away from that god’s influence.
They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their
randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Sight rot 6 Zuggtmoy’s spores (see chapter 5, “Neverlight Grove”) Madness One NPC party member goes mad. To determine the kind of madness, roll a d6 and consult the Madness table below. To determine
occurs. Roll a d20 and consult the Random Events table, or choose a suitable event. For the rules on madness, see chapter 2 of this adventure and chapter 8, “Running the Game,” in the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Sight rot 6 Zuggtmoy’s spores (see chapter 5, “Neverlight Grove”) Madness One NPC party member goes mad. To determine the kind of madness, roll a d6 and consult the Madness table below. To determine
occurs. Roll a d20 and consult the Random Events table, or choose a suitable event. For the rules on madness, see chapter 2 of this adventure and chapter 8, “Running the Game,” in the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Escaping the Siege When the characters arrive back at the High Hall cathedral with Grand Duke Ravengard in tow, they can consult with Pherria to find a way to remove the Helm of Torm’s Sight without
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Escaping the Siege When the characters arrive back at the High Hall cathedral with Grand Duke Ravengard in tow, they can consult with Pherria to find a way to remove the Helm of Torm’s Sight without
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
horde soon begins overwhelming defenses nearby. Once the characters defeat a few zombies, roll 1d6 and consult the Zombie Siege Encounters table. The event rolled unfolds within sight of one of the
consult the “Concluding the Siege” section to guide the battle toward its climax. Zombie Siege Encounters d6s Encounter
1 Zombies rip apart a soldier, causing those nearby to freeze or flee
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
horde soon begins overwhelming defenses nearby. Once the characters defeat a few zombies, roll 1d6 and consult the Zombie Siege Encounters table. The event rolled unfolds within sight of one of the
consult the “Concluding the Siege” section to guide the battle toward its climax. Zombie Siege Encounters d6s Encounter
1 Zombies rip apart a soldier, causing those nearby to freeze or flee
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
drow fell prey to Zuggtmoy’s spores and were drawn to the fungi fields of Kyorbblivvin, where they now roam as a pack, attacking intruders on sight. Elite Drow Foot Patrol This patrol consists of 2d4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
drow fell prey to Zuggtmoy’s spores and were drawn to the fungi fields of Kyorbblivvin, where they now roam as a pack, attacking intruders on sight. Elite Drow Foot Patrol This patrol consists of 2d4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
until the faerzress and the corrupting influence of Demogorgon transformed them into two-headed giants. Their transformation can’t be undone. They are starving and attack the party on sight. Flumphs A
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
until the faerzress and the corrupting influence of Demogorgon transformed them into two-headed giants. Their transformation can’t be undone. They are starving and attack the party on sight. Flumphs A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
.
5 Area H32. Tekeli-li lurks here in its gnoll form and attacks the characters as soon as they enter. Its keen smell cancels out the sight-based disadvantage imposed by this location.
6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters first meet Vlonwelv and her retinue, roll a d20 and consult the following table: d20 Vlonwelv’s Location 1–5 Area 25b 6–15 Area 26 16–20 Area 27a Treasure. Vlonwelv wears two webbed
only) each once per day. Her spellcasting ability is Charisma (spell save DC 13). While in sunlight, she has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
or at the end of a long rest. Roll a d20 and consult the Whorlstone Tunnels Encounters table to determine what, if anything, they encounter. Whorlstone Tunnels Encounters d20 Encounter 1–10 No
and attacks the party on sight. It prefers to attack while clinging to the ceiling. Demon Pack This pack consists of a quasit leading 1d4 + 2 dretches. The quasit turns invisible and tries to escape
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
or at the end of a long rest. Roll a d20 and consult the Whorlstone Tunnels Encounters table to determine what, if anything, they encounter. Whorlstone Tunnels Encounters d20 Encounter 1–10 No
and attacks the party on sight. It prefers to attack while clinging to the ceiling. Demon Pack This pack consists of a quasit leading 1d4 + 2 dretches. The quasit turns invisible and tries to escape
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters first meet Vlonwelv and her retinue, roll a d20 and consult the following table: d20 Vlonwelv’s Location 1–5 Area 25b 6–15 Area 26 16–20 Area 27a Treasure. Vlonwelv wears two webbed
only) each once per day. Her spellcasting ability is Charisma (spell save DC 13). While in sunlight, she has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
.
5 Area H32. Tekeli-li lurks here in its gnoll form and attacks the characters as soon as they enter. Its keen smell cancels out the sight-based disadvantage imposed by this location.
6
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
tribesfolk, foreign to the area, have been wandering the forest, killing any animal they see on sight. There’s a community of pixies and sprites near the Polvarth Plateau called Dewlight. Tragor is friends
. After every hour of travel, roll a d20 and consult the Demiplane Encounters table to determine if the characters have an encounter at that point. If you get a previous result (other than “no encounter
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
who seeks to unite the disparate tribes. She leads the Caerilcarn, the “Council of the Wood,” which periodically gathers many tribal leaders together to share information, consult, and deliberate. Her
the waters of the Unicorn Run, which cuts through the rocks of the lower range to form a series of gorges and cliffs known as the Sisters. The sight of the tiered waterfalls is positively breathtaking
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
tribesfolk, foreign to the area, have been wandering the forest, killing any animal they see on sight. There’s a community of pixies and sprites near the Polvarth Plateau called Dewlight. Tragor is friends
. After every hour of travel, roll a d20 and consult the Demiplane Encounters table to determine if the characters have an encounter at that point. If you get a previous result (other than “no encounter
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
who seeks to unite the disparate tribes. She leads the Caerilcarn, the “Council of the Wood,” which periodically gathers many tribal leaders together to share information, consult, and deliberate. Her
the waters of the Unicorn Run, which cuts through the rocks of the lower range to form a series of gorges and cliffs known as the Sisters. The sight of the tiered waterfalls is positively breathtaking
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the
to the fungi fields of Donigarten, where they now roam as a pack, attacking intruders on sight. Escaped Slaves A group of 1d4 commoners (of any race) fled their masters when Demogorgon attacked and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the
to the fungi fields of Donigarten, where they now roam as a pack, attacking intruders on sight. Escaped Slaves A group of 1d4 commoners (of any race) fled their masters when Demogorgon attacked and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
might fight low-level agents of the Order of the Emerald Claw and grow to loathe the sight of their claw-shaped symbol and green cloaks. As they attain higher levels, the characters will face
someone the characters see every day — someone who moves around society in plain sight but keeps their evil deeds well hidden. The law enforcers and adventurers who are trying to bring the villain to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
might fight low-level agents of the Order of the Emerald Claw and grow to loathe the sight of their claw-shaped symbol and green cloaks. As they attain higher levels, the characters will face
someone the characters see every day — someone who moves around society in plain sight but keeps their evil deeds well hidden. The law enforcers and adventurers who are trying to bring the villain to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
hunkered down in the snow and harder to see. To determine what kind of herd is encountered, roll a d6 and consult either the Sea of Moving Ice Herds table or the Tundra Herds table, as appropriate
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
hunkered down in the snow and harder to see. To determine what kind of herd is encountered, roll a d6 and consult either the Sea of Moving Ice Herds table or the Tundra Herds table, as appropriate
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
failure points earned by the party and consult the following table. Failure Points Outcome
0–2 The characters arrive first
3 The characters and the Six operatives arrive at the same
intruders on sight. If Bracus is alive, all Dran Enterprises personnel have been magically ordered to allow the characters to leave the Luskan docks unharmed. If such a message is not received, the guards on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
failure points earned by the party and consult the following table. Failure Points Outcome
0–2 The characters arrive first
3 The characters and the Six operatives arrive at the same
intruders on sight. If Bracus is alive, all Dran Enterprises personnel have been magically ordered to allow the characters to leave the Luskan docks unharmed. If such a message is not received, the guards on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the top of the island, but she died before getting any farther. The Frostmaiden has created beautiful ice sculptures all over the island. One would weep at the very sight of them if it were not so cold
shown on map 5.1. Characters who can withstand the frigid water might want to explore these sunken wrecks. For each site searched, roll a d20 and consult the Shipwreck Discoveries table to determine
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hide behind them. If they keep watch, the characters can take a short or long rest here without being disturbed. If the characters use Zikran’s Zephyrean Tome to consult with Gazre-Azam, the djinni
Sight. The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hide behind them. If they keep watch, the characters can take a short or long rest here without being disturbed. If the characters use Zikran’s Zephyrean Tome to consult with Gazre-Azam, the djinni
Sight. The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the top of the island, but she died before getting any farther. The Frostmaiden has created beautiful ice sculptures all over the island. One would weep at the very sight of them if it were not so cold
shown on map 5.1. Characters who can withstand the frigid water might want to explore these sunken wrecks. For each site searched, roll a d20 and consult the Shipwreck Discoveries table to determine
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
as a fire giant’s greatsword, except that it deals bludgeoning damage). Out of sight under the bed are Frupy’s two pets, a pair of giant weasels that obey her every command. If intruders enter the
contents of the chest, consult chapter 7 of the Dungeon Master’s Guide. Roll four times on Magic Item Table A, two times on Table B, two times on Table C, once on Table D, and once on Table E. Any result
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
as a fire giant’s greatsword, except that it deals bludgeoning damage). Out of sight under the bed are Frupy’s two pets, a pair of giant weasels that obey her every command. If intruders enter the
contents of the chest, consult chapter 7 of the Dungeon Master’s Guide. Roll four times on Magic Item Table A, two times on Table B, two times on Table C, once on Table D, and once on Table E. Any result