Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 11 results for 'spaces consult'.
Other Suggestions:
shades consult
scales consult
spies consult
space consult
shapes consult
Species
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.
Creating Your Character
At 1st level, you choose whether your
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
characters earn these perks. Horizon Weavers Renown Renown Score Reward 3+ You can consult with the Horizon Weavers to receive general information about a plane you intend to visit. 5+ You can stay in
Sending Stone is confiscated. 25+ The discount you receive at way stations increases to 20 percent. 30 The first time your Renown Score reaches 30, the faction teaches you to traverse liminal spaces. You
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
place for random encounters. When it suits you, roll a d20 and consult the Dark Dominion Encounters table to determine what the party encounters, or choose an encounter that you like. Dark Dominion
opens into a forgotten tunnel. Roll a d10 and consult the Goblin Tunnel table to determine where the tunnel leads. Goblin Tunnel d10 Tunnel Destination 1–2 Kyorbblivvin (see “Kyorbblivvin”) 3–4 A
Compendium
- Sources->Dungeons & Dragons->Red Wizards’ Gambit
through tight spaces and avoid hazardous terrain. Intelligence (Investigation) to interpret clues and ascertain the best direction to travel. Intelligence (Nature)* to understand and navigate the
a different check, allow it at your discretion. Consult the Pine Haunting table below to determine consequences of failed checks. Pine Haunting Failed Checks Consequences
0–1 No damage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chambers.
Chambers and Passages. The various open spaces were formed from flows of lava that crusted over and cooled, with the hotter middle draining away. Where the walls and ceilings are solid
Colossus, roll a d20 and consult the following table. Explanations of some of the encounters appear after the table. In the medium intensity zone, roll a d20 and a d4, subtracting the d4 from the d20
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
Cloudseeker (Medium Mages), haughty elf Travieste Nilvinarian (Medium Noble Prodigy), and gregarious gnome Bulrug Seawhistle (Small Performer Maestro). The Founders frequently travel to consult with
Academy work alone; daily mentoring and mutual confirmation of predictions keep the seers in close contact with each other. Shared living spaces here outnumber individual residences. The seers employ
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
magical safeguards triggers, releasing two water elementals and six ice mephits. They appear in unoccupied spaces on the staircase and try to prevent intruders from reaching the basement. If Gazre
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
participant sits in the chair, inserts the chips into a slot in the pedestal, and pulls the lever. To determine the result, roll a d10 and consult the Outer Wheel column of the Fortune’s Wheel Results
prepare for the next act. A high-strung satyr stage manager, Grigsby, roves between storage spaces and a dressing room strewn with makeup and bewitching costumes. Three acts take place on the stage
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
participant sits in the chair, inserts the chips into a slot in the pedestal, and pulls the lever. To determine the result, roll a d10 and consult the Outer Wheel column of the Fortune’s Wheel Results
prepare for the next act. A high-strung satyr stage manager, Grigsby, roves between storage spaces and a dressing room strewn with makeup and bewitching costumes. Three acts take place on the stage
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
announcement, and adventurers on the playing field have thirty seconds to round out their team of six. Any spaces left over on the team are filled by obedient galvan magen (see appendix C) in black garments
“Supernatural Gifts” in the Dungeon Master’s Guide). Roll a d8 and consult the Magic Goblet Charms table to determine which charm is bestowed. Each charm grants its recipient the power to cast a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canals. Check for a random encounter once every per hour while the party is swimming or moving by boat anywhere on a canal. Roll a d20 and consult the following table: d20 Encounter 1 1d4 + 1 ghouls
walkway.
These two rooms were once granaries for the dwarven citadel, but any food stored here rotted away long ago. The silo spaces are each 30 feet deep. Other than the possibility of a nasty