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Returning 35 results for 'standing scale 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 parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rot troll becomes unable to regenerate, though the troll still heals normally. The creature courses with necrotic energy; simply standing near a rot troll exposes other creatures to lethal emanations
trolls, and venom troll;venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if
Classes
Fizban's Treasury of Dragons
draconic spirit you have bonded with. The Drakewarden Origin table offers examples.
Drakewarden Origin
d6
Origin
1
You studied a dragon’s scale or claw, or a trinket from a
power.
5
An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6
You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
Classes
Fizban's Treasury of Dragons
draconic spirit you have bonded with. The Drakewarden Origin table offers examples.
Drakewarden Origin
d6
Origin
1
You studied a dragon’s scale or claw, or a trinket from a
power.
5
An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6
You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some
indifference of a dragon in Clanless Mehen’s face. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth—her father’s face spoke volumes.
But every scale of
races
standing against foes they cannot elude or escape, and accounts of halfling adventurers seeking ancient and hidden knowledge are some of the most famous stories among their kind.
Halflings have long used
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers
classes
Basic Rules (2014)
and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses
use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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 can’t see more than the shape of coastlines, the biggest mountain ranges, major rivers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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 can’t 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->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->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->Dungeon Master’s 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 day’s
travel in any direction from the center of the map, assuming clear terrain. As such, province scale is a useful scale for mapping a campaign’s starting area (see “Creating a Campaign,” later in this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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 day’s
travel in any direction from the center of the map, assuming clear terrain. As such, province scale is a useful scale for mapping a campaign’s starting area (see “Creating a Campaign,” 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 adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and
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 adventurers’ 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 Master’s 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 hours’ 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->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 isn’t
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->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 isn’t
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 Master’s 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 hours’ 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 Master’s 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 you’re using. If you’re tracking hour-by-hour movement on a province-scale map (1 hex = 1 mile), you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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 you’re using. If you’re tracking hour-by-hour movement on a province-scale map (1 hex = 1 mile), you can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
Weapons The racks contain a total of twenty suits of dwarf-sized scale mail, twenty battleaxes, twenty war picks, and twenty steel shields emblazoned with the symbol of Dumathoin. All the equipment
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
Weapons The racks contain a total of twenty suits of dwarf-sized scale mail, twenty battleaxes, twenty war picks, and twenty steel shields emblazoned with the symbol of Dumathoin. All the equipment
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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->Dungeon Master’s 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->Ghosts of Saltmarsh
Conclusion If the adventurers achieve their objectives and return safely to Saltmarsh, they receive a hero’s 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->Ghosts of Saltmarsh
Conclusion If the adventurers achieve their objectives and return safely to Saltmarsh, they receive a hero’s 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->Journeys through the Radiant Citadel
, a regional bard who serves as a repository of Dayawlongon’s 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 characters’ quest, the scholar points them toward a local expert, Nimuel, in the town of Kalapang.
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 Xen’drik, 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->Dungeon Master’s Guide
Renown Renown is an optional rule you can use to track characters’ standing, individually or as a party, within a particular group, such as a faction, an organization, or a community. A character’s
with another, based on the character’s interaction with each group. You can use renown over the course of an entire campaign or within a single adventure. At a campaign scale, you might set up factions
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, a regional bard who serves as a repository of Dayawlongon’s 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 characters’ quest, the scholar points them toward a local expert, Nimuel, in the town of Kalapang.