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                        Returning 13 results for 'tracks of walking with'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     between the terrains, is natural for the Outlands. Creatures can follow the tracks toward the forest. A character who succeeds on a DC 12 Wisdom (Survival) check knows the tracks werenât made by an animal
                                                
                                            
                                                
                                                     Outlands and atop which floats Sigil. Characters who follow the trail find a walking castle (see the following section) after an hour of travel. Those who avoid the trail come across the castle in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     characters and monsters spot each other from a distance in open terrain. Found by Chance. The characters happen upon monsters that are camping, eating, hunting, basking in the sun, walking along the same trail
                                                
                                            
                                                
                                                     chapter. Tracking A specific instance of searching on a journey is when adventurers choose their path by following the tracks of other creatures. To track, one or more trackers must succeed on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                     of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity
                                                
                                            
                                                
                                                     Wondrous Item, Uncommon Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     every day since the goblins came through here, add 5 to the DC of the check. It takes 2 hours to navigate the twisting tunnels at normal walking speed. The tunnels are near Golgari territory, but above
                                                
                                            
                                                
                                                      The tracks end at another maintenance shaft in the ceiling of the tunnel. A cord dangles down from the shaft; pulling on it releases a folding ladder that can easily be climbed. The shaft terminates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     part of a larger plot to control the flow of information in the city â a critical element of Manshoonâs takeover. Shan was abducted by Amathâs acolytes the night before while walking to his home in the
                                                
                                            
                                                
                                                     within 1 hour after obtaining the stone. The simulacrum tirelessly pursues the stone, and characters who flee would do themselves well not to leave tracks in the snow. Next Encounter If a character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     reaches a large junction with a turntable where mine cart tracks lead into side tunnels: two leading north, two leading east, and two leading south. Rockfalls have sealed off both tunnels leading east and
                                                
                                            
                                                
                                                     a DC 14 Wisdom (Survival) check see that numerous aurumvorax claw marks lead from the southwest tunnel. If the characters head down that tunnel, they reach area G2 after 5 minutes of walking. If they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     locations are keyed to map 1.13. V1. Three Entrances The ogreâs tracks lead characters to a frozen stream, then along it to the verbeegâs lair: The trail culminates at a rocky hillside with pines growing
                                                
                                            
                                                
                                                     moderately blocked by a tight stand of conifers and two massive fallen logs.
  The northeast cave has a big, yawning mouth, and flickers of light emanate from within. The tracks of your quarry head
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     dark and tells his parents about his adventure. The Stonehills ask the party to investigate the ruin their son described. Finding Pip. The most direct way to find Pip is to follow his tracks in the
                                                
                                            
                                                
                                                     miners recently scouted the Sword Mountains about 15 miles southwest of Phandalin. One of the miners, a human named Verno Tharbun, returned with tales of a âwalking shrub with strange powersâ that lured
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     must perform a cruel act, such as slaying the defenseless elders as King Gunvald commands. The characters can also pass the test by walking away from the camp and leaving the starving nomads at the
                                                
                                            
                                                
                                                    , Isarr might stumble upon tracks left by the characters but continues his search of the outer tents, then does the same thing with the inner ring of tents, saving the chieftainâs tent for last. By
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    , half filled by water, which serves as an entrance to the troglodytesâ lair (area 17). Anyone who searches the streamâs banks finds the footprints of Medium reptilian creatures and tracks left by tails
                                                
                                            
                                                
                                                     or starts its move there must make a DC 12 Dexterity (Acrobatics) check. A creature that fails the check falls prone and slides southward toward the stream at half its walking speed. The stream is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     to the ceiling down to the floor. Tracks have worn smooth paths from ledge to ledge across the curving floor.
 The thunderous griding of stone echoes throughout the cave, as three boulders roll along
                                                
                                            
                                                
                                                     the tracks at dangerous speeds. Other large rocks, worn nearly spherical, sit motionless throughout the gallery.
 The rolling boulders are three galeb duhr, created and bound by Iggwilv to defend
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    â above), and he allows prisoners and the characters to leave the area. He is willing to lie to any Thayans who seek the characters and help them cover their tracks. Issem warns anyone who tries to
                                                
                                            
                                                
                                                     gravity until the end of its next turn, walking along the ceiling and walls as though they were the floor, and bypassing the teleportation triggers. If the creature is still above the floor at the end
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Giantsâ) cuts a swath through the icy crust over the shallow bay as it approaches and slowly grinds to a dead stop. The ship carries twenty frost giants. Twelve of them leap over the sides, walking
                                                
                                            
                                                
                                                     trade road, the characters come upon the wreckage of the armored wagon. From there they can follow fire giant tracks heading north into the mountains. Several hours later, they come upon two fire
                                                
                                            
                                        






