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                        Returning 35 results for 'travel of walking with'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                    This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it canât travel underwater
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     resistance to acid, cold, fire, lightning, or thunder damage (transmuterâs choice whenever choosing this benefit).
Speed. The transmuterâs walking speed is increased by 10 feet.Multiattack. The
                                                
                                            
                                                
                                                     power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.Transmute (Recharge
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     and the physical form of others, manipulate nature into rapid growth, travel instantaneously, and even fold space into deadly edges.
These professors teach that numbers and mathematics arenât
                                                
                                            
                                                
                                                     professor becomes Small. Its walking speed increases to 60 feet, attack rolls against it have disadvantage, and it has advantage on ability checks and saving throws that rely on Dexterity.
                                                
                                            
                                        
                                                     Monsters
                                                    Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     form long tunnels, grand hallways, and enormous domes. Itâs a gloomy realm. A mushroom circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the
                                                
                                            
                                                
                                                     thicket by whistling a tune while walking backward.
Fablerise is a small Domain of Delightâroughly three square miles nestled in a forest called Thither, which is part of a much larger Domain of
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form.
While in hyena form, the vampire canât speak, and its walking speed is 50 feet. Its
                                                
                                            
                                                
                                                     they can enter residences without invitation. When a gnoll vampire needs to travel quickly, it adopts the form of a giant, emaciated hyena. When it wants to catch its prey by surprise, it takes the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     walking along the road, they arrive at area B after 5 hours. If the characters are traveling in Vistani wagons, the travel time is halved.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Special Travel Pace The rules on travel pace in the Playerâs Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual membersâ walking speeds. The
                                                
                                            
                                                
                                                     difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the thicket by whistling a tune while walking backward.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     travel time to other locations in the domain.  Shortcut Routines   d8 Routine   1 Picking petals from a flower while walking toward a beckoning sunset 2 Playing âOde to the Summer Queenâ on a lute
                                                
                                            
                                                
                                                    Travel in the Domain Visitors to a Domain of Delight are often confounded by the Feywildâs power to distort distance, time, and reality. A traveler might see a hilltop that appears to be a mile away
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                    The Walking Castle The walking castle Iedcaru is a treasure from ages past. It was created by githzerai as a hermitage where ascetics could travel the Outlands and meditate on the nature of realms
                                                
                                            
                                                
                                                     they might be working for Shemeshka through intermediaries seeking to track R04M. When the characters come within sight of the walking castle, read the following description: Amid a grove of strange
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     methods of planar travel. The staircase is neutral ground accessible to all who can find and traverse it. The act of traversing the staircase isnât any more tiring than walking, and creatures canât become exhausted by traveling along it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                    Castleâs Residents Once the Fiends are defeated and Zaythir is freed, the characters have access to the walking castle and the gratitude of its residents. These residents help the characters however
                                                
                                            
                                                
                                                     they can. Robson Michel  The githzerai Zaythir uses the Castellan to set the walking castleâs course across the Outlands Zaythir Zaythir is a patient scholar of the planes who rarely shows extremes of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                    Humanoids Humanoids from across the planes travel the Outlands and number among the most common inhabitants of the gate-towns. Outlands Humanoids   d4 Encounter   1 The characters need to find a
                                                
                                            
                                                
                                                     wandering priest who alone knows the ritual necessary to open a specific portal. 2 Several gnome mages seek help recovering their walking castle from a band of aggressive, spine-covered lizardfolk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     walking and swimming speed of 20 feet, but it canât travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     conveyance across the Outlandsâthough Zaythir wonât leave the Outlands herself or let the walking castle travel to other planes. Directions in the Outlands
 As in Sigil, there are no literal cardinal
                                                
                                            
                                                
                                                     long travel takes is up to youâit could take 3d6 days to get from one gate-town to the next closest one, or weeks, or longer. While traveling in the walking castle, the characters are safe, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     Shu they donât intend to attack Rigus. Shuâs demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a dayâs travel away. The Castellan can drop the characters
                                                
                                            
                                                
                                                     daunting fortifications. Your mimir chimes as you draw closer, its glowing eyes pulsing in time with a distant drumbeat.
 If the characters draw near Rigus in their walking castle, the gate-townâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                    Magic Items This section describes magic items that are essential to travel and survival in Wildspace, as well as other items likely to be found on the Astral Plane. Fish Suit Wondrous Item, Very
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
                                                
                                            
                                                
                                                    , and the Palace of Heartâs Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Strixhaven Stadium, serves as a hub for university life. See the appendix or the poster map for a view of the entire university.  Well-maintained roads connect the six campuses, and walking from one to
                                                
                                            
                                                
                                                    , making the journey in about 15 minutes. In addition, each campus has multiple permanent teleportation circles, which faculty and more advanced students can use when they require instantaneous travel, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     walking robot can be toppled by rough storm winds or damaged by lightning and hail. The area around a teleporting headquarters such as a tavern that lets characters travel to other taverns can become the site of the Sixâs airship attack, and so forth.
                                                
                                            
                                                
                                                     than the borrowed battle balloon to travel to the Greypeaks, thatâs fine. Just rework the encounters in the âRiders on the Stormâ and âBattle in the Skiesâ sections appropriately. For example, a giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     the simple act of respiration.
  â Richard Baker, Condemnation
 The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a
                                                
                                            
                                                
                                                    , though, a creatureâs walking speed (in feet) is equal to 3 Ă its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     explain why Waterdavians prefer to carry knives and knuckledusters for self-defense. Businesses and individuals do employ armed guards, but except for nobles or foreign envoys, few people travel about
                                                
                                            
                                                
                                                     the city with such protection. As such, the sight of armed and armored individuals walking the streets who arenât in the livery of the city or one of its noble houses inspires caution in most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    City Encounters The City of Lost Names is full of Dragon Army troops and other threats. As the characters travel between locations, or whenever you please, roll on the Random City Encounters table
                                                
                                            
                                                
                                                     attack. Patrol Five kapak draconians (see appendix B) patrol the city. They follow a predictable route and, after an hour of walking, check in at their headquarters (see the âOccupied Mansionâ section).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     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->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     and arenât wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. Tiger. While raging, you can add 10 feet to your long jump distance and 3
                                                
                                            
                                                
                                                     or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while theyâre within 60 feet of you and youâre not incapacitated (see chapter 8 in the Playerâs Handbook for more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realmâs
                                                
                                            
                                                
                                                     this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Perception skill. Lucky Footwork
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     orient the characters as they navigate each location Movement Creatures in the Endless Void can move by simply thinking about the direction they wish to travel. Creatures gain a flying speed equal to
                                                
                                            
                                                
                                                     their walking speed while in the Endless Void and can hover. Unattended items in the void simply float in place. The enormous nodules floating in the Endless Void exert their own gravity to 100 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     carry a gourd of grease, which they apply to their feet so that they can âsurf the webs.â While sliding down webs, they move at twice their normal walking speed. The Web Runners are as good as their word
                                                
                                            
                                                
                                                     when it comes to their services, and they can teach the characters a thing or two. While they travel with the two goblins, the characters have advantage on checks made to avoid being surprised. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    . The whole plane is a nightmarish riot. Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the
                                                
                                            
                                                
                                                     desired direction of travel. Limbo conforms to the will of the creatures inhabiting it. Very disciplined and powerful minds can create whole islands of their own invention within the plane, sometimes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Traversing Wreck Segments Characters can forgo the portals and travel between the wreck segments on their own, either by walking or by flying. The segments are 300 feet from each other. The areas
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Encounter Distance column in the Travel Terrain table gives the range at which creatures might become aware of each other while journeying through the wilderness. When staging an encounter, consider these
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     you please, particularly to lighten the mood after exploring a somber gate-town like Curst or Rigus. The encounter starts when the characters hear a group of jovial cheers outside the walking castle
                                                
                                            
                                                
                                                     of the lizardfolk soon shifts to either the walking castle or any visible character. They energetically wave and ask the characters to stop for a minute. Lizardfolk Competitors The twelve lizardfolk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                      Proficiencies and Starting Equipment, Read the Opposition 
   2  Alchemistâs Insight, Obviatorâs Lenses 
   3  Advanced Preparations, Travel Alchemical Kit 
   4  Enhanced Lenses, Obviate the
                                                
                                            
                                                
                                                    . Obviators are cautious because they know precisely how dangerous any moment can be â and they are dangerous for the same reason. An obviator is like a lethal walking library. And if you were to face
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    -looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
                                                
                                            
                                                
                                                     specters. Blizzards come without warning. A blizzard occurs once every 2d12 hours and lasts 1d3 hours. During a storm, creatures moving overland travel at half normal speed, and normal visibility is
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     foresight to destroy the circle prior to obtaining the stone, the simulacrum instead must travel to Yellowspire on foot, giving the characters ample time to get away before it arrives as long as they leave
                                                
                                            
                                        






