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Returning 35 results for 'travel of wander what'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
corby flock, knowing of how these creatures’ bizarre song disrupts, disorients, and ultimately overwhelms their prey.
Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following
.
Horrid Songs. The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out
learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Navigating Becoming lost is a serious risk in the twisting tunnels of the Underdark, and travelers can wander in circles without knowing it. Creatures unfamiliar with a given region of the Underdark
are automatically lost, wandering in a random direction for every 4 hours of travel until they encounter an area they are familiar with (which could be a very long time). Even creatures that know the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Navigating Becoming lost is a serious risk in the twisting tunnels of the Underdark, and travelers can wander in circles without knowing it. Creatures unfamiliar with a given region of the Underdark
are automatically lost, wandering in a random direction for every 4 hours of travel until they encounter an area they are familiar with (which could be a very long time). Even creatures that know the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Travel in Anauroch Due to its magical history, Anauroch is more than a barren wasteland and a hostile desert climate to those who wander within its borders. Anauroch holds lost cities, savage
monsters, and more than its share of otherworldly phenomena. Traveling across the desert by day is not recommended. Use the extreme heat rules in the Dungeon Master’s Guide for daytime travel in Anauroch
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Travel in Anauroch Due to its magical history, Anauroch is more than a barren wasteland and a hostile desert climate to those who wander within its borders. Anauroch holds lost cities, savage
monsters, and more than its share of otherworldly phenomena. Traveling across the desert by day is not recommended. Use the extreme heat rules in the Dungeon Master’s Guide for daytime travel in Anauroch
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Plane. The surrounding fog acts as a portal when the valley connects to a new place, allowing two-way travel. Shrouded Presence. Divination spells cast from outside the vale can’t target anything in
the valley or reveal information about it. Trying to navigate the dense fog into or out of the valley without the aid of the guardian requires 1 hour of travel and a DC 20 group Wisdom (Survival) check
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Plane. The surrounding fog acts as a portal when the valley connects to a new place, allowing two-way travel. Shrouded Presence. Divination spells cast from outside the vale can’t target anything in
the valley or reveal information about it. Trying to navigate the dense fog into or out of the valley without the aid of the guardian requires 1 hour of travel and a DC 20 group Wisdom (Survival) check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
they wander off course? How do you avoid creating a boring play session of uninterrupted slogging across a rocky wasteland? One solution is to think of an outdoor setting in the same way you think
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
they wander off course? How do you avoid creating a boring play session of uninterrupted slogging across a rocky wasteland? One solution is to think of an outdoor setting in the same way you think
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
DC 20 Wisdom (Survival) check at the end of every hour of travel. After each successful check, the characters find something to steer them in the right direction; determine the source of this help by
ghost doomed to wander the battlefields of Avernus points the way to the Red Belvedere. 6 An indifferent bearded devil hitchhiker offers directions, preferably in exchange for food, drink, or a free ride.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, colorful flora, and curious insects. Creatures that wander into the rain forest find it increasingly dense and difficult to traverse. After an hour of travel, creatures emerge near the Ghost Orchid
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
DC 20 Wisdom (Survival) check at the end of every hour of travel. After each successful check, the characters find something to steer them in the right direction; determine the source of this help by
ghost doomed to wander the battlefields of Avernus points the way to the Red Belvedere. 6 An indifferent bearded devil hitchhiker offers directions, preferably in exchange for food, drink, or a free ride.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, colorful flora, and curious insects. Creatures that wander into the rain forest find it increasingly dense and difficult to traverse. After an hour of travel, creatures emerge near the Ghost Orchid
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wanderers travel between communities across Faerûn in order to trade with or learn from outsiders, including members of other races. Rock gnomes who leave their communities often find work by using their
even their names and identities for a time. Gnomes who wander far from home are said to have “gone looking for the Ladies.”
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wanderers travel between communities across Faerûn in order to trade with or learn from outsiders, including members of other races. Rock gnomes who leave their communities often find work by using their
even their names and identities for a time. Gnomes who wander far from home are said to have “gone looking for the Ladies.”
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
culminate in a journey called peregrination, where they wander the world until they find a new place to call home. The few men who reside permanently in Setessa live in the Amatrophon, training and
but wander the world as men do. They gather information for the Ruling Council, search out routes for peregrination (including identifying sympathetic individuals and households who will mentor young
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
culminate in a journey called peregrination, where they wander the world until they find a new place to call home. The few men who reside permanently in Setessa live in the Amatrophon, training and
but wander the world as men do. They gather information for the Ruling Council, search out routes for peregrination (including identifying sympathetic individuals and households who will mentor young
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
overwhelms their prey. Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
overwhelms their prey. Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Sarith Kzekarit is the best potential guide in the group, but also the most deceptive. He can navigate to any region of the Underdark shown on the map, but will encourage the characters to travel to
navigate through the Darklake once the party is within three miles of any part of it. He’s willing to travel with the characters and guide them, and suggests visiting the kuo-toa town of Sloobludop to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Sarith Kzekarit is the best potential guide in the group, but also the most deceptive. He can navigate to any region of the Underdark shown on the map, but will encourage the characters to travel to
navigate through the Darklake once the party is within three miles of any part of it. He’s willing to travel with the characters and guide them, and suggests visiting the kuo-toa town of Sloobludop to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, and Abanasinia Other Lands Other parts of Ansalon are home to distinctive tribes of nomads and small, diverse settlements. Estwilde. The fiercely independent human tribes of Estwilde travel the
inhabited by kender, scattered human tribes wander the Dairly Plains and coasts bordering the Blood Sea of Istar. Many inhabit ancient Istarian ruins, occasionally forced to grapple with half
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, and Abanasinia Other Lands Other parts of Ansalon are home to distinctive tribes of nomads and small, diverse settlements. Estwilde. The fiercely independent human tribes of Estwilde travel the
inhabited by kender, scattered human tribes wander the Dairly Plains and coasts bordering the Blood Sea of Istar. Many inhabit ancient Istarian ruins, occasionally forced to grapple with half
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
experiment. A rock gnome alchemist who discovers a new form of fungus growing in a nearby cavern might wander farther afield from the burrow, looking for knowledge about other fungi in the world. A forest
of a rare metal, willing to travel the world high and low in search of it. Even a deep gnome might be born with an irrepressible urge to leave the Underdark and join a group to pursue a life of shared
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of tracking years, but these are considered obsolete. No such irregularities exist in Barovia, though, where year 1 corresponds with the founding of Barovia by the von Zarovich family. Travel and
about the nature of their domains or what lies beyond the Mists. This preoccupation, along with the lack of shared borders or reliable travel, means that mercantile ventures and military conquests
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
experiment. A rock gnome alchemist who discovers a new form of fungus growing in a nearby cavern might wander farther afield from the burrow, looking for knowledge about other fungi in the world. A forest
of a rare metal, willing to travel the world high and low in search of it. Even a deep gnome might be born with an irrepressible urge to leave the Underdark and join a group to pursue a life of shared
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of tracking years, but these are considered obsolete. No such irregularities exist in Barovia, though, where year 1 corresponds with the founding of Barovia by the von Zarovich family. Travel and
about the nature of their domains or what lies beyond the Mists. This preoccupation, along with the lack of shared borders or reliable travel, means that mercantile ventures and military conquests
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
through the Mists travel for 1d6 hours, then roll on the Wandering the Mists table to determine what happens. Wandering the Mists d100 Effect
01–20 Characters emerge in a domain of your
choosing.
21–40 Characters wander the Mists for another 1d6 hours, then roll on this table again.
41–65 Characters emerge from the Mists on stable ground 1d100 feet away from where they entered
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mount Ironrot Encounters These encounters should occur, in the order presented, as the characters travel from one location on map 4.1 to another. Each encounter occurs only once. Warforged Pilgrims
peaceful folk who wander the Mournland in search of friendly travelers and artifacts important to warforged. A purple-hued ex-soldier named Mercy is the group’s leader. Mercy is initially indifferent to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tunnels, and it tells the characters about the magical properties of the pygmywort and bigwig mushrooms. Voosbur further explains that the myconids didn’t wander into this area, but arrived here by
traveling “through the Lady’s dream.” Voosbur describes “the Lady” as a powerful being that loves and guides all myconids. He offers to share “the Lady’s gift” with the characters, allowing them to travel
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mount Ironrot Encounters These encounters should occur, in the order presented, as the characters travel from one location on map 4.1 to another. Each encounter occurs only once. Warforged Pilgrims
peaceful folk who wander the Mournland in search of friendly travelers and artifacts important to warforged. A purple-hued ex-soldier named Mercy is the group’s leader. Mercy is initially indifferent to the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
through the Mists travel for 1d6 hours, then roll on the Wandering the Mists table to determine what happens. Wandering the Mists d100 Effect
01–20 Characters emerge in a domain of your
choosing.
21–40 Characters wander the Mists for another 1d6 hours, then roll on this table again.
41–65 Characters emerge from the Mists on stable ground 1d100 feet away from where they entered
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tunnels, and it tells the characters about the magical properties of the pygmywort and bigwig mushrooms. Voosbur further explains that the myconids didn’t wander into this area, but arrived here by
traveling “through the Lady’s dream.” Voosbur describes “the Lady” as a powerful being that loves and guides all myconids. He offers to share “the Lady’s gift” with the characters, allowing them to travel
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
said to have destroyed the town of Fortune, and the characters are about to find out just what kind of destruction took place. Fortune’s End On the eighth day of travel, you finally locate the town
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through






