Talk:Dungeons & Dragons

From silvesti
Jump to: navigation, search

“‘…’”

Interacting with objects around you

Here are a few examples of the sorts of thing you can do in tandem with your movement and action:

  • draw or sheathe a sword
  • open or close a door
  • withdraw a potion from your backpack
  • pick up a dropped axe
  • take a bauble from a table
  • remove a ring from your finger
  • stuff some food into your mouth
  • plant a banner in the ground
  • fish a few coins from your belt pouch
  • drink all the ale in a flagon
  • throw a lever or a switch
  • pull a torch from a sconce
  • take a book from a shelf you can reach
  • extinguish a small flame
  • don a mask
  • pull the hood of your cloak up and over your head
  • put your ear to a door
  • kick a small stone
  • turn a key in a lock
  • tap the floor with a 10-foot pole
  • hand an item to another character

Terms

Ammunition

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Loading a one-handed weapon requires a free hand. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy

Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light

A light weapon is small and easy to handle. making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range. You have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Reach

This weapon adds 5 feet to your reach when you attack with it.

Special

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed

This weapon requires two hands to use.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Improvised weapons

Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use their proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Ranged weapons
Weapon Cost Wgt. Damage Range Notes
S Dart 5 cp ¼ lb. 1d4 piercing 20 60 Finesse, thrown
M Blowgun 10 gp 1 lb. 1 piercing 25 100 Ammunition, loading
M Crossbow, hand 75 gp 3 lb. 1d6 piercing 30 120 Ammunition, loading, light
S Crossbow, light 25 gp 5 lb. 1d8 piercing 80 320 Ammunition, loading, two-handed
M Crossbow, heavy 50 gp 18 lb. 1d10 piercing 100 400 Ammunition, loading, two-handed, heavy
M Longbow 50 gp 2 lb. 1d8 piercing 150 600 Ammunition, two-handed, heavy
S Shortbow 25 gp 2 lb. 1d6 piercing 80 320 Ammunition, two-handed
S Sling 1 sp 1d4 bludgeoning 30 120 Ammunition
M Net 1 gp 3 lb. 5 15 Special, thrown
Equipment
Item Cost Wgt. Notes
Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1½ lb.
Sling bullets (20) 4 cp 1½ lb.
Pouch 5 sp 1 lb. Capacity: 20 sling bullets or 50 blowgun needles
Quiver 1 gp 1 lb. Capacity: 20 arrows (or crossbow bolts)

Items

Heward’s handy haversack

Wondrous item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Quiver of Ehlonna

Wondrous item, uncommon

Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Swift quiver

5th-level transmutation
Casting Time
1 bonus action
Range
Touch
Components
V, S, M (a quiver containing at least one piece of ammunition)
Duration
Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Links

Phandalin

Saltmarsh in Faerûn

Harper pin on Etsy

Items missing from some maps:

  • Helm’s Hold – ~20 miles southwest of Neverwinter.
  • Port Llast – 35 miles noth of Neverwinter, at the High Road and East Road intersection.
  • Morgur’s Mound – an Uthgardt burial mound of the Thunderbeast tribe.
  • Tower of Twilight – a days ride west of Longsaddle.
  • Sharandar – ancient elven keep lost within Neverwinter Wood near village of Conyberry.
  • River Morgur – Flows from near Morgur’s Mound into Neverwinter River.
  • Berun’s River – Flows from near Berun’s Hill into Neverwinter River.
  • Edals Creek –
  • Xinlenal –
  • Dread Ring –

http://my-realms.blogspot.com/2015/01/starter-set-sandbox-16-neverwinter-wood.html

  • Port Llast – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
  • Neverwinter – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
  • The Shrine of Swords – A small shrine to Tempus, the Lord of Battles. Established: c. 1352 DR; Location: eastern side of the High Road, ∼5 miles south of Neverwinter.Dragon #285
  • Helm’s Hold – A fortified town with a cathedral dedicated to Helm. Established: c. 1338 DR; Location: ∼20 miles southeast of Neverwinter, halfway between the High Road and Neverwinter Wood.SCAG
  • Thundertree – A small logging village. Established: before 1365 DR; Destroyed: 1451 DR;before 1365 DR; Location: south bank of Neverwinter River, on the edge of Neverwinter Wood.LMP
  • Crossroad Keep – A Neverwintian fortress. Destroyed: c. 1360 DR; Rebuilt: 1374 DR; Location: intersection of the High Road and Triboar Trail.NN2<br>• 2007: NN2: Mask of the Betrayer (PC-game)}}<br>• 2008: NN2: Storm of Zehir (PC-game)}}
  • Triboar Trail – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
    • Highcliff – A village and castle allied with Neverwinter. Destroyed: c. 1360 DR; Rebuilt: 1374 DR; Location: on a coastal cliff at the western end of Triboar Trail.NN2<br>• 2008: NN2: Storm of Zehir (PC-game)}}
    • Phandalin – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
    • Conyberry – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
  • Leilon – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
    • Saltmarsh – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
  • Mere of Dead Men – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
    • Carnath Roadhouse – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
    • Fort Locke – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
    • Iniarv’s Tower – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
    • Weeping Willow Inn – A ____. Destroyed: c. 1360 DR; Rebuilt: 1374 DR; Location: ∼____ miles ____.____
    • West Harbor – A ____. Destroyed: c. 1360 DR; Rebuilt: 1374 DR; Location: ∼____ miles ____.____
  • Thornhold – A stone fort caravan stop run by Clan Stoneshaft dwarves. Established: c. 950 DR; Location: western side of the High Road just south of the Mere of Dead Men.CoS
  • Mount Sar – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
  • Mount Helimbrar – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
  • ____ – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____
  • ____ – A ____. Established: c. ____ DR; Location: ∼____ miles ____.____

Mike Schley

  • $5 “Northwest Faerûn” (SCAG & SKT)
    • $2 $2 “The Underdark”] (Out of the Abyss)
  • $2 “Chult”
  • $2 “Cormyr” region (Dragon #365)
  • $2 “Daggerford Environs” (DMG)
  • $2 “The Silver Marches” (Encounters)
  • $2 “Skullport”
  • $2 “Moonshae Isles”
  • $2 “Neverwinter” (city) (NCS)
  • $2 “Vaasa” region (Dungeon #177)
  • $25 Tomb of Annihilation (26 map set):
  • $12 Ghosts of Saltmarsh (17 map set):
    1. $2 “Saltmarsh” (village)]
  • $12 Scourge of the Sword Coast (7 map set):
    1. “Daggerford” (village)
    2. “Daggerford Region”
    3. “Firehammer Hold, Environs & Mines”
    4. “Floshin Manor, Grounds & Swan’s Nest”
    5. “Harpshield Castle, Ruins & Dungeon”
    6. “Julkoun, Village & Cellars/Environs”
    7. “Phylund Hunting Lodge, Cellars & Environs”,
  • $15 Princes of the Apocalypse (13 map set):
    1. $2 “The Dessarin Valley”
    2. $2 “Red Larch Surroundings”
    3. $2 “Red Larch” (village)
    4. “Black Geode”
    5. “Feathergale Spire”
    6. “Howling Caves”
    7. “Necromancer’s Cave”
    8. “Plunging Torrents”
    9. “Rivergard Keep”
    10. “Sacred Stone Monastery”
    11. “Scarlet Moon Hall”
    12. “Sighing Valley”
    13. “The Weeping Colosus”
  • $10/$12 Lost Mine of Phandelver (7 map set):
    1. “Cragmaw Castle”
    2. “Cragmaw Hideout”
    3. “North Sword Coast”
    4. “Phandalin” (village)
    5. “Redbrand Hideout”
    6. “Ruins of Thundertree”
    7. “Wave Echo Cave”
  • $12 Dead in Thay (7 map set):
    1. “Air, Fire & Water Nodes”
    2. “Earth Node & Bloodgate Nexus”
    3. “Bloodgate Vault”
    4. “The Doomvault” (handout)
    5. “The Doomvault” (dungeon)
    6. “Phylactery Vault” (levels 1 & 2)
    7. “Phylactery Vault” (levels 3 & 4)
  • $15 Tales from the Yawning Portal (12 map set):
 7. Dead in Thay maps
 8. “The Hidden Shrine of Tamoachan” (dungeon)
 9. “The Hidden Shrine of Tamoachan” (encounter 1)
10. “The Hidden Shrine of Tamoachan” (encounter 2)
11. “Fortress Level”
12. “Grove Level”

Scale

Era Luskan – Neverwinter Neverwinter – Leilon Leilon – Waterdeep Luskan – Waterdeep Neverwinter – Waterdeep
AD&D 144 mi 135 mi 218 mi 492 mi 350 mi
3rd Ed. 126 mi 60 mi 187 mi 370 mi 245 mi
Red. 88% 44% 86% 75% 70%