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Returning 10 results for 'barriers before diffusing cave regards'.
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Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
fallen ill—and that a nasty smell pervades their caves. Adult myconids know that the “crystal cave” (area B6) is the source of the foul odor and that Sinensa fell ill after going into that cave to
investigate the issue. The myconids normally avoid that cave because sunlight filters into it by way of the vent at the western end of the cave, and even diffuse sunlight is unpleasant to these cave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Natural Caves This small network of caves lies outside the dungeon proper and serves as home to one of Arcturia’s monstrous experiments. 2a. Deformed Duergar Characters who enter this cave are
a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stench of death that permeates the dungeon is strongest here. As the characters approach this 50-foot-high cave, they hear minotaurs chanting and stomping. This area contains the following: Minotaurs
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, a ruined tower, or a menacing cave entrance that resembles a skull. Whether naturally or by manufactured means, the lair is well defended from intrusion. It might be reachable only by a steep
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toadstools. All are diminutive, jovial creatures—no more than three feet tall—wearing dapper, red clothing with gleaming buttons and buckles. Each wears a different style hat and regards you with
delighted anticipation.
When the characters pass through the fey crossing in the Cave of Echoes (see area C7), they vanish and reappear in the center of this fairy ring. The characters all appear at the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
are smugglers coming ashore to take possession of goods in a nearby sea cave (see the “Treasure” section). But she and the others are at their wits’ end in terms of how to deal with the Tortured
characters might find this loot in a nearby sea cave, along with lots of mundane supplies, if all the smugglers perish. Otherwise, Belle recovers the silk before going back to the Tortured Tortle, but offers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters find Jingle Jangle’s den: a cave with an entryway shaped like a keyhole. Obtaining the Silver Key If one or more characters enter Jingle Jangle’s den on the hilltop, read: Worn stone steps
Telemy Hill regards them. Helping Jingle Jangle. If the characters lift Jingle Jangle’s spirits, Telemy Hill is delighted. The awakened trees dance around the characters in appreciation, and one of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
whirlwind rages, four flying swords animate from the debris scattered around the cave. The flying swords attack creatures outside the whirlwind. F4. Harpy Nest Characters spot the light in this chamber
and fissures on all sides. The ceiling is about a hundred feet high.
Three harpies nest on the highest ledges. These wicked creatures guard the cave for the Cult of the Howling Hatred. The bodies are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, Sylvania, or Xaos—but Gzemnid’s Realm is elusive, even by the mutable standards of the Outlands. The portion of the Great Modron March that R04M belonged to became lost in a magically shifting cave
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
fissure in the volcano’s slope leads into a small cave not visible from the stronghold below. Kalimrax lairs here, returning for a few hours every evening to rest and check on her hoard, which consists






