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Returning 35 results for 'before bring deciding cave run'.
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Monsters
Storm King's Thunder
he hates orcs and giants—hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!
Ideal: “It is incumbent upon every dwarf to forge a
legacy.”
Bond: “I stand for Clan Foehammer and all dwarvenkind.”
Flaw: “I never run from a fight, especially if it involves killing orcs or giants.”Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
in battle. The strain of his long years of rule is etched on his weather-worn face.
Jarund's late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
behind when one Fiend kills another.
Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a
’s curse. If the curse is allowed to run its course, an abyssal spirit invades the person’s body, causing a gruesome transformation. Over a period of hours, the victim’s head takes on
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
weakness and secure their fortunes.
4
I put on new identities like clothes.
5
I run sleight-of-hand cons on street corners.
6
I convince people that worthless junk is worth their hard
Charity. I distribute the money I acquire to the people who really need it. (Good)
4
Creativity. I never run the same con twice. (Chaotic)
5
Friendship. Material goods come and go. Bonds of
Orc
Legacy
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Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
Backgrounds
Baldur’s Gate: Descent into Avernus
.
5
I run sleight-of-hand cons on street corners.
6
I convince people that worthless junk is worth their hard-earned money.
FEATURE: FALSE IDENTITY
You have created a second
. (Lawful)
3
Charity. I distribute the money I acquire to the people who really need it. (Good)
4
Creativity. I never run the same con twice. (Chaotic)
5
Friendship. Material goods
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Middle Path Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Cave Bear Den These caves smell like an animal den — not surprising, given that Qurrok keeps his cave bears here. 14a. Adult Cave Bears Two adult cave bears (use the polar bear statistics) rest
here. These mates attack anyone they don’t recognize, defending their young in area 14b. Gnawed bones cover the den’s floor. 14b. Young Cave Bears Two cave bear cubs (use the black bear statistics
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
the characters bring with them.
Walls. Climbing the rough stone walls of the cave without equipment requires a successful DC 13 Strength (Athletics) check.
Arrival at Salt Cave If the characters talk to Marciano Belta at the head house, they learn that the sahuagin utilize several entrances to Salt Cave to attack the town. The characters can find the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
took her spellcasting focus — an opalescent conch — as a trophy. The banshee demands that the characters retrieve the conch and bring it to the cave, which will set her spirit to rest. It tries to kill the characters if they refuse, pursuing them as far as it can if they flee.
T1. Haunted Cave Rough-hewn steps climb a 7-foot-high tunnel that passes all the way through a 30-foot-tall natural pillar of rock. A damp, 8-foot-high cave encrusted with lichen is connected to this
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
K: Shrine of Evil Chaos The Cult of Chaos performs evil rites in this cave, subtly drawing monsters to inhabit the Caves of Chaos and bring strife to the Borderlands. The current cult leader is Ivlis
, the keep’s former priest. Her cruel assistant, Narthus, is always here, and other cultists dwell close by (see cave G). Undead guardians defend the shrine and the Chaos Bell—the source of the cult’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Depleted Mine This area was once a mithral mine, but picks and hammers no longer ring out here. 3a. Large Chamber Iron tracks run through this 20-foot-high cave. A few abandoned mining tools lie
scattered on the floor. 3b. Discarded Mining Gear The floor of this 10-foot-high cave is strewn with rusty mining gear, including helmets, picks, shovels, and an iron sled for dragging ore.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Council of Dragons Five ancient dragons make up the council charged with deciding their metallic kin’s response to the cult. Though they are not necessarily the wisest or most powerful specimens of
the factions’ battle against Tiamat. As such, if the dragons side with the humanoids, it will be as a statement of personal faith in the party—and in the party’s ability to bring all the factions into the fight.
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime During the break between episode 4 and episode 5, the characters are likely to be focused on deciding their next move. The urgency of seeking out the final orrery component at Horn
franchise, they can assign two franchise tasks to be run by staff in addition to any personal downtime activities they wish to engage in. If those downtime activities or franchise tasks involve
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Keepers of the Flame leaves the characters in a position where they can at least avoid arrest in the city. Deciding the next step for the characters depends on what information or quests the characters
, or Stonespeaker Hgraam for a meeting with the Deepking, use the following section to run an encounter in the Deepking’s palace.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Council of Dragons Five ancient dragons make up the council charged with deciding their metallic kin’s response to the cult. Though they are not necessarily the wisest or most powerful specimens of
the factions’ battle against Tiamat. As such, if the dragons side with the humanoids, it will be as a statement of personal faith in the party — and in the party’s ability to bring all the factions into the fight.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
10. Staging Area This cave is fortified with barricades and defended by eight deep gnomes and four cave badgers (see “Random Encounters in Blingdenstone”). There are no earth elementals reinforcing
character for useful information, plus a diamond worth 1,000 gp if they bring back proof that the medusa is dead.
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
track down thieves who stole the Bowl of Plenty. This large silver bowl was a gift to the keep, said to bring good fortune to anyone who takes a meal from it. It is a foot wide and weighs 10 pounds. It
being carried into a cave by a group of goblins, small people who are often embodiments of recklessness and ruin.
You are now at the mouth of that cave. Several small footprints show that goblins have
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
nursery in the caves, Frulam Mondath, her guards, and Langdedrosa Cyanwrath. Only the hunters still use the huts. All others live in the hatchery cave. The activity and guards around the cave mouth
should be the top draw on the characters’ attention. On most mornings, hunters fan out onto the grassland to hunt for antelope and other large game. They travel on horseback and bring along an extra
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
nursery in the caves, Frulam Mondath, her guards, and Langdedrosa Cyanwrath. Only the hunters still use the huts. All others live in the hatchery cave. The activity and guards around the cave mouth
should be the top draw on the characters’ attention. On most mornings, hunters fan out onto the grassland to hunt for antelope and other large game. They travel on horseback and bring along an extra
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Scandal and Rebuilding If you run the “Tomb of Moving Stones” adventure in chapter 6, the exposure of the Believers leads to some big changes. Even if the Believers can avoid a murder investigation
, but he’s too busy as constable. After a month, Jalessa Ornra becomes Red Larch’s mayor. She’s liked and known for common sense, so the townsfolk rally around her. The townsfolk pitch in to cover the sinkhole and shore up walls and ceilings against future cave-ins.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Elakdras’s remains, but they’ve had a falling-out in Challidax’s lair, splitting their followers into rival factions. Into the Ice Caves. The adventurers enter the frosty cave complex where the
dragon lairs. There they run afoul of the feuding frost giants and other denizens as they try to retrieve the magical ritual.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1a. Pool Bypass A relatively small cave branches off the main tunnel. If the characters are shadowing Droki, read the following boxed text aloud to the players. Droki stands before a tall yet narrow
, you see him shrink down to a doll’s size, then run into the crack.
The far side of the small cavern has a narrow crack in the wall surrounded by patches of pygmywort and bigwig mushrooms (1d10 + 10 of each). The crack forms the entrance of a narrow, naturally-formed tunnel.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, is best.”
If the characters haven’t run into any cult leaders yet, Nighthill takes them onto the parapet and points out what he means. This is an ideal time for everyone to catch a glimpse of
temple of Chauntea. All characters need to do is bring a live cultist or Cult of the Dragon initiate back to the keep. Or characters can go into the town hunting for one specifically. Prisoners
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, is best.” If the characters haven’t run into any cult leaders yet, Nighthill takes them onto the parapet and points out what he means. This is an ideal time for everyone to catch a glimpse of Frulam
temple of Chauntea (area 3). All characters need to do is bring a live cultist or Cult of the Dragon initiate back to the keep. Or characters can go into the town hunting for one specifically
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
: slip past the planet’s defenses, find the meteorite, and bring it back to Spelljammer Academy. This adventure is split into three parts: Part 1: The Spindle. While exploring the Spindle (a mountain
characters travel back to Toril, they cross paths with an asteroid and run into a githyanki agent of Vocath looking to retrieve Miken. Part 3: Homecoming. The characters return to the Spelljammer Academy
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
zero.” Tasha’s Cauldron of Everything outlines how to run session zero discussions, but in general, use this session to discuss the game’s content, social contract, and house rules, and to create
be included. Emphasize that boundaries aren’t negotiable, and neither you nor any of the players should bring them into the game. Note that boundaries may change during play. Encourage players to bring
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
might be unaware they’ve left one plane of existence and entered another. For example, if one stumbles upon a fey crossing in a cave, a similar cave might lie on the other side of that fey crossing, as
if the caves were near-perfect reflections of each other. Fey Crossings d8 Fey Crossing 1 Altar. This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Scholar of Impossibilities Run this encounter when you’re ready to bring the hunt for R04M to an end. The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or
was meant to know with one interested character (see the “Secrets of Eternity” section below). If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect intruders, one tries to run to area 5 to sound the alarm while the remaining two attack. On the second round of combat, the clamor attracts the spiders in area 4b. 4b. Phase Spider Lair Four phase
spiders lurk in this 20-foot-high cave. If they hear the characters approaching, they shift to the Ethereal Plane and try to ambush the characters. 4c. Gobbled Goblins Webs. This cave is filled with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adventure Examples This section contains example adventures that demonstrate the principles described throughout the chapter. Each provides enough information for you to run a one-session adventure
encounter. Monster names in bold point you to the stat blocks in the Monster Manual. Some encounters also specify treasure the characters might find. Use your imagination to bring the locations and encounters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Fountain of Evil Foul water from the Darklake spills into this cave, forming a pool. See the “Whorlstone Tunnels: General Features” sidebar for the effects of drinking foul water. The ceiling in
this cave is 80 feet high. The chamber splits into two paths surrounding a large pool, filled by water trickling from stalactites along the ceiling. The western path forms a ramp above the pool’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice to open water and wait patiently out on the lake in the freezing cold for hours at a time. To fend off the chill, they often bring bottles of ale to keep warm. Imbibing too much is dangerous, for it
abandoned their trusty boat, Bunch o’ Knuckleheads, to follow a tantalizing scent emanating from the mouth of a lakeside cave. Inside, they encountered a hag named Maud Chiselbone and a spicy concoction she






