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Returning 35 results for 'both being diffusing cave response'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Minotaur Caves These caves form the main living area for the minotaurs of the Maze Level. A 2-foot-thick layer of fog covers the floor throughout. 7a. Southern Cave Ceiling. The ceiling ranges in
devour their kills if they are victorious. Any sound of combat in this area brings the five minotaurs in area 7b as reinforcements. 7b. Northern Cave This cave has the same features as area 7a. Five
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Minotaur Caves These caves form the main living area for the minotaurs of the Maze Level. A 2-foot-thick layer of fog covers the floor throughout. 7a. Southern Cave Ceiling. The ceiling ranges in
devour their kills if they are victorious. Any sound of combat in this area brings the five minotaurs in area 7b as reinforcements. 7b. Northern Cave This cave has the same features as area 7a. Five
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
as a random encounter or in response to an alarm from area 5, or as noted in the “Worm Nursery: General Features” sidebar), a swarm of bats flies out of the cave 1 minute before the worm appears. Roll
9. Bat Cave This cave is thick with stalactites and stalagmites, and home to thousands of bats. The cavern floor is covered in a thick layer of guano, making the floor difficult terrain. The bats
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
as a random encounter or in response to an alarm from area 5, or as noted in the “Worm Nursery: General Features” sidebar), a swarm of bats flies out of the cave 1 minute before the worm appears. Roll
9. Bat Cave This cave is thick with stalactites and stalagmites, and home to thousands of bats. The cavern floor is covered in a thick layer of guano, making the floor difficult terrain. The bats
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
as a random encounter or in response to an alarm from area 5, or as noted in the “Worm Nursery: General Features” sidebar), a swarm of bats flies out of the cave 1 minute before the worm appears. Roll
9. Bat Cave This cave is thick with stalactites and stalagmites, and home to thousands of bats. The cavern floor is covered in a thick layer of guano, making the floor difficult terrain. The bats
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Minotaur Caves These caves form the main living area for the minotaurs of the Maze Level. A 2-foot-thick layer of fog covers the floor throughout. 7a. Southern Cave Ceiling. The ceiling ranges in
devour their kills if they are victorious. Any sound of combat in this area brings the five minotaurs in area 7b as reinforcements. 7b. Northern Cave This cave has the same features as area 7a. Five
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
crack in a cave wall to continue an adventure. If the player portrays the character’s response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
noise to widen the crack, or portraying some other fearful response, these would be perfect opportunities to reward the player’s consideration of a Seed of Fear by granting their character inspiration.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
crack in a cave wall to continue an adventure. If the player portrays the character’s response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
noise to widen the crack, or portraying some other fearful response, these would be perfect opportunities to reward the player’s consideration of a Seed of Fear by granting their character inspiration.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
crack in a cave wall to continue an adventure. If the player portrays the character’s response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
noise to widen the crack, or portraying some other fearful response, these would be perfect opportunities to reward the player’s consideration of a Seed of Fear by granting their character inspiration.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Cairngorm Caverns. Though the stone giant is short on pleasantries, he gives the characters what information he can in response to their questions, including ways to return to the “dreamlands,” as the
heed to the signs surrounding you. A cave with two faces. Rock devoured, and the land overgrown. The pebble believes itself flesh. The earth rejects its wards, and the tunnels shake in fury. By these
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Cairngorm Caverns. Though the stone giant is short on pleasantries, he gives the characters what information he can in response to their questions, including ways to return to the “dreamlands,” as the
heed to the signs surrounding you. A cave with two faces. Rock devoured, and the land overgrown. The pebble believes itself flesh. The earth rejects its wards, and the tunnels shake in fury. By these
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Cairngorm Caverns. Though the stone giant is short on pleasantries, he gives the characters what information he can in response to their questions, including ways to return to the “dreamlands,” as the
heed to the signs surrounding you. A cave with two faces. Rock devoured, and the land overgrown. The pebble believes itself flesh. The earth rejects its wards, and the tunnels shake in fury. By these
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the
operation. It has been arranged (though this does not appear on the parchment) for the first signal to be repeated every 10 minutes for an hour. If the ship gets no response, it is assumed that there is some
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the
operation. It has been arranged (though this does not appear on the parchment) for the first signal to be repeated every 10 minutes for an hour. If the ship gets no response, it is assumed that there is some
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the
operation. It has been arranged (though this does not appear on the parchment) for the first signal to be repeated every 10 minutes for an hour. If the ship gets no response, it is assumed that there is some
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hlam This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be
times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hlam This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be
times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hlam This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be
times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the distance the entrance to the cave of the giant lizards (marked C on the map, area 22 of the lair). The Bullywug Ambush If the characters’ route takes them through the marsh, they eventually pass
his prowess in battle. A dozen more bullywugs appear at the edge of the battlefield but do not approach. An equally aggressive response from the characters, verbally or through gestures, and a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the distance the entrance to the cave of the giant lizards (marked C on the map, area 22 of the lair). The Bullywug Ambush If the characters’ route takes them through the marsh, they eventually pass
his prowess in battle. A dozen more bullywugs appear at the edge of the battlefield but do not approach. An equally aggressive response from the characters, verbally or through gestures, and a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fight breaks out in area 12 and four of the guards from that chamber retreat here to defend Mondath, her response is up to you. If the fight in the barracks takes a heavy toll on the characters, she
might decide to confront them here. If the attackers plow through her forward guards, Mondath might retreat down the chute to area 9 and join forces with Cyanwrath or even flee from the cave. She has
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fight breaks out in area 12 and four of the guards from that chamber retreat here to defend Mondath, her response is up to you. If the fight in the barracks takes a heavy toll on the characters, she
might decide to confront them here. If the attackers plow through her forward guards, Mondath might retreat down the chute to area 9 and join forces with Cyanwrath or even flee from the cave. She has
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fight breaks out in area 12 and four of the guards from that chamber retreat here to defend Mondath, her response is up to you. If the fight in the barracks takes a heavy toll on the characters, she
might decide to confront them here. If the attackers plow through her forward guards, Mondath might retreat down the chute to area 9 and join forces with Cyanwrath or even flee from the cave. She has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the distance the entrance to the cave of the giant lizards (marked C on the map, area 22 of the lair). The Bullywug Ambush If the characters’ route takes them through the marsh, they eventually pass
his prowess in battle. A dozen more bullywugs appear at the edge of the battlefield but do not approach. An equally aggressive response from the characters, verbally or through gestures, and a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to defend Mondath, her response is up to you. If the fight in the barracks takes a heavy toll on the characters, she might decide to confront them here. If the attackers plow through her forward guards
, Mondath might retreat down the chute to area 9 and join forces with Cyanwrath or even flee from the cave. She has dedicated her life to the Cult of the Dragon, but she isn’t eager to die for the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to defend Mondath, her response is up to you. If the fight in the barracks takes a heavy toll on the characters, she might decide to confront them here. If the attackers plow through her forward guards
, Mondath might retreat down the chute to area 9 and join forces with Cyanwrath or even flee from the cave. She has dedicated her life to the Cult of the Dragon, but she isn’t eager to die for the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to defend Mondath, her response is up to you. If the fight in the barracks takes a heavy toll on the characters, she might decide to confront them here. If the attackers plow through her forward guards
, Mondath might retreat down the chute to area 9 and join forces with Cyanwrath or even flee from the cave. She has dedicated her life to the Cult of the Dragon, but she isn’t eager to die for the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
seriously wrong with them. The tunnel opens into a natural cave, wherein you see several fungal creatures dancing to a silent tune. Three of them stand five feet tall, while the others are half as tall
standing by itself is named Rumpadump. It sends a subtle warning as a feeling of distress through its own rapport spores in response to Voosbur’s offer, saying that the other myconids aren’t behaving right
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
seriously wrong with them. The tunnel opens into a natural cave, wherein you see several fungal creatures dancing to a silent tune. Three of them stand five feet tall, while the others are half as tall
standing by itself is named Rumpadump. It sends a subtle warning as a feeling of distress through its own rapport spores in response to Voosbur’s offer, saying that the other myconids aren’t behaving right
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
seriously wrong with them. The tunnel opens into a natural cave, wherein you see several fungal creatures dancing to a silent tune. Three of them stand five feet tall, while the others are half as tall
standing by itself is named Rumpadump. It sends a subtle warning as a feeling of distress through its own rapport spores in response to Voosbur’s offer, saying that the other myconids aren’t behaving right
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
, whether the watchers on the ship are alerted to possible danger (a previous incorrect response to the signal), and whether the characters have taken all precautions to conceal their approach. Between the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
, whether the watchers on the ship are alerted to possible danger (a previous incorrect response to the signal), and whether the characters have taken all precautions to conceal their approach. Between the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
, whether the watchers on the ship are alerted to possible danger (a previous incorrect response to the signal), and whether the characters have taken all precautions to conceal their approach. Between the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clockwork creatures show no reaction to any response.) “Why have you come to Lottie’s vault?” (This can lead the characters to ask about Lottie, who the clockwork creatures know as the wizard who
would prevent a great evil), they can share that Lottie lives in a cave near a destroyed town called Fortune, located amid hills to the east of the Greypeak Mountains, not far from the desert of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clockwork creatures show no reaction to any response.) “Why have you come to Lottie’s vault?” (This can lead the characters to ask about Lottie, who the clockwork creatures know as the wizard who
would prevent a great evil), they can share that Lottie lives in a cave near a destroyed town called Fortune, located amid hills to the east of the Greypeak Mountains, not far from the desert of






