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Returning 35 results for 'cavern with run'.
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Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the cliffs, 50 feet above the sandy
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
.
Topaz Dragon Lair Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the
Kobold
Legacy
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Species
Volo's Guide to Monsters
sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity. Kurtulmak is a hateful deity, one who despises
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Fungus Forest Fungi. Mossy paths run between patches of stout trillimac and a forest of towering zurkhwood whose caps scrape the 40-foot-high ceiling.
Clearings. Throughout the cavern are small
clearings where the fungi have been torn out of the mossy ground.
Characters who search for tracks and succeed on a DC 10 Wisdom (Survival) check find several large, bare footprints made by the ettin who regularly feeds on the mushrooms in this cavern.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
15. Boiling Lake This boiling lake is several hundred feet deep, extending down to the red-hot rock below, and reaching nearly to the ceiling of the cavern it occupies, 50 feet above the level of the
sunken ledge described in area 17. It is fed by an underground stream that enters from the northwest at a depth 100 feet below that of the ledge. Its run-off flows through a channel to the east
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Library The githyanki keep a modest library of books and maps on shelves carved into the asteroid’s rock walls. These shelves run from the floor to the 15-foot-high ceiling of each chamber. Most
githyanki use mage hand to reach higher shelves, but a character can climb a shelf with a successful DC 12 Strength (Athletics) check. 18a. Book Collections The walls of this cavern and the two
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, 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->Out of the Abyss
unexpected presence in the darkness. The remnants of a rockfall have opened up a small vaulted cavern along the passageway. Apart from the occasional glowing insect scuttling along the walls, the cavern is
Hallen, leads the Dark Hunters — drow explorers who steal purple worm eggs. These eggs are prized by wizards, who use them in various arcane rituals. Hanne was on her first egg run with her mother’s team
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
limits to all kobolds. The white dragon Cloudchaser loves frozen meat. Toss it into the cavern (area 25) and run!
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
limits to all kobolds. The white dragon Cloudchaser loves frozen meat. Toss it into the cavern (area 25) and run!
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wind through the town at street level. Above this labyrinth run mazes of catwalks made from the wood of old shipwrecks. Old rigging is used to suspend the creaky catwalks. The 90-foot-high cavern
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
legend of the creatures’ origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to
a vassal of Tiamat. When the gnome god Garl Glittergold stole a treasure from Tiamat’s hoard, she sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Alarm System Sloped Roof. The ceiling is 30 feet high at the northwest end of the cave and gradually slopes down to 20 feet high as the cavern narrows into a passage that leads to area 10
.
Tripwires. The uneven rock floor is dotted with small stalagmites, between which run nearly invisible trip wires made of webbing. These web strands set off hidden rockfall traps.
The driders in area 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
knight in area 15b investigates. This cavern has the following features: Straw Dummies. Straw dummies crafted to resemble mind flayers stand near the center of the chamber.
Apparatus. A large
in area 15b arrives 1 round later as the other young awake. While the knight fights the characters, the githyanki young run throughout the crèche and raise the alarm.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
within the walls of a deep cavern southwest of the Darklake, Gracklstugh is the commercial, political, and spiritual center of the duergar, all of whom look to the Deepking with respect. The city has
shape events in the city that point toward the danger Gracklstugh faces — and how unprepared the city is for it. But with each moment the characters spend in the City of Blades, they run the risk of having escaped the drow only to be enslaved by the duergar.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
overlooking the stream, about halfway down the passage. Fissures at the back of the cave run 150 feet to the surface, but nothing larger than a stirge can fit through. Six stirges are sleeping in the
at the back of the stirge cave lies the desiccated corpse of a dwarf explorer who died here many years ago—part of the failed expedition. A leather pouch on its belt contains 35 gp. 16. High Cavern The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
save, the creature can’t regain hit points for 10 minutes. 53. Peryton Roost Broad ledges run along the walls of this long cavern, twenty feet above the floor.
Creatures. The four adult perytons and
Forests of Slaughter These caverns house a Thayan menagerie. Locations in the Forests of Slaughter are identified on map 5.7. Map 5.7: Forests of Slaughter Light. The cavern ceilings glow with
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
below.
“Looking for friends, hmm?” comes a cloyingly shrill voice. The words emanate from a crack in the cavern wall fifteen feet above the ledge. A rotten stench emanates from within.
It’s easy
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
hammering on locked doors are heard from a few.
Any prisoners not working in the engine room or mining the ore fed to the engines (see “Cavern Encounters” in appendix A) are kept here, as are any
character succeeds on a DC 12 Charisma (Persuasion) check. A successful check causes the immured ones to run off and attempt to escape. Treat each immured one as a berserker with these changes: Its
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Old Lockford, Smoldertown, and Turbine Heights. L12: Security Center A large, rough-hewn cavern in the heart of the Overlook has a floor that rises toward the middle. Scores of lizards—a few of them big
dome.
The cavern is home to six giant lizards and hundreds of ordinary lizards, all of which are docile but skittish. The giant ones are trained to serve the svirfneblin as pack animals. A character
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gray stone is filled with square vats made of the same material. At the center of the chamber, a great fountain spews black liquid that lands in a wide stone pool. Trenches cut into the floor run from
Wizards’ dark ooze experiments are found here. 64. White Maw This area is unlit. The cavern walls here are dry white stone, as is the clean floor. Toward the center, a massive, cracked black pillar rises
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
grow louder. The tunnel ends at a ledge twenty feet above the floor of a large cavern, giving you a perfect view of the conflict below.
On the shores of an underground lake, a pack of frenzied
was first summoned, and the adventurers have run across him and his pack. The characters’ only advantage at this moment is that they haven’t yet been detected. Considering their level at this stage of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(area Z19). Mine Carts. The mine carts run along tracks atop the upper tier of scaffolding. Z16: Cesspit The acrid scent of sewage bombards your senses. The tunnel opens to reveal a cavern flooded
double door. The lever is directly above the doors. Z3: Mess Hall Blue-tinted lava flows through geometric carvings that run along the walls’ top edges, bathing the room in eerie light. Three
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
disappear from sight, shrieking for help.
A distraught woman runs out of a nearby house and sprints to the edge of the hole, which crumbles away, spilling her in as well. More people run from other
heap of loose earth has already cascaded into the underlying cavern, so those who fall take no damage. When characters can see within, read the following: A dark chamber is about thirty feet below
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
encounters as the characters climb. When you’re ready to conclude this section, run the “Scholar of Impossibilities” encounter. Memory from Elsewhere As the characters ascend the Spire, they witness
within the Spire d4 Sight 1 A statue of a giant, three-eyed horse juts from a cavern wall. It’s so heavily eroded, it looks melted. 2 As the party skirts a vertical hollow, a body falls past them
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
vanish when reduced to 0 hit points. G2: Southwest Tunnel Warped cart tracks run down the center of this worked stone tunnel. Here and there, rockslides cover the floor where segments of wall have
the aurumvoraxes. Danger Signs. A large red X is painted next to one cave entrance, a warning from the mining crew formerly working here. Inside the cavern, three patches of green slime cling to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
walls of this small cavern. The floor is covered with rock dust and tracks.
Any character who examines the tracks and succeeds on a DC 13 Wisdom (Survival) check identifies reptilian footprints mingled
(1 gp)
96–99 Acorn-sized tourmaline, flawed (10 gp)
00 Acorn-sized tourmaline, unflawed (100 gp)
M3. River Cavern Characters hear the sound of rushing water as they approach this cave
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(southern) part of the cave. Sildar Hallwinter, a human warrior, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The goblins have been beating and tormenting
from a defeated goblin or use a weapon loaned to him by a character. If Sildar joins the party, see the “NPC Party Members” sidebar for tips on how to run him. NPC Party Members
An NPC might join the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Drow Town An ancient earthquake collapsed sections of Stromkuhldur, dividing the town into smaller caverns. After driving the Legion of Azrok out of this eastern cavern, the drow of House
Auvryndar assumed control of it. The cavern has the following features: Ruins. The 30-foot-high cavern is a deathly quiet maze of crumbling stone buildings, many of which have partially collapsed. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to the high, tilted saddle, waving their arms and commanding imaginary armies into battle. Within spitting distance of the statue is the Stag-Horned Flagon, a cozy tavern run by an gray-haired, middle
). Beorunna’s Well The spirit mound of the Black Lion and Red Tiger tribes of Uthgardt rests in the heart of the Druarwood. It’s not a mound per se, but an ice-cold cavern whose ceiling is partially open to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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Grandfather Tree (GT) 385
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Great Worm Cavern (GW) 45
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several deadly run-ins with the Cult of the Dragon and recognize the cultists from their attire. If they spot one or more uniformed cultists on the deck of the airship or in the crow’s nest, they attack
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in Illithinoch. The following locations are keyed to map 7.3. Mike Schley Map 7.3: Feeder Trenches View Player Version F1: Sludge Grooves Two grooves run down the center of this cavern before
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters might discover while exploring the Infinite Staircase. Infinite Staircase Doors d100 Door on the Staircase Destination 01–03 Webbed mouth of a pitch-black cavern Cave in the Demonweb
Blisteringly hot brass door Efreeti-run shop in the City of Brass on the Elemental Plane of Fire 95–98 Fossilized shark jaws preceded by coral steps Hut on the back of a dragon turtle on the Elemental
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
be a largely subterranean clash between stone giants and mind flayers while dwarves and drow seek to escape the earth-shaking and cavern-collapsing aftershocks of battles. Or storm giants might
thousand years for good reason: neither giants nor dragons were ever particularly numerous, and actual skirmishes between giants and dragons were rare. For this reason, you could run a campaign where battles
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
iron ore run through the walls of this cavern. Narrow tunnels are cut deep into the rock. Here and there lie stacks of mining equipment.
These mines provide the duergar with all the iron ore they need
warmest due to the heat generated in the forge. X16. Northwest Cavern This cavern is unlit and has a jagged, 30-foot-high ceiling.
A strange sight confronts you as four duergar, two of them much larger






