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Returning 35 results for 'example refuse have provoke cave'.
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Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard’s tail and leonine legs; in Shadowmoor, this same
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
refuse to abandon their undead state until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact
Monsters
Fizban's Treasury of Dragons
up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the
)
3
Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
least 50 feet ahead of characters who do so. It attempts to lure creatures into area 7 and provoke a battle with the minotaurs. If the characters refuse to follow the will-o’-wisp, it turns invisible
2. Light of the Dead The earthen floors of these caves are covered by a 2-foot-thick layer of fog. 2a. Will-o’-Wisp Two columns of rock support the roof of this 15-foot-high cave, the walls of which
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
24. Refuse Pile The characters notice a foul stench as they approach this cave. This chamber used to be a small residential area, with homes dug into the walls at various heights, but no one dwells
here now. The pile of refuse dominates the cave. It contains decomposing matter, including a pair of slimy, partially digested svirfneblin corpses. A successful DC 12 Intelligence (Investigation) check reveals that the gnomes were victims of some kind of ooze.
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->Sage Advice Compendium
to approach me? A creature doesn’t provoke an opportunity attack if it is moved without the use of its movement, its action, or its reaction. For example, the effect of the antipathy/sympathy spell
requires the target to use its movement, meaning that it would provoke opportunity attacks when it does so. Similarly, dissonant whispers requires the target to move using its reaction (if available
Kobold
Legacy
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
provoke retaliatory attacks from the creatures they steal from. It’s better to be cautious and overlooked than to be considered dangerous and a threat.
In a couple of situations, kobolds might
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
when you teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach
danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don’t provoke an Opportunity Attack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
when you teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach
danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don’t provoke an Opportunity Attack
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
position themselves about 30 feet inside the cave and stay near the walls and the column, so that while they aren’t hidden, they aren’t conspicuous, either. Characters who observe the cave from a distance
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
position themselves about 30 feet inside the cave and stay near the walls and the column, so that while they aren’t hidden, they aren’t conspicuous, either. Characters who observe the cave from a distance
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
intruders. Others might refuse to enter for any reason other than during funerary rites to inter a family member’s remains. Remains laid to rest within the grotto remain peaceful, and the power of the cave is anathema to Undead.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
others unless they must, and they won’t fight unless the characters refuse to take a bribe to leave the area. The aldani will aid the characters only if they’re offered something of great value in return — for example, an offer to drive off a pack of predatory dinosaurs encroaching on their territory.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
!” The first time a character reaches this intersection, a faint call for help is heard coming from the tunnel opening to the north, which ends at a cave-in. The cry for help is an illusion, and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
5. Troglodyte Incursion The floor drops down 10 feet at each ledge. Kobolds use this portion of the cave as a trash dump. Along with normal sorts of refuse, such as broken pottery, rotted baskets
) and parchment (books rendered illegible by water damage). A strong, foul smell hangs in the air. Troglodytes that live deeper beneath the ground have made incursions into the cave through narrow
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Emherst Upon the cave-threaded, wooded rise known as the Fox’s Theater stands the idyllic village of Emherst—and beneath it lies the true Emherst. On the surface, Emherst is an elaborate, immersive
” week. As actors refuse to break character, outsiders find the performances changing around them to incorporate their interactions with the community. Ruthless competition for prime roles leads to tragedy, the appearance of tragedy, or individual breaks with reality.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
don’t want a god to learn or certain to provoke a god’s anger. For example, some of the flaws listed for the outlander background in the Player’s Handbook could put a character into conflict with a god
exploit or punish, with hubris being the classic example. The gods of Theros aren’t so concerned about “ordinary” flaws like addiction or laziness. Rather, consider a tragic flaw involving something you
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Troglodyte Incursion The floor drops down 10 feet at each ledge. Kobolds use this portion of the cave as a trash dump. Along with normal sorts of refuse, such as broken pottery, rotted baskets
) and parchment (books rendered illegible by water damage). A strong, foul smell hangs in the air. Troglodytes that live deeper beneath the ground have made incursions into the cave through narrow
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
gameplay. The DM version of the map includes the suggested minimum level for each cave; for example, the characters should be level 2 or higher before entering cave F. Cave A functions as a tutorial
Getting Started The Caves of Chaos Map displays all the locations characters can visit in the Caves of Chaos. The player version of this map doesn't reveal the caves' contents or names, only the cave
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cave Mouth The trail from the goblin ambush site leads to the entrance of the Cragmaw hideout. Following the goblins’ trail, you come across a large cave in a hillside five miles from the scene of
the ambush. A shallow stream flows out of the cave mouth, which is screened by dense briar thickets. A narrow dry path leads into the cave on the right-hand side of the stream.
The thicket in area
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Gorgon’s Cave A gorgon occupies this otherwise empty cave. Characters who come into view of the grumpy gorgon provoke its anger, causing it to attack them.
Fortress Badlands Locations (T4-T7) T4. Supply Room A jumbled pile of supplies lies on the floor of this open cave and spills into a narrow hallway beyond.
This cave holds what remains of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the same time. However, participants can still be the targets of Opportunity Attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of ruffians might provoke Opportunity Attacks from the ruffians.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of Secrets table to determine what additional powers, if any, the characters have in the Cave of Shattered Reflection. These powers are cumulative. For example, if the characters kept seven secrets
Cave Features The Cave of Shattered Reflection has the following features, as shown on map 11.5. Crystal Walls Most of the walls are made of a translucent, purple crystal that is immune to all damage
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
example of how the pit trap in area A1 might play out:
Describe the Scene. Read the boxed text aloud.
Ask the Players, “What Do You Do?” You might ask how the player characters enter the cave. If
skitter about, picking at the refuse.
Two Giant Centipedes scavenge this cave. The centipedes are Hostile toward all other creatures and fight anyone who enters their den.
The kobolds are afraid of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
around its base. Set into the hill are three caves.
The frozen creek emerges from the west cave, which has a low-hanging mouth.
The center cave—an eight-foot-high passage hewn from the rock—is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
or lowering the nearby portcullis (see area 37). The hole in the west wall leads to a naturally formed alcove. The half-submerged pile of refuse that fills it is a shambling mound, which the cultists
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Ogre Lair Locations The following locations are keyed to map E. E1: Entrance Flies buzz around the rotting carcass of some unrecognizable beast outside the cave mouth.
The carcass conceals a hidden
stomps out of the cave to investigate. The encounter in that area then occurs here. E2: Ogre Mercenary’s Den Helge C. Balzer Thick, lumpy bearskins cover the floor of this cave, but they’re hardly
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->Waterdeep: Dungeon of the Mad Mage
21. Archpriest’s Chambers These caves are coated in slime. 21a. Making a God Kuo-toa. Noolgaloop, a kuo-toa archpriest, is building a statue in the middle of this 30-foot-high cave while two kuo-toa
spider, to be fashioned into wings Enough wood to build a chariot (a large raft or a zurkhwood mushroom would suffice) A weapon worthy of a kuo-toa god If the characters refuse to help, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 11. Cave of Bones This place is the disposal area for unwanted bodies and similar refuse tossed into
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example of Play These pages present a short example of play, similar to the ones in the Player’s Handbook, to illustrate how everything outlined in the “How to Run a Session” section works in
practice. In this example, the Dungeon Master is running an adventure (“The Fouled Stream”) from chapter 4. The four players are Amy (playing Auro, a Halfling Rogue), Maeve (playing Mirabella, an Elf Wizard
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->Dragon Delves
if they refuse. A sloping tunnel leads down to a cave containing a mound of copper coins sprinkled with silver, gold, and platinum coins. Stacked neatly against the wall behind the hoard are several
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked