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Returning 35 results for 'flee house'.
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Monsters
Waterdeep: Dragon Heist
of her station.
In her younger days, Esvele openly rebelled, but that behavior led to locked doors at night and house guards watching her every move during the day. So she taught herself how to pick
. When she throws back her cloak to reveal the costume she has put together, most folk toss their purses and flee. If that doesn't work, she usually needs only to draw her dagger. Of course, some of the
Bugbear
Legacy
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Species
Volo's Guide to Monsters
of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside
in a cowardly fashion; a bugbear that knows or feels itself to be in mortal danger is affected by a form of madness and will do anything, including trying to flee, in order to stay alive. Bugbears
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
Facing Strahd After he arrives at Death House, Strahd, Master of Death House (see appendix B) waits for the characters in the house’s main hall (area D2a). He is accompanied by two vampire spawn. If
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Secret The secret of the haunted house is that it is not, in fact, haunted. It is the shore base for a band of smugglers led by a wizard named Sanbalet. The eerie lights seen at night by
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, the characters could meet with a Boromar Clan or House Tarkanan patron in Sharn heights. Sharn Heights Adventures d4 Adventure Goal 1 Pose as House Tarkanan operatives to capture a wanted
criminal with an aberrant dragonmark. The criminal is waiting on a bridge for his House Tarkanan escort to arrive. 2 Obtain a satchel of evidence obtained by a goblin who has infiltrated Daask. The goblin
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
face becomes a mask of rage as it screams, “Get out of my house!”
If the characters flee the banshee’s presence of their own accord, it lets them go. If they advance toward the undead, attack it, or
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
, they pinpoint the children’s location. Invido’s fire giants attack Ignis and the characters first, pursuing the children only if there are no defenders present. The giants can break the house down to
get to the basement entrance; one attack from a fire giant makes a 5-foot hole in the old, wooden walls of the house. The giants are too big to enter the basement via the trapdoor, but the hell hounds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
other tries to flee to area 13 and alert the creatures there. The drow have orders from the spirit nagas to capture intruders if possible, meaning that any character reduced to 0 hit points by a drow’s
melee weapon attack is knocked unconscious. Characters captured by the drow are brought before the nagas in area 15. If and when the charmed condition on them ends, Dirzanna and Arachnafein make their way to House Freth’s base on level 12.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Workers’ Camp A number of tents along the north side of the hill house the tomb’s workers, their food storage, equipment depots, latrines, and so forth. These workers include two dozen neutral
, with the two groups blaming each other for every worksite mishap and grievance. They flee into the tomb if threatened, but fight with picks and shovels if cornered. Each worker uses the cultist stat
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
wearing cloaks and cowls in the midst of kidnapping a low-ranking drow noble. If the characters kill four or more cultists, the rest flee like rats. Sounds of combat attract the attention of a drow foot
patrol (see “Duthcloim” for more information), which arrives in 1d6 rounds. Any cultists that escape flee to a crumbling tenement a block away that the cult has converted into a shrine to Demogorgon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
if possible, or at least soften them up before they arrive at her Terminus safe house. You can describe them to the players as follows: Zipping between the towers of Sharn and converging on your
frustrated and close to melee range if the characters take advantage of cover and the gnolls’ ranged attacks prove ineffective. Once three gnolls are disposed of, the remainder flee on their disks or on foot.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
what power could be drawn from it.) Casualties. Twenty-five people (half of the population) are killed. The survivors, including Speaker Durmoot, flee to Bryn Shander with their most cherished
. Twenty-five people (one-quarter of the population) are killed. The survivors flee into the woods before veering toward the Eastway and following the road to Bryn Shander, taking most of their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
transport to and from Kolat Towers and Manshoon’s extradimensional sanctum. House of Tyranny Amath Sercent (LE female Mulan priest) and her four followers (LE male and female acolytes of mixed ethnicities
) dress in common clothing when outside the tower. Inside the structure, they wear fur-lined robes to stay warm. They refer to the tower as the House of Tyranny, and black prints of their right hands
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship’s jolly boat in which to flee. If the characters refuse these terms, the smugglers offer to trade information in exchange for treasure. Their minimum requirement, in this case, is 100 gp to
ten miles or so along the coast west of the haunted house, near the mouth of a small river. For a further amount of 50 gp, they reveal the presence of the sea elf prisoner in area 14.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
four levels of exhaustion and 1 hit point remaining. Any of the captives can explain the nature of the conflict between H’slaat and S’slaar. If freed, the drow immediately flee into the Underdark, but
the dwarves offer to join the expeditionary force if the adventurers liberate them. The drow are male members of House Melarn and are named Rinil and Xol. The shield dwarves hail from the Silver
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
might be crafted to look like a coffin or a mausoleum, and that of a gluttonous one might look like a tavern or a gingerbread house. Because such places are convenient for them, sea hags often establish
get away. Most hags have three plans prepared: one for general threats and two others for specific likely scenarios, such as “They’ve set the house on fire” or “A necromancer with undead are attacking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clans. The invading drow from levels 10 and 12 have enslaved the troglodytes that once dwelled here and have traded occupation of this area more than once. The drow of House Auvryndar are currently
keys to the shackles. A character can pick the lock on a set of shackles with a successful DC 15 Dexterity check using thieves’ tools. Even if they are freed, the troglodytes won’t flee this area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
oversees all House Freth ventures in Undermountain, with her brother Drivvin as her advisor. The central oval of the keep (areas 19e through 19k) has 15-foot-high walls and a 30-foot-high domed roof
insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seasoned bands of treasure hunters are loath to enter the Field of Ruins. Eston House Cannith was born in Eston, and the house’s labors transformed the city into a place of wonders. Clockwork birds
warforged. Because of these wonders, Eston is an irresistible attraction for treasure hunters hoping to access the vaults of House Cannith. Reports suggest, however, that it has become a strange and deadly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
transformed into a drider and is instructed to flee by way of the southern tunnel and never return, lest they be killed. Drow who pass the test return to this chamber as they were, with Lolth’s
tries to arm herself. As a daughter of House Auvryndar, she uses her status in the house as a shield, claiming that she’s worth more alive than dead. If captured or cornered, she is willing to divulge
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
source of ideas. The Villain table suggests an archetype along with an organization; consider both as as possibilities. A local crimelord could be tied to House Tarkanan or the Tyrants instead of
three rounds to flee or attempt to disarm the device.
8 A skycoach crashes through the wall. Is this an attack, or the result of sabotage?
The Villain 1d12 Villain
1 A dragonmarked
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and house guards watching her every move during the day. So she taught herself how to pick locks, pluck keys from belts and pouches, clamber up walls, and sneak past guards — playing the perfect
flee. If that doesn’t work, she usually needs only to draw her dagger. Of course, some of the nobles she targets are made of sterner stuff, so Esvele has learned how to fight as well. She knows she’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. If no one in the party understands Undercommon, the dire warning is just loud gibberish to them. The cantrip was cast by Hanne Hallen, a young drow allied with House Mizzrym. Hanne has the
direction adds twenty miles to their journey to the worm nursery. If they press ahead, the voice shouts in Undercommon again: “Fools! Flee now! This is your final warning!” Once the adventurers enter
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
from the deathly Mournland. Karrlakton is the birthplace of kings (both Karrn the Conqueror and Galifar I were born here) and is the center of power for House Deneith. The house’s headquarters
tower are training grounds, barracks, and smithies to accommodate all of House Deneith’s needs. Sentinel Tower serves as the headquarters of the famed Sentinel Marshals, though most of them are abroad
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Argynvostholt (chapter 7), thwarting the druids’ ritual atop Yester Hill (chapter 14), or forging an alliance with Ezmerelda d’Avenir (appendix D). Appendix B, “Death House,” uses milestone awards by
, but beware of undermining the sense that the characters’ choices matter. Sometimes the adventurers will simply need to flee or hide when they are out of their depth. If an area of the adventure ends up
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
creatures stationed here. Stone of Deception Korgstrod Uxgulm, the duergar leader, has what he believes to be the Stone of Golorr. He found it during a search of Fenerus’s house in the Trades Ward. This
. Korgstrod plans to deliver the stone to Xanathar in due time and won’t willingly part with it before then. He uses a whip to flog his kobold lackeys and keep them in line. The cowardly kobolds flee
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. House Auvryndar This area outside the old temple of Dumathoin marks the beginning of the drow settlement. All the chambers have flat, 10-foot-high ceilings. 5a. Welcoming Committee Guards. Four
hear combat in area 5a, they drop their pickaxes and flee to area 6.)
Webs. The ceiling is covered with webs that conceal a giant spider. It attacks the adventurers from above.
Door. The west door to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
flee from the advancing mists, and those few who were able to escape the interior through magical means. On 20 Olarune 994 YK, the nation of Cyre ceased to exist. The Mourning threw Khorvaire into a
treasures of an entire nation, along with the secrets of House Cannith and everything else that was left behind. It’s dangerous. It’s mysterious. But it’s also a dungeon the size of a nation, with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
hounds detect the characters and attack, day or night. G3. Coach House This stone building contains a beautifully maintained coach and clean stables that house four draft horses and Lady Gralhund’s jet
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
Dexterity check made using thieves’ tools opens each lock. If released from captivity, the goblinoids arm themselves with improvised weapons and flee to area 17a by way of the south tunnel. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. After 2 rounds she defeats that flameskull, then aids the characters against any remaining foes. Once the aboleth is defeated, the remaining flameskulls flee to area T1 and then out of the trench
characters saw after the haunting at Anadoua’s Rest House and are the Book of the Blackthrone’s Aegis and the Book of the Blackmist. Treasure. The weapons along the walls are rusted and made for
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
drawer (see “Treasure” below). He fights as a last resort and surrenders if reduced to 20 Hit Points or fewer and unable to flee. Veen. Veen is an Oni that has cast Invisibility on herself. Veen
Skalanthas’s lair (area M38) when he wants to speak to the dragon. Trip Wire. Ronnom has rigged a trip wire across the top of the staircase. If forced to flee from his quarters (area M26), he steps over
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Scarlet Sash Years after Anil Zasperdes’s death, members of the Scarlet Sash continue to use the chalet as a meeting place. They keep some robes, sandals, and scarlet sashes in the house so that
form or raven form and flee the chalet by the most expedient route, returning nevermore. (Other members of the kindness are warned to stay away from the chalet as well.) Joining the Scarlet Sash One
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters meet him at his house. He is reclining on one of the pews. Without his coterie of bodyguards to protect him, he tries to flee the scene (and the temple) as soon as the battle starts. Cult Tactics
statue—the same three who watch the north stairs if Lord Viallis is expecting trouble. They join the fray. Faerl is also here if he was able to flee Waterdeep and you did not choose to have the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
-Level Apartments The lower-level apartments have similar layouts to the ones in area T4 but house different creatures. The door to every apartment is locked. If you need occupants for an apartment
attacks the characters on sight, using her Luring Song to bring them to her if they flee. T7. Graffiti Hall This stone hall is covered in graffiti. Crude paintings and phrases such as “TYRANTS RULE!” and






