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Returning 35 results for 'hidden refuse'.
Other Suggestions:
hidden rebuke
hidden refuge
Monsters
Mythic Odysseys of Theros
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
Backgrounds
Guildmasters’ Guide to Ravnica
coins
Feature: Undercity Paths
You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren’t in combat, you
enjoyable arguments there.
10
I regularly pick up refuse from beneath a Simic laboratory, and sometimes I talk to the researcher who dumps it there.
monsters
exchange for achieving their worldly desires. While other contract devils pride themselves on airtight clauses, hidden meanings, and steep penalties to gain the upper hand, Urevian prefers to smile his
devil is true to his word, and he departs quickly once he has his prize. The characters might refuse—and, perhaps, should refuse—despite Urevian’s honeyed words. If they fight and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Locking the Cage Sigil’s portals operate at the Lady of Pain’s will, as do the few permanent teleportation circles hidden among the city’s wards. Her influence stops spells and other features from
Lady can cause all the city’s portals to cease functioning. This grinds the city to a halt; food and drink can’t enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Locking the Cage Sigil’s portals operate at the Lady of Pain’s will, as do the few permanent teleportation circles hidden among the city’s wards. Her influence stops spells and other features from
Lady can cause all the city’s portals to cease functioning. This grinds the city to a halt; food and drink can’t enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
next car. Hidden in the walls of the Caboose are four tridrones that emerge from their compartments to attack passengers who refuse to get their tickets punched or who perform an unlawful act, such as
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
and trails them instead, waiting until one or more characters are near death before attacking them in an attempt to finish them off. 2b. Broken Lute Hidden under the fog in this 10-foot-high alcove is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War Droaam is barely a decade old. The treaty nations refuse to acknowledge its sovereignty; according to the terms of the Treaty of Thronehold, it’s a rebellious territory of
together. A predatory aspect permeates life in Droaam but also a sense of excitement, the belief that the Daughters will lead Droaam to greatness. For centuries the people of Droaam have hidden in the shadows; now they stand in the light, and they are proud.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War Droaam is barely a decade old. The treaty nations refuse to acknowledge its sovereignty; according to the terms of the Treaty of Thronehold, it’s a rebellious territory of
together. A predatory aspect permeates life in Droaam but also a sense of excitement, the belief that the Daughters will lead Droaam to greatness. For centuries the people of Droaam have hidden in the shadows; now they stand in the light, and they are proud.
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
and trails them instead, waiting until one or more characters are near death before attacking them in an attempt to finish them off. 2b. Broken Lute Hidden under the fog in this 10-foot-high alcove is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Elves A band of 3d6 wood elves offers to escort the party through the forest, steering the characters around the elves’ hidden settlements. If they accept the offer, the characters have no hostile
encounters while passing through the forest. If the characters refuse, the elves offer no further assistance and disappear into the woods. The elves use the scout statistics, with the following changes
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
next car. Hidden in the walls of the Caboose are four tridrones that emerge from their compartments to attack passengers who refuse to get their tickets punched or who perform an unlawful act, such as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Elves A band of 3d6 wood elves offers to escort the party through the forest, steering the characters around the elves’ hidden settlements. If they accept the offer, the characters have no hostile
encounters while passing through the forest. If the characters refuse, the elves offer no further assistance and disappear into the woods. The elves use the scout statistics, with the following changes
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
knives, and allow the altar to be bathed in blood. Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising
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
knives, and allow the altar to be bathed in blood. Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
secret ingredient produced by a gold dragon Fill is raising behind closed doors. In recent months, Fill has struggled to keep the growing dragon, whose name is Briochebane, hidden from the public
, Fill will give each character one free roll. If the characters refuse, Fill asks only that the characters not reveal the secrets he shared with them. Before they depart, the baker mentions that
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
secret ingredient produced by a gold dragon Fill is raising behind closed doors. In recent months, Fill has struggled to keep the growing dragon, whose name is Briochebane, hidden from the public
, Fill will give each character one free roll. If the characters refuse, Fill asks only that the characters not reveal the secrets he shared with them. Before they depart, the baker mentions that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
assassins has a piece of fish-skin parchment bearing Werz’s likeness drawn in charcoal. Access to the Whorlstone Tunnels Hidden next to the easternmost pier, a disabled drainage pipe is the Gray Ghosts
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
permitted to explore the rest of the train. If one or more characters refuse to get their tickets punched, the duodrone whistles (no action required), causing four tridrones to emerge from hidden compartments
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
permitted to explore the rest of the train. If one or more characters refuse to get their tickets punched, the duodrone whistles (no action required), causing four tridrones to emerge from hidden compartments
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
assassins has a piece of fish-skin parchment bearing Werz’s likeness drawn in charcoal. Access to the Whorlstone Tunnels Hidden next to the easternmost pier, a disabled drainage pipe is the Gray Ghosts
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
barrels lie around and underneath them. Refuse covers the dried mud floor, in the middle of which are two 20-foot-diameter circular holes topped with crisscrossing wooden beams held in place by mud cement
inward. Piled around the wagon are bones and other refuse from Guh’s recent meals, as well as the treasures she has amassed (see “Treasure”). Guh weighs more than 20,000 pounds. She can’t move, so she
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
barrels lie around and underneath them. Refuse covers the dried mud floor, in the middle of which are two 20-foot-diameter circular holes topped with crisscrossing wooden beams held in place by mud cement
inward. Piled around the wagon are bones and other refuse from Guh’s recent meals, as well as the treasures she has amassed (see “Treasure”). Guh weighs more than 20,000 pounds. She can’t move, so she
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
is holding a shortsword hidden behind his back. The statue wears a mask over its eyes. The statue represents Vhaeraun, drow god of thieves. A character who succeeds on a DC 15 Intelligence (Religion
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
is holding a shortsword hidden behind his back. The statue wears a mask over its eyes. The statue represents Vhaeraun, drow god of thieves. A character who succeeds on a DC 15 Intelligence (Religion
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
would go to the surface, and I could remain in his employ if I wished. Freedom and a job? How could I refuse? Mantol-Derith is a hidden place accessed by secret ways. Slaves, such as I had been, are
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
would go to the surface, and I could remain in his employ if I wished. Freedom and a job? How could I refuse? Mantol-Derith is a hidden place accessed by secret ways. Slaves, such as I had been, are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
vessel that can travel between worlds through space and hidden it somewhere in Undermountain (see level 19). If the characters refuse to assist Cephalossk, the mind flayer attacks them. PNEUMATIC
brother, and it’s the only being in whom Spite confides. Spite wants to get his hands on a spellbook hidden in Halaster’s private sanctuary (area 45b), and he’ll use any kind of distraction to get it. Spite
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle. Two mongrelfolk live in the “fort” but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover.
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle. Two mongrelfolk live in the “fort” but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover.
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
vessel that can travel between worlds through space and hidden it somewhere in Undermountain (see level 19). If the characters refuse to assist Cephalossk, the mind flayer attacks them. PNEUMATIC
brother, and it’s the only being in whom Spite confides. Spite wants to get his hands on a spellbook hidden in Halaster’s private sanctuary (area 45b), and he’ll use any kind of distraction to get it. Spite
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. If you knew anything about the true nature of Wildspace, anything at all, you would have hidden from it in terror. Pity I can’t destroy your world more than once.”
Here ends chapter 11. All Hail
ring lovingly. If the characters refuse to return her ring or claim not to have it, she frowns and says, “No matter.” Whether or not Xedalli gets her ring back, she knows the characters’ mission poses a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
he’s received at the hands of the yuan-ti.) If the characters refuse her offer, the priestess attempts to use suggestion to sway whomever she perceives as the party’s leader. If that fails and combat
is carefully hidden behind a screen of rocks and scrub trees a hundred yards away from the plaza entrance to the ruins.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dangerous part of the ruins by far. A hidden stair—steep, long abandoned, and choked with rubble and undergrowth—leads up the western side of the hill. This secret staircase can be found with 1 hour of
the vaults below and drove them out. The angels refuse to abandon their posts and are content to wait as long as it takes for Mekkalath to depart. The remains of the abbey’s temple—surrounded by fires
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, they discover a brigand camp hidden in a boulder jumble 150 feet away. A goblin named Mougra and a half-ogre named Geeraugh have been watching the tomb. They attack anyone who invades their camp
, except this ghost is lawful neutral.) He warns intruders to leave his master’s tomb. Although the ghost might talk to peaceful characters, he attacks those who refuse to leave. The ghost doesn’t pursue