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Returning 30 results for 'noises consult retreat pdf'.
Monsters
Curse of Strahd
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
outnumbered. Rather than joining the Kalaman forces in their advance, the characters find themselves defending a retreat. The adventure unfolds in one of two ways: With Mass Combat. If you’re using
the Dragonlance: Warriors of Krynn game with this adventure, consult the “Warriors of Krynn: Scenario 4” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Creature Encounters Keep the party’s level in mind when fleshing out these encounters, and allow the characters to retreat from or avoid an encounter that is too great a challenge. Escape should come
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens The Maelstrom Roster table summarizes the locations of the inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Loud noises in one
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wolves to their pen. 4 5 Iceshield orcs The orcs join their kin in area 9 by way of area 2. 5 6 goblins The goblins retreat to area 14 by way of area 6. 7 1 hobgoblin The hobgoblin investigates loud
noises in area 5. Otherwise, it guards the north docks. 8 4 hobgoblins The hobgoblins remain in the tower until intruders reach the den, then head to area 2 by way of area 5. 9 10 Iceshield orcs The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The party should meet Tekeli-li several times. The vampire’s strategy is to drain the party’s resources, then retreat and recover before attacking again. If Tekeli-li ever takes more than 20 damage
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
find allies or meet an untimely end. Roll for random encounters as the characters explore this district. You can roll a d20 and consult the Encounters in the Braeryn table, or choose an encounter that
bugbears attack. Drow Adolescents This roving gang consists of 1d6 + 6 drow bandits. If the gang outnumbers the party, the drow attack. Otherwise, they make lewd hand gestures at the party but retreat
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
place for random encounters. When it suits you, roll a d20 and consult the Dark Dominion Encounters table to determine what the party encounters, or choose an encounter that you like. Dark Dominion
at least 50 gp. If they do, the characters gain advantage on checks made to talk their way past the patrol. Any sign of a large, armed, and potentially hostile group causes the patrol to retreat and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
possible that the party could be overwhelmed by foes. Consult the “Handling Mobs” section in chapter 8 of the Dungeon Master’s Guide to help deal with large numbers of enemies. Concluding the Assault
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by
)
catapult *
cure wounds
detect magic (ritual)
disguise self
expeditious retreat
faerie fire
false life
feather fall
grease
identify (ritual)
jump
longstrider
purify food and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
dying
Sword burst *
Thorn whip
Thunderclap **
1st Level Absorb elements **
Alarm (ritual)
Catapult **
Cure wounds
Detect magic (ritual)
Disguise self
Expeditious retreat
Faerie
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
out of the wall.
Nildar (see area O6) investigates any loud noises in this area. Once summoned, he stands next to the lever and waits for one or more intruders to move into the chokepoint, whereupon
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not
wounds
detect magic (ritual)
disguise self
expeditious retreat
faerie fire
false life
feather fall
grease
identify (ritual)
jump
longstrider
purify food and drink
sanctuary
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
released, the orcs attack intruders. 25 30 goblins The goblins retreat to area 31 if they spot intruders. 26B Cinderhild (young fire giant), 2 hobgoblins Cinderhild and the hobgoblins remain here. 28
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cartoonish goblin heads drawn in charcoal.
Noise. Banging noises can be heard to the north. (The goblins in area 1b are building a wooden stage there.)
1b. Auction Hall The goblins are erecting a
drawn a crude blueprint of a stage. If attacked, these goblins retreat to area 1d. They otherwise pay no attention to strangers. Treasure. The goblins carry a total of 27 cp and 15 sp. 1c. Gibbets and
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
croaking noises echo from the area. The characters overhear the following exchange in Common: “I told you givin’ the dog to the king was a stupid idea,” croaks one voice.
“I know, I know,” grumbles
bullywug dashes off to warn King Gurgle in area C4 while the others cover its retreat. Treasure. Each bullywug wears paste jewelry worth 10 GP. C4: King Gurgle’s Tent A round tent made from animal skins is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet wide, has no railings, and spans a wide cavern that echoes with strange clacking noises.
The bridge is 40 feet long and sturdy. A creature on the bridge that takes 10 damage or more from a
galeb duhrs wait until intruders are halfway across the bridge before attacking, first by animating the boulders set near them and commanding them to roll across the bridge. The clacking noises are made
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
flies away (using summoned wolves or swarms of bats or rats to guard his retreat). Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have
appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd’s Minions table to determine what creatures he brings with him, if any. Strahd’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
zombie pulls the furnace lever. Mortal Lessons
A character could easily die in area M5. If this happens, reveal that the characters have multiple incarnations. Consult the “Glitch Characters” section
; on a failed check, it howls in frustration. If the character fails this check a second time, the demilich attacks until the characters retreat from the room. Pigeonholes. Death certificates fill a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
, focusing their attacks on the party member who looks the weakest and least armored. If two or more crag cats die, the others retreat.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
noises, the bats settle back into their roosts at the end of the round. They don’t pursue creatures beyond the corridor. L10: Long Gallery The cavern widens into a gallery of considerable height and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, the insects begin to chirp loudly. The trolls in area L9 investigate any loud noises in this area. Mushrooms. The fungi in this cavern are edible, and characters can forage here without having to
swarm acts on the destroyed swarm’s initiative count. If the characters extinguish all light sources and cease attacking and making loud noises, the bats settle back into their roosts at the end of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
commands. If a fight breaks out here, Drosnin defends the chapel to the death. Once she falls, any surviving reavers retreat to area K14 or K16 to raise the alarm. K16. Great Hall The great hall becomes a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
area 31, climb the staircase there, and pass through area 15. To reach the eastern gantry, they must take the elevator platform from area 24 to area 11. Loud noises on the north gantry attract the
the lower level, and heads to areas 31 and area 28 to warn his parents. The ogres remain behind, covering his retreat if necessary. 18. Foundry, Upper Level This area is incredibly hot, and characters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
Standing in the middle of the room, facing the double door to the north
, including her armors and weapons, is on the floor next to the chair. Xardorok won’t fight to the death in this area. Instead, he uses the secret door (see below) to retreat to area X30 and uses the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
retreat to the throne room (area 15). The visiting giants join the battle on the side of the storm giants to avoid incurring the royal family’s wrath. A 40-foot-wide hall leading south ends at a guarded
anemone chests to be slowly digested. Any loud noises here awaken the giants in area 29 and alert any giants in area 14. 28. Kitchen If music is being played in area 14, it can be clearly heard in this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creatures are in the chasm, have them roll initiative. On initiative count 10, roll a d20 and consult the following table to determine what effect, if any, occurs in the chasm: d20 Effect 1–10 None
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in this area does not attract attention from any other occupied area. Even if a sahuagin patrol passes near the temple during combat inside, it is not at all surprised to hear such noises. The
is attacked. If the characters observe the interaction for 10 minutes, they witness the baron rise and issue an angry judgment before turning to consult with the priestess on other matters. The two
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
chest, and a writing table and chair. Puffs of dust and unsettling crunching noises emanate from atop the bed, where a lizard the size of a horse feeds on a humanoid corpse.
On the bed, a giant
curses the characters, denouncing them as spies of Usamigaras. The guardians defend their leader with fervor, covering Kanadius’s retreat as he attempts to flee through a trapdoor under his throne to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canals. Check for a random encounter once every per hour while the party is swimming or moving by boat anywhere on a canal. Roll a d20 and consult the following table: d20 Encounter 1 1d4 + 1 ghouls
her actions for 1d4 rounds, during which she ignores characters who retreat. Treasure A large wooden chest lies open on the bottom in the western end of the lake. It contains Bronzefume’s hoard of 700






