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Returning 34 results for 'property about and his cave'.
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Monsters
Fizban's Treasury of Dragons
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
. This property of the lair vanishes after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Days"} days if the dragon dies.
Upper Caves. The dragon most often sleeps in the largest upper
Monsters
Fizban's Treasury of Dragons
flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair, one in the rock face just above one tarn and one below the surface of
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
destroyed more property. Seven days ago, some of the fishers in the town took weapons and their boats to Salt Cave to see if the raiders were in the caves. The fishers have not returned. Five days ago
, who was killed in Salt Cave. A character who searches the bed finds a book beneath the pillow called Sea Devils, which contains all the information about sahuagin found in the Monster Manual. A huer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30-foot-high ceiling of this cave, the walls of which are encrusted with crystals that catch and reflect light.
Boulders. The floor is strewn with boulders and rubble. Six galeb duhr beholden to
Jarûk hide here, disguised as boulders.
Music. Dissonant music emanates from a smaller cave to the southeast (area 11b).
If the characters attack Jarûk in area 11b, the galeb duhr attack the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
destroyed more property. Seven days ago, some of the fishers in the town took weapons and their boats to Salt Cave to see if the raiders were in the caves. The fishers have not returned. Five days ago
, who was killed in Salt Cave. A character who searches the bed finds a book beneath the pillow called Sea Devils, which contains all the information about sahuagin found in the Monster Manual. A huer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30-foot-high ceiling of this cave, the walls of which are encrusted with crystals that catch and reflect light.
Boulders. The floor is strewn with boulders and rubble. Six galeb duhr beholden to
Jarûk hide here, disguised as boulders.
Music. Dissonant music emanates from a smaller cave to the southeast (area 11b).
If the characters attack Jarûk in area 11b, the galeb duhr attack the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Nib’s Cave A miser toils inside a cave, spinning his gold into gifts for those who visit him. When the characters happen upon Nib’s cave, read: Cozy torchlight radiates from a cave in the wooded
hillside. Twenty feet from the cave is a tree with a weathered sheet of parchment nailed to its trunk.
The parchment nailed to the tree is one of Granny Nightshade’s wanted posters (see “Wanted Posters
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.
Life in the Tribe
Orcs survive through savagery and force of
dwarfhold, the orcs will butcher any dwarf that stands against them, but it’s really all about the property—they would be just as happy if all the dwarves ran away.
Strength Respects
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Nib’s Cave A miser toils inside a cave, spinning his gold into gifts for those who visit him. When the characters happen upon Nib’s cave, read: Cozy torchlight radiates from a cave in the wooded
hillside. Twenty feet from the cave is a tree with a weathered sheet of parchment nailed to its trunk.
The parchment nailed to the tree is one of Granny Nightshade’s wanted posters (see “Wanted Posters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
toward the lowlands. The lair has the following features: Entrances. Two cave entrances provide access to the lair, one in the rock face just above one tarn and one below the surface of the other tarn
the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10 days if the dragon dies. Upper Caves. The dragon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
toward the lowlands. The lair has the following features: Entrances. Two cave entrances provide access to the lair, one in the rock face just above one tarn and one below the surface of the other tarn
the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10 days if the dragon dies. Upper Caves. The dragon
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of anger have poisoned his soul, transforming him into a hate-filled apparition. Mormesk leads the undead that haunt Wave Echo Cave. The wraith spends his time here because the treasure he had
the wraith, it attacks. If the characters try to reason with the wraith, it listens to what they have to say, provided they have not harmed it in any way or seized any of its property. The wraith is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
is littered with items abandoned by the former residents. The armed figures are twelve bandits working for Itzmin, who has been buying property in the area to control access to the mine. The bandits
his coach. Cave-In! At some point after the characters enter the mine, Itzmin’s bandits detonate alchemical charges to collapse the entrance. Wherever the characters are in the mine, they hear a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of anger have poisoned his soul, transforming him into a hate-filled apparition. Mormesk leads the undead that haunt Wave Echo Cave. The wraith spends his time here because the treasure he had
the wraith, it attacks. If the characters try to reason with the wraith, it listens to what they have to say, provided they have not harmed it in any way or seized any of its property. The wraith is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
somehow follow him here, use the chase rules in chapter 8 of the Dungeon Master’s Guide, adapting the results for urban complications to a cave full of hateful derro. If Droki loses them, the
companions who know the duergar well can guess that these drow won’t want to attract the duergar’s attention to their “lost property.” Doing so would likely involve having to pay the gray dwarves a reward for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
is littered with items abandoned by the former residents. The armed figures are twelve bandits working for Itzmin, who has been buying property in the area to control access to the mine. The bandits
his coach. Cave-In! At some point after the characters enter the mine, Itzmin’s bandits detonate alchemical charges to collapse the entrance. Wherever the characters are in the mine, they hear a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
somehow follow him here, use the chase rules in chapter 8 of the Dungeon Master’s Guide, adapting the results for urban complications to a cave full of hateful derro. If Droki loses them, the
companions who know the duergar well can guess that these drow won’t want to attract the duergar’s attention to their “lost property.” Doing so would likely involve having to pay the gray dwarves a reward for
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sending property of the cave to arrange meetings with lesser giants and used the teleport property from time to time to send guests to far-flung destinations. If Serissa is on speaking terms with the
quest, she leads them to the meditation cave (area 18) and uses its teleport power to transport them back to the mainland (or wherever else they wish to go). She also allows them to keep the wooden
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sending property of the cave to arrange meetings with lesser giants and used the teleport property from time to time to send guests to far-flung destinations. If Serissa is on speaking terms with the
quest, she leads them to the meditation cave (area 18) and uses its teleport power to transport them back to the mainland (or wherever else they wish to go). She also allows them to keep the wooden
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two doses of antitoxin (100 gp). 22. Cave of the Giant Lizards If the party arrives here directly from the marsh, read: A cave entrance yawns thirty feet wide and fifteen feet high. The marshy ground
turns to mud near the cave,
and tracks from large creatures pass in and out. Inside
the cave, the floor consists of thick mud, and you find it impossible to move at normal speed.
The cave
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two doses of antitoxin (100 gp). 22. Cave of the Giant Lizards If the party arrives here directly from the marsh, read: A cave entrance yawns thirty feet wide and fifteen feet high. The marshy ground
turns to mud near the cave,
and tracks from large creatures pass in and out. Inside
the cave, the floor consists of thick mud, and you find it impossible to move at normal speed.
The cave
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next
labeled “This tree”
3 “The Last Resting Place of My Rich Brother that is Also a Bear Cave”
4 A range of peaks known as the Slightly Wobbly Spires
5 An ever-flowing, nonmagical spigot
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next
labeled “This tree”
3 “The Last Resting Place of My Rich Brother that is Also a Bear Cave”
4 A range of peaks known as the Slightly Wobbly Spires
5 An ever-flowing, nonmagical spigot
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
from Gruumsh. The best loot and trophies of triumph are piled in this room and considered to be the property of the chief. A fire, not as large as the war hearth, burns in its center. Next to the chief’s
they’re not being worked, slaves are housed in a small adjoining chamber and watched over by a group of cave bears that Luthic’s worshipers keep as pets. Many of Luthic’s priestesses have their quarters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
unusual situations that can make any dragon encounter more interesting and exciting. An encounter with a dragon can be devastating to people and property alike Dragon Encounter Complications d20
cave-in, tumbling into a deep chasm, drowning in lava, or some similarly dramatic exit. After escaping, the dragon plots revenge.
20 At the same time the characters are confronting the dragon
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
from Gruumsh. The best loot and trophies of triumph are piled in this room and considered to be the property of the chief. A fire, not as large as the war hearth, burns in its center. Next to the chief’s
they’re not being worked, slaves are housed in a small adjoining chamber and watched over by a group of cave bears that Luthic’s worshipers keep as pets. Many of Luthic’s priestesses have their quarters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
unusual situations that can make any dragon encounter more interesting and exciting. An encounter with a dragon can be devastating to people and property alike Dragon Encounter Complications d20
cave-in, tumbling into a deep chasm, drowning in lava, or some similarly dramatic exit. After escaping, the dragon plots revenge.
20 At the same time the characters are confronting the dragon
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, which functions as a potion of poison but has an additional property. When the poison effect ends, the imbiber sprouts a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus
circular caves joined by an opening. The staircase from area D26b leads to the southern cave, which is empty. From the stairs, characters can see activity in the northern cave: The staircase leads to a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, which functions as a potion of poison but has an additional property. When the poison effect ends, the imbiber sprouts a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus
circular caves joined by an opening. The staircase from area D26b leads to the southern cave, which is empty. From the stairs, characters can see activity in the northern cave: The staircase leads to a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fissure in the volcano’s slope leads into a small cave not visible from the stronghold below. Kalimrax lairs here, returning for a few hours every evening to rest and check on her hoard, which consists
of its magically binding employment contract prevent Nebukath from taking direct action against Vrakir, his forces, or his property (for example, by attacking the hold’s defenders). If Nebukath
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fissure in the volcano’s slope leads into a small cave not visible from the stronghold below. Kalimrax lairs here, returning for a few hours every evening to rest and check on her hoard, which consists
of its magically binding employment contract prevent Nebukath from taking direct action against Vrakir, his forces, or his property (for example, by attacking the hold’s defenders). If Nebukath
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. T4. Happy Horse Ranch The Karnveller family raises, trains, sells, and stables horses. Three large buildings stand on their property: a two-story log house with a detached outhouse (the family
. The property is situated behind the Pleasing Platter (area T21) on a beautifully landscaped patch of land with private stables, private gardens, and a meandering path through a small orchard. The inn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. T4. Happy Horse Ranch The Karnveller family raises, trains, sells, and stables horses. Three large buildings stand on their property: a two-story log house with a detached outhouse (the family
. The property is situated behind the Pleasing Platter (area T21) on a beautifully landscaped patch of land with private stables, private gardens, and a meandering path through a small orchard. The inn