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Returning 35 results for 'trappers fleeing deep'.
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Monsters
Forgotten Realms: Adventures in Faerûn
traveled across Calimshan, infiltrating rival genie courts and eliminating remnants of the Twisted Rune. Some accounts even tell of her fighting alongside Sultana Songal during the Night of Fleeing
whatever genie empire rises from the wreckage.
Personality
Biha Babir’s demeanor is like the ocean: seemingly placid on the surface, but dangerous and fierce deep below. Her amiable attitude hides
Equipment
use the beetles for potion crafting when a witch from the Fish Head Coven began to see the rare bug in her dreams. Sage Arol’s Beetles live deep underground, fleeing even the dimmest light. On rare occasions, they come to the surface, though the reason remains a mystery.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
surviving populace fleeing into the wilds. A young prince, Will Kenrith, does his best to reunite the shattered realm, but a return to its former glory seems far off.
Even in the shattered remnants of
from the relics of their respective courts.
In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds, searching for a magical remedy to restore the kingdom to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Travelers The characters encounter one or more travelers (use the commoner stat block) with a tale to tell: Forest: 1d6 hunters or trappers who heard something big moving through the forest and ran
forced to leave behind their mining gear, supplies, and treasure
Road/Trail: Either 3d6 peasants fleeing their homes after a frost giant, hill giant, or stone giant attack; an angry mob of 6d6
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Arctic Encounters (Levels 1–4) d100 Encounter 01 1 giant owl 02–05 1d6 + 3 kobolds 06–08 1d4 + 3 trappers (commoners) 09–10 1 owl 11–12 2d4 blood hawks 13–17 2d6 bandits 18–20 1d3 winged kobolds
that appears recently made 66–68 1 berserker 69–70 1 ogre 71–72 1 griffon 73–75 1 druid 76–80 3d4 refugees (commoners) fleeing from orcs 81 1d3 veterans 82 1d4 orogs 83 2 brown bears 84 1 orc Eye of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The floors of the alcoves are littered with the gnawed bones of past meals (mostly goblins and gricks). The deep alcoves and black pillars provide cover for the grells. As the characters move into the
room, they can spot one or both grells by succeeding on a Wisdom (Perception) check contested by the monsters’ Dexterity (Stealth) checks. The grells are hungry and eagerly pursue fleeing prey. They have no treasure.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
on checks made to ram the gate. Eight deep gnomes guard the gate. One of them carries a spell gem (see appendix B) that contains a see invisibility spell and uses it to scan for invisible creatures
fleeing the drow, the guards decide that Chief Dorbo Diggermattock should hear their tale. The armed escort that brings the characters into the settlement leads them to an audience with the chief in area 14.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
coming! Everyone must hide!” It then flees. The characters can follow the fleeing ghost to an old burrow, where it disappears. Within the burrow, Udhask’s skeletal remains lie next to a stone bed
waterfall fed by an underground freshwater stream pours into a 100-foot-diameter, 10-foot-deep pool that dominates the east end of the cavern. Flanking the pool are two wide, rough-hewn staircases that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, miles-deep network of caverns, caves, and underground waterways called the Underdark is home to many strange creatures and even stranger societies. No one is quite sure the extent of this massive
, captured by drow, and then escaped his captivity by killing an overseer and fleeing to Blingdenstone. This account was recorded by a traveling scribe of Deneir named Kimitar Thaeless and submitted
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by. Sly Trappers. A
choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons. Lone Hunters. Chokers tend to set their ambushes alone, rather than working in concert, but
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
surrender their orrery components — and then releases Onyx, the giant (relative to the characters) inn’s cat, upon them. Successfully fleeing from Onyx transforms the inn once more. In the final stage
been subsequently bested, the characters can open a final door leading to a dark series of dimensional caverns — and the lair of an ancient deep crow. That terrible creature is sure to defeat the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels leading north, west, and south. 2a. Demon Reliefs Bas-Reliefs. Every 10-foot section of wall has a 9-foot-high, 4-foot-wide, 3-inch-deep door-shaped recess containing a bas-relief carving of a
exceed the bugbears’ Dexterity (Stealth) checks notice the hiding or fleeing bugbears. When a bugbear drops to 0 hit points, the intellect devourer in its skull teleports out to seek a new host
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
them is a noisy activity that attracts the attention of the Redbrands in area 2. Cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet
this area and two are defeated, the last ruffian might reveal the secret door by fleeing in that direction. Treasure The satchel hidden in the cistern is waterproof and contains a potion of healing, a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The combination of noises from the large crowd and the disruptive vibrations of the boomhailers has enraged a purple worm dwelling deep below the city. It emerges and begins wreaking havoc on Three Sun
fleeing crowd and scattered debris make the entire square difficult terrain. Map 11.1: three sun squareView Player Version Dealing with the Boomhailers The purple worm thrashes its head as it rampages
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
merchant in the South Ward survived an assassination attempt last night. A female half-elf was seen fleeing the scene, bearing a deep cut on her shoulder from a bodyguard’s blade. A 50 gp bounty has been
their deep hoods concealed skeletal forms. A green dragon was spotted flying over the Sea of Swords just west of the city. The Blackstaff and her team are on high alert in case it ventures closer or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
constant attacks by the oozes and are close to fleeing the settlement and leaving the other deep gnomes to fend for themselves. However, Chipgrin has learned of the mysterious figure controlling the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(area 54B) tumbles down the stairs. Adventurers fleeing the stone ball stumble into a hidden pit (area 54C). 54A. Treasure Chest The lock on the chest can be picked with a successful DC 10 Dexterity
tumbles through. 54C. Acid Pit The walls of this 10-foot-deep pit are lined with thick glass, and the pit is filled with green acid to a depth of 5 feet. The pit’s lid is crafted of interlocking stone
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
giant rats 08 2d4 kobolds 09 1d8 + 1 stirges 10 2d4 humans (tribal warriors) seeking the way to the surface, fleeing their Underdark oppressors 11–12 1d10 troglodytes 13–14 1d2 gray oozes 15–16 3d6
stirges 17–18 1d3 magma mephits 19–20 1d10 goblins 21–22 Orc graffiti on the walls, suggesting something rude about the mother of someone named Krusk 23–24 1 swarm of insects 25 1 deep gnome 26–28 1d8
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
guards in area 1 that they are fleeing from the drow. Two dozen or so svirfneblin occupy this well-lit cavern, some moving briskly with messenger pouches in hand while others huddle around several stone
other deep gnomes, the twins are given the choice of going into the wererat-controlled part of Blingdenstone or being cast out of the settlement altogether, which might encourage the characters to meet and talk with the Goldwhisker clan.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
near entrances to the Underdark, because they are harmed by the light of day, which weakens them and their magic. Drow who become adventurers often do so after fleeing the oppressive, cruel theocracy of
afflicted by a curse. They dwell together in secretive packs, primarily in wolf form, living free in the deep wilds of the world.
Sea Elves. The Alu’Tel’Quessir (“water elves”) are an aquatic
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
is present, the others are spread out over a 100-foot-square area. These scouts are Barovian hunters or trappers searching for a missing villager or townsperson. Once they realize the characters
from a character before fleeing. If Strahd acquires such an item, he uses his scrying spell to learn as much as he can about the party before planning his next attack, and to verify what his spies
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a dragon’s lair is more likely to mean a fight to the death, since the dragon will be less keen on fleeing an encounter that goes badly and more determined to hunt down adventurers who flee after
, damaging their equipment, insulting them, or showing how ineffectual their attacks are.
5 The dragon has a way to call for help hidden deep inside the lair, such as a magic horn that summons
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tunnel system, older tunnels are often employed in these traps. A tunnel can be rigged to collapse by pulling a rope connected to a support beam; a fleeing kobold can yank the rope, or the beam might be in
deep pits in which they preserve food for lean times. Sleeping Areas Every lair has one or more spaces for living and sleeping, each large enough to comfortably hold ten to thirty adult kobolds
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
table to determine what kind of building it is. Each building’s occupants took everything of value before fleeing Little Lockford, leaving nothing of value for characters to find. Buildings of Little
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
invasion of nightmarish creatures called Phyrexians devastated the courts, with much of the surviving populace fleeing into the wilds. A young prince, Will Kenrith, does his best to reunite the
) in Locthwain. Some knights also wield powerful magic drawn from the relics of their respective courts. In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
renegotiated, but in the intervening century, the dragon has fallen to shadow.
6 A group of shadar-kai (elves native to the Shadowfell) arrive at a city’s gates, seeking refuge. They are fleeing the
blame each other for their transformation.
6 A family of deep gnomes adopts a shadow dragon wyrmling, hoping to show the dragon a noble path through gloom and despair.
Young Shadow Dragon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
understand the message (which is in Deep Speech) but know the direction it’s coming from. They offer the characters 250 gp to investigate the source of the signal and silence it, if only so they can get
and killed by the incomparable Mylbor Tafferac. Wolf Tribe Cannibals Reghed Tribe Camp quest (see "Reghed Tribe Camp") After several furriers and trappers disappear without a trace, a representative of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
up into two writhing masses that shamble toward you.
The vines become two Shambling Mounds that fight intruders. The creatures pursue fleeing prey but collapse into inanimate vegetation after 1 hour
safely. Vent Gas. You vent the gas in the maintenance corridor (area S9), and a deep voice emanating from the console says in Gith, “Gas vented!” The corridor remains clear for the next 24 hours, after
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
at a cost, however. Characters fleeing their camp to avoid a creature encounter might be forced to abandon food and water supplies, for example. d20 Encounter 1–2 Ambushers; reroll this encounter
tense negotiation with drow, ending with the beholder agreeing to allow the drow safe passage through “the Vast Oblivium” in exchange for help ridding its lair of a deep gnome infestation 2 Chasing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
animals and townsfolk dart through Idyllglen, chased by Garoknul, a unique demon in the service of Yeenoghu. Use the marilith stat block to represent Garoknul. The fleeing beasts and townsfolk
introductions happen, the original Hellriders (knights) appear on warhorses and kill any remaining demons and gnolls. One of these Hellriders, a woman in her thirties with a fresh, deep cut on her cheek
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
often winter in Beorunna’s Well, and many of its hunters and trappers use the settlement as a place to sell the leather and furs they acquire in nearby forests.
Sky Pony. In a part of the
their adherence to the old Uthgardt ways. Ranging out from Raven Rock, their ancestral mound deep inside the mountains, they have been known to send raiding parties as far south as Silverymoon, but
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
waste of the creatures that dwell here. Pools. Each of the rocky pools in these caverns is 1 foot deep and magically filled with cool, clean water. A pool is difficult terrain. Forest of Illusion
here is full of deep, enormous gouges.
Advance Warning. A character who succeeds on a DC 15 Wisdom (Survival) check can identify the gouges and tracks in the area as belonging to Large bipedal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, their domes good at supporting the weight of snow and deflecting the cold wind. Most homes are dug out of the rock and include deep cellars laden with preserves. The miners of Fireshear dwell here all
across ice or wading through frigid waist-deep water toward the docks, eager to raid and pillage. The remaining eight frost giants remain aboard the ship. As townsfolk retreat to the mines or flee across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the lower deck (areas 13b through 13h). The ceilings on the lower deck are 10 feet high. The ship sits in a 5-foot-deep pool of ooze in an immense cavern, the ceiling of which varies from 30 to 50 feet
sucked out — the hallmark of a mind flayer attack. The orog in the apron lies outside the door to area 13c. Treasure. The crew plundered most of the food supplies before fleeing the ship, leaving
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
other kind. Directly in front of the missing door, the walls, ceiling, and floor have fallen away to reveal a deep sinkhole fissure. Inside the ruin, a hempen rope anchored firmly in the rubble
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate