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Returning 35 results for 'bar being diffusing creation runes'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of creation and destruction
inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sea chest with a glyph of warding spell cast on it. Grinda carries the key, and the glyph triggers an explosive runes effect (see the spell description in the Player’s Handbook) if anyone other than
. Underwater metal doors leading out to the harbor are kept shut by an iron bar across the inside. The apparatus can lift the iron bar automatically; a creature inside the bay can lift it with a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lower Level B10-B13 B10. Ossuary This dark, dead-end chamber holds a mound of charred bones, desiccated body parts, and skulls scattered across a linen sheet. Strange red-black runes mark the sheet’s
proficiency in the Arcana skill or who succeeds on a DC 15 Intelligence (Arcana) check can interpret the runes to realize that these remains are being collected to fuel a huge ritual at a later date—one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Recreation Room Students come here to relax and recuperate between lessons. 13a. Taproom This room resembles a comfortable taproom in Waterdeep. The bar is stocked with bottles of fine liquor and
9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dracohydra I once spent months trying to teach a dracohydra to perform a sixteen-bar, five-part harmony. The singing didn’t take, but the image of all its heads wearing the little hats and mustaches
, kept obedient by the rituals of their creation. Dracohydra
Huge Monstrosity, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 218 (19d12 + 95)
Speed 30 ft., swim 30 ft., fly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cleft surrounded by foul, bleeding runes. Inside is the Book of Vile Darkness. Secrets of Eternity If a character agrees to let the Scholar share a forbidden secret, the baernaloth requests that the
Knowledge table or another mystery of your creation. The veracity and implications of these secrets are up to you. Impossible Knowledge d4 Secret 1 The Spire is made of countless stacked versions of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Version F1: Dragon Bar The Dragon Bar is an extravagant reception area where gamblers gather before hitting the casino proper. When the characters enter, the ghost of a washed-up stage magician known
as the Great Stephen Amber is performing sleight-of-hand tricks for an audience of a few dozen low-stakes noble gamblers and three gnoll hecklers. At the southeast corner of the bar is a simple door
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
dimly lit lounge. At the center of the room is a circular bar. Liquor bottles on shelves flash colors in time with faintly playing jazz, while a frost-blue devil pours drinks behind the bar.
The
mixology, Oganath serves a myriad of magic drinks at the bar: Blazing Bloody Jack (Costs 100 Talons). Motes of coagulated, red juice are suspended throughout this amber-colored cocktail, which tastes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. To either side on the lintel of the door are barely discernible scratches, and brown stains stipple the wall and floor.
Northern Door. Even after the bar is removed, the false door will not open. It
southern door is the infinity symbol, representing the dual-god, the supreme god of creation. The door isn’t latched, but it is stuck shut. A detect magic spell cast on it reveals that an aura of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to the caverns. When the party approaches the doors in the east end of the room, read: The door to your left appears normal, but the one ahead has a wooden bar across it, held in brackets on the
frame and the door itself. The word “DANGER” is scrawled on that door in the Common tongue using chalk.
The left door, leading to area 22, is unlocked. Barred Door. Characters who examine the bar
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tables and copper slot machines. Just south of the game tables are two cashier booths. Just north of the games area is a secluded lounge that holds a small bar as well as chairs and couches. Security
southwest corner. Another security mirror hangs in the northwest corner of this area, overlooking the track. A5: Bar Malbolge Bar Malbolge features two bars and plenty of plush, comfortable chairs and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, the Thornapple’s baked clay walls create a cool interior. Dozens of tables are filled, and a huge stage across from the entrance is being set for a performance. From behind a long, well-stocked bar
Nargis Ruba, entertains customers from behind the bar. Characters who survey the crowd and succeed on a DC 14 Wisdom (Perception) check note several armed figures focusing more on the tavern patrons than
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the creator of worlds, and other gods merely populated the worlds Annam made with peoples of their own creation. Such myths often describe an ancient era when giants were the only people inhabiting the
Annam gathering the shattered fragments of the First World (the original creation of Bahamut and Tiamat) and spreading them across the Material Plane to create countless worlds. Still other myths
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creator found a chamber that can turn illusions into reality. The life-spark of a living creature is needed to activate its power. As a creation of snow and shadow, I have no life-spark of my own, and
forever lost. P16. Upside-Down Rune Chamber The walls of this chamber are inscribed with interconnected runes and marred with cracks. What is now the ceiling bears similar inscriptions that swirl inward
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
real-world history, and character creation rules presuppose no standard bar for heroics. Encourage Space A typical D&D session is longer than a typical horror movie, and it can be hard to sustain the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, was Javen’s creation of this order Helm’s intention? Is the Helm that has returned from death different from the god whose worship was familiar to me in my youth? How can we mortals know? Helm was
lies the Venturer’s Rest, a favorite stopping-off point of adventurers in the area, and of the locals who like to sit at the bar and listen to the tales such folk bring with them. The Rest was until
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
handles the hangings in this area or looks behind them finds the opening without needing a check. The alcove to the northwest just inside the tunnel has a thick iron bar protruding from the wall about 10
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Harrowhall Locations Harrowhall has held up well in the centuries since its creation, apart from a few missing stones and shattered windows due to recent neglect. The following areas in Harrowhall
Gremorly. Ritual Rod. Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. The mind flayer raises its hands and the beholder shudders, its eye stalks writhing. The beholder telepathically squeals, “I will serve! I will serve!” (This scene shows the creation of Golcuus the
shallow alcove on this room’s north wall contains only bare stone. Faintly glowing runes surround the alcove, each of them sputtering and slowly fading. A table of jars and bowls stands against the west
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
for the Record Room Administration occupies the level above the Sea Dock. It includes a visitors’ lounge with a bar, guest rooms for visiting off-world dignitaries, and the academy reception. A record
contains a dormitory for cadets and a smaller dorm for academy graduates, the Weeping Goddess tavern (a raucous bar that serves cadets), a refectory where cadets take their meals (complete with patio
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
seals each door.
If the duergar hammerers have been defeated or lured elsewhere, add: Loud banging from one cell causes the bar on its door to tremble in its brackets. From another cell comes a gentle
tapping sound.
After its bar is removed, each iron door pulls open to reveal a cramped cell with no furnishings. The tapping comes from the cell of a doppelganger that was caught trying to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
creation and destruction.
Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal
runes. Living creatures wither and rot within the entropic energy emanated by Ygorl’s magic.
After the fifth artist dispatched to record Ygorl ’s appearance failed to return, I let the matter rest
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
worth buying. Day in and day out, they wade through the ward’s dreary miasma to trade shifts at workshops that never stop. The Lower Ward is the beating heart of Sigil—an engine of creation that refines
slab of adamantine. Although anyone is allowed into the bar, patrons and proprietor alike are skeptical of outsiders and willing to draw steel to keep their space safe. The tavern’s interior is subdued
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
bar. The barkeep is Squid (N male half-elf commoner), so-called by the locals because of a squid-shaped birthmark on his face. If the characters ask Squid about Oppal by name, or about any
wizard to place a glyph of warding (explosive runes) on the false book to keep it from being opened. Also on Omin’s order, she doesn’t know how to bypass the glyph. The doppelganger knows that Omin
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
scuttle for cover. These areas contain nothing of interest. 10. Unholy Shrine The floor of this chamber is covered with runes written in blood. A circle has been carved into the floor’s wooden planks
moldy trapdoor in this area leads down into the cargo hold. It can be easily spotted (no check required). A bar has been inserted through a set of rusted brackets to keep it shut. The cultists used
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creation. The broken staffs testify to her numerous failures. The intact staff on the table represents her only success to date. Treasure. The staff resting on the table is Wyllow’s staff of flowers, a
7th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ash zombies (see the “Ash Zombies” sidebar) lurk in the shadows in this building, slumped against the walls or under the bar. When living creatures enter, the zombies groan and stir, slowly climbing to
of dwarven manufacture. Runes spell out “Hew” in Dwarvish on the axe head and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder attacks a Plant creature or an
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(see the “Ash Zombies” sidebar) lurk in the shadows in this building, slumped against the walls or under the bar. When living creatures enter, the zombies groan and stir, slowly climbing to their
manufacture. Runes in Dwarvish on the axe head read, “Hew,” and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, mastery of an art ranks as the greatest virtue, and among all the arts, stone carving is held in highest regard. Most stone giants spend their lives in unending pursuit of the perfect artistic creation
giant gods about magic, wards, banes, hidden treasures, and the secrets of the earth. Skoraeus gave the secret of smelting to Surtur. Skoraeus showed Thrym how to carve runes on his old weapons to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
six bone batons with Dwarvish runes upon them. Each of the batons is a token of free passage whose runes read, in Giant, “Official Business on Behalf of King Snurre the Fearsome.” Any individuals or
item, heaps of hard bread, is everywhere. 17. Guest Chamber The doors to this room are closed on the outside by a great bar, because King Snurre does not fully trust his guest, a rakshasa, that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
room. A five-foot-tall, triangular stone covered in runes stands in this bare room’s center. At the top of the stone, a plum-sized diamond pulses with red light.
The triangular stone is immovable and
powers the juggernauts in area T14. A character who examines the triangular stone and succeeds on a DC 17 Intelligence (Arcana) check can decipher its runes and discern its purpose. Destroying the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(worth 2,500 gp) lays on the moat’s floor. A12. Moradin’s Shrine Frescoes cover two walls of this chamber, one depicting the creation of the dwarves by Moradin, the other a massive battle between orcs and
broken throughout the long main room, and three gigantic casks line the wall behind what was once a beautiful oak bar. Behind the casks are doors for loading and unloading the casks.
The air cult
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Three interlocking circles
Alathrien Druanna N Runes, writing, spellcasting Arcana,** Knowledge A quill or glyph
Alobal Lorfiril CG Revelry, mirth Life, Trickery Wine glass
Corellon where a magical replaying of the elven myths of creation is communally experienced. The truth is that the Mysteries of Arvandor is a phenomenon that elves recognize as a summons from their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. However, they are magical creations similar to those conjured by the unseen servant spell, able to perform all the functions of such a creation and any other functions agreed to by the DM. Spectral
franchise’s tavern are inscribed with runes. Anyone who traces a rune while speaking a passphrase can access their choice of ten extradimensional rooms, 20 feet on a side. These rooms can function as
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
double doors set into the other three walls. Every surface of the walls, floor, and ceiling is exquisitely carved with runes and bas reliefs depicting dwarves at war. Grand pillars shaped like stone
, west, and north again to the tavern. Great tree trunks have been cut in half to form a series of long tables in this drinking hall. The northern wall behind the bar is formed entirely of kegs of ale






