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Returning 35 results for 'being back down claiming runes'.
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Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8
Monsters
The Wild Beyond the Witchlight
into allowing her to serve as the primary liaison between the League of Malevolence and the Hourglass Coven, claiming her pact with Baba Yaga made her better suited for the role than anyone else
their back on me.”
Ideal. “Power is what I crave. One can never have too much of it.”
Bond. “Baba Yaga is my patron, and she has taught me to be self-reliant. Nevertheless, I
Magic Items
Bigby Presents: Glory of the Giants
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
Monsters
Mythic Odysseys of Theros
work well together, sharing the unified goals of overcoming their foes and getting back to the task at hand.
Returned have escaped the Underworld and dwell among the living once more, but their
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Monsters
Icewind Dale: Rime of the Frostmaiden
followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and
ghost is unable to cast the find familiar spell in order to get it back.
Spellcasting. As a ghost, Nass can cast the spells she prepared prior to her death—except that the ghost can’t
Magic Items
Waterdeep: Dragon Heist
weapon is searching for a new owner.
Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver
feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
paper, Kirina is dismissive, claiming to have found it on the street. This copy of the runes might become useful evidence of Kirina’s wrongdoing during the adventure’s conclusion.
Simbon. There’s currently little evidence of Kirina and Kedjou’s involvement in the Goldwarren’s collapse, but Kirina carries with him a copy of the runes the high priest uses in experimental summoning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Where’s Halaster? This room is empty except for an enormous red velvet curtain that covers the northwest wall. A pull-rope on one side of the curtain allows it to be drawn back. Hanging on the
in the middle row. Removing that painting from the wall triggers an elder rune hidden behind it (see “Elder Runes”). Determine the rune with a random draw from the Elder Runes Deck (see appendix B).
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Adventure Hooks If the prospect of claiming Iggwilv’s hoard isn’t enough to persuade the characters to undertake this quest, you can further motivate the party with either of the following adventure
successful expeditions in recent years. Most of the agents the margrave sent came back battle worn and empty-handed, if they returned at all. The margrave hires the characters to recover Iggwilv’s hoard before it falls into the hands of his rivals.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
mention Prince Kirina endangering Prince Simbon to Uzoma, she’s surprised and listens to their story. Kirina denies the allegation, claiming the characters are in league with Simbon. With little patience
’ appearance and back up their claims with evidence, such as the matching symbols from the cave and Prince Kirina’s or Kedjou’s notes, Uzoma believes them and is outraged. Prince Kirina’s confidence rapidly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, his head thrown back in laughter as he rides a great blue dragon. With a successful DC 15 Intelligence (Investigation) check, a character can fit all the puzzle pieces together with 1 hour’s work. If
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
of the gulch, a large glowing purple moonstone, carved into the form of a dwarf, stands on a rocky ledge. Glowing purple runes, etched into the ground and walls of the gulch, encircle the moonstone
. Another gnomish figure rests, unmoving, with his back against the moonstone. Bones, bits of armor, and weapons are scattered around him.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the work of some ancient giant sculptor or rampaging titanic beast—or is itself a sleeping giant. You seek to discover the truth of the land’s origin. 5 A relative once returned home claiming to have
says giants and other enormous creatures are stories for children. You hope to slay such a creature and bring back proof of their existence out of spite.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
warrior armed with a spear and shield. The shield, which rests on the floor, resembles a sundial, complete with a marker standing out from the wall. Etched on the shield’s surface are runes in Olman
script.
The message on the shield reads, “Turn back!” Instead of being part of a solid carving, the shield has a seam that a character can discover with a successful DC 15 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Arch Gate to Level 6 A three-forked passageway rises out of the swamp. The center passage has an arch embedded in its back wall. This arch is one of Halaster’s magic gates (see “Gates”). The space
successful one. Characters must be 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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Legion take up steel against the corruption and lawlessness that gnaw at the soul of Ravnica. Combining the force of law with the military strength to back it up, the Boros work to forge Ravnica into a
muscle, stout of heart, and possessing a burning love of justice and the battlefield, they have become the steel spine of the Boros Legion. Generations of minotaurs of the Ordruun family line have served with honor and distinction, claiming more than fifteen generals to their lineage.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
1 After a kraken is sighted near an inhabited island, a fleet prepares to set sail from Meletis to face it. In retribution, Thassa pulls the ocean back from the entire coastline, stranding
, but Meletis refuses to give up its navy. How can Thassa be appeased?
2 During a divine conflict, one of the gods’ weapons tumbles into the sea. Thassa refuses to return the godly weapon, claiming
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the princes to face five giant scorpions. Uzoma stands back and watches as the encounter unfolds. The princes are friendly toward the characters and are quick to ally with them. Both use the veteran
, characters who investigate the alley the scorpions originated from can make a DC 14 Intelligence (Investigation) check. If they succeed, they find a partial series of smeared magical runes drawn on
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
interior of the kennels, they find a disturbing altar. At the back of the kennels, three boar spears have been lashed together in a rough and strong tripod. An animal carcass hangs from the tripod by a
rope: probably a young boar, though the flies make it hard to tell. Beneath it is a bowl circled by runes written in blood. The runes are written in Giant. Trepsin is a follower of the demon lord
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
passage!” A stone arm with a flat, outstretched hand then rises from the floor before the arch. If a magic item of at least uncommon rarity is placed into the hand, it sinks back into the floor with the
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 gate appears in area 1 on level 23, in the closest unoccupied space next to the similar gate located there.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
time, which could complicate things, but also provide some memorable moments. Sword Wraith Platoon. When an adventurer enters the circle of moon runes, the bits of bone, armor, and weapons fly together
incapacitated the undead here, but the life force of the adventurers brings them back. They immediately return to their mission: kill everything in the area and recover the Gnomengarde grenade for their master
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
(see “Elder Runes”). A creature that passes through the gate appears in area 22 on level 7, in the closest unoccupied space next to the identical gate located there. Pneumatic Tubes The tubes connect to
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
. 3 The Whispered One is coming, but there’s still time to prevent him from claiming power over the spokes of the Great Wheel. 4 The entire multiverse is inside an impossibly vast bag of holding. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
west and east walls hold battleaxes and war picks.
Arch. Set into the back of a deep alcove to the south is a stone arch engraved with images of dancing dwarves.
Arch Gate to Level 5 The arch in
gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 9 on level 5, in the closest unoccupied space next to the identical gate located there. Armor and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one closer to the southern exit is a stone golem. The other statue is inanimate and harmless.
Dais. An arched double door carved with screaming devil faces stands closed at the back of a dais
opens the book triggers an elder rune that targets that individual (see “Elder Runes”). Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. Treasure. Most of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
leads back to Atagua.
A character who investigates the walls and succeeds on a DC 16 Intelligence (Investigation or Nature) check realizes they’re inside some gigantic creature, though it doesn’t seem
the pile of eggs, cracks one open, and feeds on the energy within. It ignores the characters unless attacked. Portal. A creature that enters the portal emerges back at the Silver Tapir Monastery through
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. If the characters investigate the interior of the kennels, they find a disturbing altar. At the back of the kennels, three boar spears have been lashed together in a rough and strong tripod. An animal
carcass hangs from the tripod by a rope: probably a young boar, though the flies make it hard to tell. Beneath it is a bowl circled by runes written in blood.
The runes are written in Giant. Trepsin
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
down her left arm, ending in runes on the fingers of her left hand. Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right hand, and down the length of each
) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
down her left arm, ending in runes on the fingers of her left hand. Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right hand, and down the length of each
) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
steps before tumbling on toward the Dessarin River. The trail continues upriver to other parts of the vale, so unless the characters know about the runes, it’s easy to miss the beginning of the steps
triggers the trap. To disarm it, the wire must be disconnected, kept tight, and traced back to the wood panel it holds, shoring up the loose boulder and rocks. Then the boulder must be further supported
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 14d on level 10, in the closest unoccupied space next to the identical
: Shapechanger. The roper can use its action to polymorph into a stone object or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Arveiaturace Arrives Arveiaturace, an ancient white dragon whose vision is hampered by cataracts, carries the body of her former master, the wizard Meltharond, in a saddle on her back (see
, use the following boxed text instead: A great white dragon descends from the sky, beating its wings furiously to slow its descent. A dark, humanoid figure is mounted on the dragon’s back.
If the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
opens the doors without first removing or disabling the runes, they take thunder damage as per the spell. A window at the back of the inn on the second floor is open (see “The Upstairs” below). A
thieves’ tools. Also, the doors and windows have an AC of 12 and break with 25 points of damage. Magical runes, as per the glyph of warding spell, protect the cloak room and barn doors. If the party
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
10-foot-square front room that serves as a kitchen and dining area, and a 10-foot-by-15-foot back room where the residents sleep. 4a. Delfryndel Residence This cottage belongs to the Delfryndels, a
giant rock destroyed the back room of the Osstra residence, and two more rocks are embedded in the garden where the family grew wheat. Goblins searched the home for treasure and dumped everything they






