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Returning 24 results for 'being been driven clinging 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
to parley with Ygorl are known to have been driven to madness in the process.
Death and Destruction. Ygorl’s most notable possession is an adamantine scythe with the slaad word for death
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“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 26d on level 1, in the closest
swallowed a gemstone called the Eye of the Spider. If the characters pierce the skin clinging to his bones and root through his chest cavity, they find the stone in what was once his stomach. Returning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
driven the demilich insane, and it attacks anyone other than Halaster. Although powerful wards prevent the demilich from leaving Halaster’s tower, the tower is not considered its lair. Consequently
bottle causes an elder rune to appear in the air above it (see “Elder Runes”). The rune targets the creature that opened the bottle. If the bottle was opened with a mage hand spell or similar magic, the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
riders toward the fires raging in Precinct Three. Soldiers on the ground will put out the flames, while it’s her job to deal with their source: the dragon she can just make out, clinging to the spire of
Dungeons & Dragons campaign to explore. A vast, sprawling city that covers the whole of the known world, Ravnica teems with intrigue and adventure, driven by the conflicts among the ten powerful guilds that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
against the north wall.
Fresco. A large fresco of an elven city covers the south wall.
Before the drow were driven underground and into Lolth’s evil embrace, they lived in cities on the surface
”). 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 41 on level 7, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
exhaustion. Characters not actively swimming but simply clinging to something that floats (including the wreckage of a boat or raft) can drift with the current at a speed of 1 mph. Check for creature
on one’s familiarity with its intricate network of caverns, passages, and currents. Experienced navigators know how to find and read ancient duergar runes carved along the Darklake’s tunnels, though
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
smiths’ art, for those furnaces are driven by the power of Maegera the Dawn Titan — a primordial imprisoned below them. Slumbering within the stone, Maegera exudes an unnatural heat that the dwarves tap
into by winding coils of copper and adamantine throughout the forge like webs and using them as conduits to transfer magical heat to their furnaces. Runes of power carved into the walls and etched
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Instead, they feign retreats, regroup, and launch new attacks, wearing down their foes like storm-driven waves eating away at a sandy beach. Almost all water cultists are excellent swimmers skilled
when pirates attacked the merchant ship. During the fighting, Gar was knocked overboard. For days he survived by clinging to the ship’s wreckage, until a shark ripped off his left arm. Death seemed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
—broken and consumed by the march 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
creatures that have attempted to parley with Ygorl are known to have been driven to madness in the process.
Death and Destruction. Ygorl’s most notable possession is an adamantine scythe with the slaad
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
buttressing their gate using smaller rifts to the Far Realm. Jaded Elder. Oshundo lived in Illithinoch at the height of the mind flayer empire many centuries ago, but Oshundo was driven out for
Veddin. Both are neutral evil Far Realm scholars who were driven from Neverwinter when their nascent Far Realm cult was exposed. Whispers from Ilvaash led the pair here. Duoro wholly embraced Ilvaash’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
its powers to compel the characters to give it more attunements. Beholder Spawn. Clinging to the cavern walls by the hundreds, between this world and the Far Realm, are the manifestations of beholder
on the floor of this cavern, the twisted runes around its edge pulsing with sickly purple light.
A successful DC 15 Intelligence (Arcana) check allows a character to recognize the runes as symbols
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
chamber from the north and disappears under a low stone overhang to the south, and larger passageways exit to the southeast and the northeast.
Creatures. Four stirges are clinging to the chamber walls
Dwarvish runes.
The upper portion of the great cavern was intended to be the final resting place of Durgeddin’s clan. Durgeddin and his followers feared that their war against the orcs would
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
+ 1 gargoyles cling to the outside of it. (The other gargoyles clinging to the tower are inanimate statues.) Living gargoyles swoop down to attack anyone who crosses the gantry approaching the tower
. Repeat step 2 until one team has eliminated all the players on the other team.
Y4. Tower of Abjuration This tower reaches upward like a talon, its stonework studded in chiseled runes. A blue light
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters encounter. d20 Encounter 1–2 1 chuul lurking in a pool of water 3 1d6 giant spiders clinging to the walls or ceiling 4–5 1 grell floating near the high ceiling 6–9 1d4 gricks hiding in a
creature driven insane by the influence of the demon lords. Roll a d4 and consult the table to determine what appears. Then roll on the Indefinite Madness table in chapter 8 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
construction and style: a twisted birch branch, a sturdy oak dowel, a glittering haft of stone, a steel pole carved with blue runes, a dimpled copper staff topped with a copper crescent moon, and a blown
area contains the following features: A 10-foot-diameter circle of runes has been drawn on the floor in blood that is now dried. Smoke billows from four iron braziers placed around the circle. Three
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
-themed outfits) arrive in coaches drawn by unicorns and driven by satyrs. Characters who linger on the patio might see one or more of these coaches arrive and deposit their guests. P2: Foyer The front
flat and set in a shallow groove, such that it can be rotated. Once the water in the pool is drained, tiny Elvish runes representing the letters A through Z magically appear on the surface of each ring
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
treasures, and the secrets of the earth. It is said he gave Surtur the secret of smelting, showed Thrym how to carve magic runes on weapons, and crafted spears for Hiatea so she could complete her tasks of
target of resentment and complaints from other giants. Surtur Surtur is the elder twin of Thrym, and rivalry has driven the two gods from the moment of their birth. Surtur is generally depicted as the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giant Encounters table presents hill giants alongside other creatures driven by hunger. These encounters are good for straightforward adventures that don’t focus on twists and guile. These creatures
storm giant oracle who is an ancient enemy
11 1 kraken priest† and 3 deep scions† (attitude for all: 1d4 + 1) studying storm giant runes
12 1 storm giant quintessent† (attitude: 1d12) reading
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Wanderers. Dreamwalkers are driven mad by isolation, shame, and their unendingly alien surroundings, and this madness leeches out into the world around them, affecting other creatures that get too
, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
an escort. Altar. Close inspection of the altar reveals that old runes and emblems in its surface have been recently chiseled out. A character who examines the marks can attempt a DC 15 Intelligence
(Religion) check to identify the erased marks (a dwarf succeeds automatically). The runes show that the temple was once dedicated to Moradin. Bronze Lever. The lever triggers the collapsing stair trap
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it
. Those who know the Draconic language can read the runes as “Ashardalon.” Secret Door. A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom (Perception) check. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
clinging to its damp walls. The area radiates overlapping auras of conjuration, divination, and evocation magic when scrutinized with a detect magic spell. Over the years, the storm giants have
petrified wood. Stacked on them are scores of 4-foot-diameter, 600-pound rocks engraved with Dethek runes (the Dwarvish script). These stones have various discoveries recorded on them, including the
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
Horn eventually order the warring Dhargun and Thunderwind families to leave the enclave and sort out their problems on their own. Guests are led — or driven at spear point — through the Hall of War and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
network’s innermost chamber is a relic of giantkind left here long ago by a Tree Ghost shaman: a nonmagical electrum torc etched with Giant runes. Formerly the nose-ring of a powerful hill giant chief
rocky shores. Clinging to the mountainsides above the water are stone keeps with fishing villages huddled around them, each one ruled by a ruthless jarl who answers to the King of Gundarlun, Olgrave






