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Returning 35 results for 'both been direct contain runes'.
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monsters
Forgotten Realms: Adventures in Faerûn
direct action when an oblique or hidden action will suffice. Its plans always contain fallbacks and contingencies. One of these contingencies—one the other liches who constitute its new form failed
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
to its final destination. When the characters arrive, there is no one here, but there are several closed crates awaiting transport. Most of the crates contain commercial goods like cloth, crafted
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find the Path Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP)
Duration
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find the Path Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP)
Duration
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar
Adult Deep Dragon
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Monsters
Fizban's Treasury of Dragons
dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. It’s where one sends one’s servants.
5
treasures with significant financial or sentimental value to the host dragon are stored away in the protected hoard, these tastefully appointed visitors’ chambers contain lesser treasures from
Ancient Deep Dragon
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Monsters
Fizban's Treasury of Dragons
dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. It’s where one sends one’s servants.
5
financial or sentimental value to the host dragon are stored away in the protected hoard, these tastefully appointed visitors’ chambers contain lesser treasures from inaccessible or storied locales
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
doorway in runes that anyone who knows Dwarvish or Giant understands: The past is a crystal, for it can be seen from many facets yet it always remains the same.
These rooms contain crystals of many
library’s intuitive ability to direct visitors to where they want to go — or to where the library thinks they need to go. Accessing the Records The library keeps its records on stone and crystal slabs
Yuan-ti Pureblood
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races
Volo's Guide to Monsters
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
you’re roleplaying a yuan-ti, the following tables contain possible inspiration. They suggest characteristics that a yuan-ti might possess.
Yuan-ti Personality Traits
d8
Personality
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
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 30a on level 15, in the closest unoccupied space next to the similar gate located there.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
retreat’s flooded library holds five crystalline, coral archives that contain knowledge preserved in crackling lightning. The formations are 10 feet across and 20 feet high. Two are shattered and useless
spirits of the slain storm giants congregate in this chamber, harmlessly but mournfully wailing their sorrow. A circle of Giant runes on the floor hums softly (see “Storm Call” below). Trench. The oceanic trench dives into darkness (see “Planar Crossing” below).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the secret to escaping the prison was hidden in the arcane runes etched across the standing stones. Ever since, the tormented demon has tried futilely to solve the riddle and escape. The figure pacing
information can be gleaned by speaking with the false wizard: The wizard claims that he no longer recalls his name or place of origin. If asked about the Bleeding Citadel, the wizard promises to direct the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
Weapons The racks contain a total of twenty suits of dwarf-sized scale mail, twenty battleaxes, twenty war picks, and twenty steel shields emblazoned with the symbol of Dumathoin. All the equipment
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->Waterdeep: Dungeon of the Mad Mage
6. Special Effects These areas contain some of the Mad Mage’s harmless regional effects (see “Halaster’s Lair”). The earthen floor throughout is covered by a 2-foot-thick layer of fog. 6a. “Help Me
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 gate
Compendium
- Sources->Dungeons & Dragons->Rrakkma
, a place beyond space and time. The mind flayers have traveled through a nearby portal to the plane of Pandemonium, where they are rumored to have located a direct path to the Far Realm. Belthomias
gave the adventurers a tuning fork, tuned to the plane of Pandemonium to lead them directly to the portal. The Gith Capacitor appears to be a diamond the size of a gith head, with runes engraved into
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
between the segments contain a multitude of hungry astral predators. The creatures trapped in the segments don’t traverse the wreck for this reason. When the characters enter one of these areas, roll on
lock himself in his quarters, where one of the safe room’s ward runes is located. Characters approaching this wreck segment can land on either the sterncastle deck (area Z1a) or in the companionway
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the crate’s sides. These devils burst forth and attack intruders on sight. The other crates in the middle of the cellar contain dried meat, loaves of bread, wheels of cheese, and other assorted
foodstuffs — enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
feet high and contain mundane supplies. During the attack, noncombatants hide within them. The characters don’t explore them during this adventure, so no map of interior rooms is provided. Fog. Starting
the sky. Although there isn’t any direct sunlight, Bright Light prevails in all areas except in the fog, which is an area of Darkness. Siege Equipment. The fortress has five siege weapons provided by
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the House House Dimir has a clandestine aspect hidden from all but its most important members. The guildmaster, Lazav, and his direct contacts guide and manipulate the covert operations of the
most; their erratic methods of decision-making, combined with their unflinching approach to danger, can quickly undermine any Dimir strategy designed to contain them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
contain members of races other than elves and perhaps half-elves, but such a band could make an interesting military party. Running Your Own. Rather than join an existing force, you might choose to form
direct the activities of your unit and potentially increase your earnings, as described at the start of this section.
Orc
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races
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
return from a raid.
The gaze of the One Eye brings madness to many an orc.
— Elminster
Roleplaying an Orc
When you’re roleplaying an orc, the following tables contain possible
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spore drifted into this cave from area 8. Its spores contain memory fragments of the dead beholder that birthed it. A creature that inhales the spores inherits a random memory, determined by rolling on
must be 16th 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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
alchemical materials. In addition, two of the vials contain potions of healing. Puzzle Book. The puzzle book with the letter B on its spine is propped up against a large beaker. M18. Summoning Room This dark
, stone-walled room contains only a few objects. A five-foot-diameter circle of intricate runes covers the floor. There’s an empty wooden bookstand opposite the door and bronze braziers at the other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Inscribed on the floor in the middle of the room is a 40-foot-diameter circle of glowing runes. Halaster uses it to summon an empyrean who owes him a favor. (The circle serves no other purpose
of runes on the floor to summon Nalkara (see “Nalkara the Empyrean” below). He then uses the power of the throne to throw his voice so that he doesn’t betray his location when he speaks to the empyrean
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spellbooks that Arcturia has accumulated over the years. They contain most of the wizard spells in the Player’s Handbook, plus any others of your choosing. All the 8th-level and 9th-level spells that
arcane runes and phrases. The book is titled Arcturia’s Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
orb is part of the mystic circle trap. Mystic Circle Trap. The circles are magical but misleadingly so. A successful DC 15 Intelligence (Arcana) check reveals that hidden among gibberish runes are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
along the way. Lief doesn’t necessarily know the most direct path to the symbol’s location. Lief knows that there’s a key that unlocks all four chests, but he can’t remember where he hid it. See “Treasure
the iron key that unlocks the four wooden chests in this room. Two of the locked chests contain 10,000 cp each. A third chest contains 1,000 gp. The fourth chest holds 500 pp, hidden under which is a manual of bodily health.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
answer any direct questions with an evasive reply: “I cannot say,” “That is unknown to me,” “Possibly,” and so forth unless she is freed. She knows nothing of the tomb in any event. If the characters
ask her to come with them and are kind, she will do so and stay with them through the rest of the adventure. Treasure. Both of Siren’s sacks contain treasure, but it isn’t possible to acquire more than
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeds on a DC 10 Dexterity (Sleight of Hand) check can safely retrieve the three alchemist’s fire flasks, disarming the trap. The crates and casks contain building supplies (nails, mortar, glue
desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
Bodies and Runes. A closer
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Indigo Sanctum later in this chapter, has a key. The goblin leader doesn’t allow any others access to this room. These personal quarters contain a large, plush, four-poster bed covered in silk sheets
. Stone shelves bearing books and ornamental ceramic jars line the walls alongside dust-covered banners embroidered with Dwarven runes. In one corner stands an elegant mahogany desk, on top of which is a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
gold, and the pendant bears the symbol of two hands cupping the sun. Summer Star Summer Star. This magic item looks like a 6-inch-diameter gyroscope featuring two scorched rings inlaid with runes and a
below: Step 1: Identify the Item. Any creature or spirit that studies the runes on the device’s rings and succeeds on a DC 18 Intelligence (Arcana) check ascertains that the device was designed to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
three identical storerooms. Each room is long and narrow with iron storage carts along the walls. The storerooms and their contents are detailed below. F4a: Food. The carts in this room contain flour
, dried vegetables, salted meats, and wine. These stores are worth 20 gp total. F4b: Fuel. The carts in this room contain coal, oil, wood, and charcoal. These stores are worth 15 gp total. F4c: Raw