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Returning 29 results for 'both both defeat conferred runes'.
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Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
stone around it can be chipped away over several hours of tedious labor until the edge of the slab no longer holds in place. A knock spell can also defeat the locking mechanism. Treasure. The silver
. Written on the side of this figurine are strange runes. On the slimmer end is a small arched square panel.
The runes are in a script similar to Elvish and spell out the name Ilnedraw. Deft fingers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damage is real. A character free of the vision can free another character from it by using an action to shake or slap them. If the characters defeat Hexacali, their last collective memory is of pinning
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 25b on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
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
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
ship power the wards. Kycera knows one rune was placed in the ship’s stateroom, but she doesn’t remember the second rune’s location. She believes that magic or a pass phrase can deactivate the runes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) bludgeoning damage from the fall. Climbing the rough walls requires a successful DC 10 Strength (Athletics) check. Development. If the characters defeat the scarecrows and search the constructs, large
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->Volo's Guide to Monsters
Pack Lord Most war bands are led by pack lords. These champions of Yeenoghu curry their lord’s favor with living sacrifices. They mark their hides with bloody runes, which sometimes grant supernatural
power conferred by Yeenoghu himself. Pack lords favor big, heavy weapons, such as glaives and axes. Gnoll Fangs of Yeenoghu Fangs of Yeenoghu are gifted with the power to spawn more gnolls. They anoint
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stalkers to carry on the fight. Each creature summoned in this manner appears in an unoccupied space of Reggaryarva’s choice within the circle of thrones. If the characters defeat the frost giant skeleton
through. Stone Braziers. Any character who understands Dwarvish or Giant can interpret the runes on the six braziers as follows: dod (death), fjell (mountain), krig (war), liv (life), vind (wind), and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
found on level 15.) Characters must be 13th 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
containing it. Yaveklar is not convinced that her forces are strong enough to defeat the neothelid and still maintain a foothold on this level. If the characters can communicate with the knights, they can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 40 on level 6, in the closest unoccupied space next to the
, killing all the creatures it encounters. If the characters defeat the behir — and eliminate any drow of House Freth they encounter along the way — Tsabdrar promises that House Auvryndar will let them keep
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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
runes on the rod fill the room with acid. All creatures in the room must make a DC 15 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one. Once the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
faint runes etched among the ornate carvings on the lock. A subsequent DC 16 Intelligence (Arcana) check to study the runes reveals that they can emit a wave of transmutation magic throughout the room
character notices that the floor in this area shows signs of charring that obscures faint runes. A weak fire trap triggers if any creature enters the area, which radiates evocation to a detect magic spell or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
defeat her or retreat. Both options are discussed below: If the characters destroy all three of Auril’s forms, any character who has the Midwinter Child secret (see appendix B) loses the benefit of that
holding greataxes. Runes are carved into the door’s surface.
The runes on the door, written in the Dwarvish script, read as follows: In ice and blood, our folk are born.
To our great queen, we
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Escape Tunnel This tunnel stretches one hundred feet before ending at a flat wall.
The secret door in the wall is obvious: emblazoned on the masonry is a wide circle of dimly glowing runes. A character
who examines the secret door immediately realizes they can trace the runes to cause that circular section of wall to disappear, revealing the remainder of the tunnel on the other side. The wall re
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
any wandering cultists are defeated, reduce the number of cultists encountered in area V33 accordingly. If the characters make no effort to hide the bodies of the cultists they defeat, someone stumbles
ingredients and spices. V26. Temple of Zariel The iron double door leading to this room has Infernal runes carved into its arched door frame. A character who understands Infernal can translate these
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
DC 15 Intelligence (Arcana) check, recognizes that the runes along the edge of the pool once channeled divination magic, but have been corrupted. Though the 10-foot-deep pool once held holy water
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the Dreadwood. Years ago, the knights of Keoland helped the denizens of the forest defeat an incursion by cultists worshiping elemental evil fire. Since then, the elves, the treants, and the crown of
with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door’s runes nearly killed her. Shortly afterward, strange spirits and capering
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
summon other yugoloths (as described in the “Variant: Yugoloth Summoning” sidebar in the “Yugoloths” entry in the Monster Manual) and tries to do so if reinforcements are needed. Characters who defeat
within 10 feet of it. Characters must be 15th 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
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
characters in Draconic, calling them weaklings and false heroes who will never defeat him. The wyrmling insists he is a mighty dragon who will conquer everything the characters hold dear. Sickening
Elvish runes.
Sunset-Is-Nigh keeps the treasure he accumulated through theft and tributes here. Treasure. The hoard contains the following treasure: 210 GP, 3,150 SP, 6,300 CP Twelve moonstones
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
containing 20 gp and a pair of polished bloodstones worth 50 gp each. Development If the characters defeat these hobgoblins and then leave this part of the dungeon, the guards are replaced by the
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
the spiders to push the characters into the webs. If the characters defeat Sajia and Zuri and the phase spiders are not in the presence of Claugiyliamatar or other Gnawbones druids, a character who
depicts a city map, and the south wall displays a map of the Sword Coast. Both maps are dotted with Draconic runes.
Claugiyliamatar’s magical connection to her lair allows her to control the moss in this
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
anything short of a wish spell. Opening the door requires fitting the three key runes carried by the haven’s stone golems (see below) into the three indentations on the door. Any character who has
those masters long gone, the characters must now defeat the combined forces of the library’s guardians to claim the keys. Zyrian knows that the guardians are summoned when any damage-dealing spell is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. 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
shines from its highest window.
A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
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
, with the letters spaced around the ring at equal intervals. Opening the safe requires that the three rings be turned in their grooves until their runes line up to form the word “OAK.” Only Zorhanna
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, with shouting and cheering patrons clustered around it. Numbered rats scurry along their respective lanes. As the rats cross the finish line, cries of victory and groans of defeat erupt from the
9 pounds. A character who examines the display case and succeeds on a DC 18 Intelligence (Investigation) check spots a line of barely visible runes inscribed around the perimeter of each pane of glass
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is confronted, Urstul feigns anger toward the wizard and offers to help the characters defeat him, but this ruse can be seen through by someone who makes a successful DC 14 Wisdom (Insight) check
he relinquish his weapons in order to accompany them, the Zhent assassin laughs at them and attacks. E6. Binding Chamber A circle inscribed with runes is carved into the alabaster floor of this room
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->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->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
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
giants return and signal the ship to send a punt to shore. If no punt is available, the giants swim to the ship to find out what happened. Treasure Characters who board the ship and defeat the giants






