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Returning 35 results for 'both brings druidic constructed runes'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
entropy, delighting and furthering the destruction it brings.
Cycles of Chaos. As a personification of entropy, Ygorl is cursed to see things as they will become—broken and consumed by the march
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->Bigby Presents: Glory of the Giants
fireplace are inscribed with runes extolling the god Hiatea and invoking her blessing upon all who shelter here. Many dynasties of giants have claimed ownership of Hiatea’s Hearth since its founding, and each
Karontor. Whoever sits upon the throne brings fortune and glory to their people, but this prosperity is short-lived, lasting only until another supplants them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
. Euryale discovers a wounded traveler in the Outlands and brings them to Cair Ophidian to recover. This guest remembers nothing from before Euryale found them, not even their name. Euryale asks the
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->Baldur's Gate: Descent into Avernus
the following boxed text to the players when the characters enter the Bleeding Citadel: A bright white light burns away the blood and grit staining your clothes. Restorative energy brings life to numb
path from the door to a raised dais carved with Celestial runes. Embedded in a stone atop the dais is a glowing longsword.
If Lulu died earlier in the adventure, add the following: Fluttering just
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
walk single-file. The journey takes half an hour. Two-thirds of the way up, at a switchback turnaround, Grumink’s miners constructed a trap. Its purpose is to make noise and warn the lookouts in area D2
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
spell or a successful DC 20 Strength check; hammering on it brings the occupants over to open it, but they might be a surprise. When the door opens, read: The door opens and the smell of rotting flesh
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->Tyranny of Dragons
spell or a successful DC 20 Strength check; hammering on it brings the occupants over to open it, but they might be a surprise. When the door opens, read: Trepsin The door opens and the smell of
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->Dragonlance: Shadow of the Dragon Queen
E: Wakenreth The funerary obelisk of Wakenreth—“House of Silence” in Elvish—was constructed by Silvanesti elves in the Istarian city of Onyari shortly before the city took flight. The tower served as
the platform stands a stone archway sculpted with sharp runes and the heads of five dragons. Within the arch swirls dense gray mist.
The darkness beyond this room’s broken walls is only an illusion
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
without brandishing or wearing the symbol of Xanathar. Combat in this room brings reinforcements from area 20b. 20b. Watch Post Barracks Xanathar Guild. Unless they are drawn to area 20a by sounds of
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 appears in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gauntlet.
The githyanki warriors follow orders without question and have no authority to negotiate; that task falls to the knights in area 7c. A fight here brings reinforcements from areas 7b and 7c. Arch
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
plane of battle and bloodshed. Constructed in tiers on a fortified hill, Rigus is a monument to military strength. Eight octagonal iron walls, menacing and impenetrable, divide the town into seven
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
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->Waterdeep: Dungeon of the Mad Mage
“Elder Runes”). A creature that passes through the gate appears in area 17c on level 8, in the closest unoccupied space next to the identical gate located there. 25c. Entrance Stairs. Stairs carved
attacks from the east. If combat erupts in area 25a or 25b, Syrrak investigates while Gorthax and the crystal spider remain here. A battle in this hall brings reinforcements from area 30a. The spider golem understands Elvish but can’t speak. It obeys Gorthax’s commands.
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->Basic Rules (2014)
, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item
. Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
"Rite of the Arcane Octad"). Y21. Obelisk A sixty-foot-tall obelisk of black stone, its surface covered in arcane runes, projects from the ground. A thin crack has formed on one side, stretching from
(Arcana) check recognizes that the magic runes inscribed on the obelisk represent all eight schools of magic. If the check result exceeds the DC by 5 or more, the character also identifies runes relating
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
watch. Follow the Path At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. Durgeddin’s clan concealed its presence as much as possible, but
(from the troglodytes inhabiting the Glitterhame) and the paw prints of a very large bear. (D) Hilltop. An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
10 gp
2 lb.
Staff
5 gp
4 lb.
Wand
10 gp
1 lb.
Druidic focus
Sprig of mistletoe
1 gp
-
Totem
1 gp
-
Wooden staff
5 gp
4 lb.
Yew wand
10 gp
1 lb.
Holy symbol
specially constructed staff, a wand-like length of wood, or some similar item — designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
follow close behind the lord of entropy, delighting and furthering the destruction it brings.
Cycles of Chaos. As a personification of entropy, Ygorl is cursed to see things as they will become
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->Tales from the Yawning Portal->a1
shadow behind the statue’s wide wings. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the dragon statue. Runes are carved around the circular tile’s inner edge
.
Investigating. Viewed in white light, the circular tile is red. A detect magic spell can reveal that the tile and statue give off an aura of transmutation. The runes on the tile’s inner edge read, in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
-Seeing Orb brings the characters to this location. The portal is not affected by the wards against teleportation magic that fill the tomb. Stepping through the portal brings you into the center of a
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
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Common, Draconic, and Druidic and have 45 hit points each. The druids worship Claugiyliamatar as a god, and the dragon teaches them to cast spells.
The druids attack intruders on sight. A character
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
.
Clearing the dust from the furniture shows that all the pieces are constructed of heavily lacquered wood. Half are afflicted with dry rot, but the other pieces are in good condition. The side table
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. However, the chamber in the northeast corner is the lair of nine stirges, which cling to the 10-foot-high ceiling. They don’t react unless multiple characters enter their lair or someone brings in a torch
constructed a traditional nest that’s better sheltered from wind and rain. The southwest chamber is home to four elder pterafolk (13 hit points each; see appendix D). They spend most of their time
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
constructs. To the southeast, an array of runes pulses on a console. In the middle of the south wall stands a small door and, to the west of it, a larger double door.
In this room, workers would charge
to the southeast. When Belephaion sees the characters, read the following text: “It seems Lohezet has finally been dealt with.” The man on the throne brings his hand down on a crimson jewel on the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Palace of Spires Locations The following locations are keyed to map 4.3. Marc Moureau Map 4.3: Palace of Spires View Player Version P1: Gatehouse A short, square tunnel constructed from purple-red
elegant gown or druidic garb. The southern row shows a human woman in wizardly robes or smart finery. Two more statues occupy a pair of alcoves to the west.
On the wall directly ahead hangs a large
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->Waterdeep: Dragon Heist
’ tools, but it triggers accidentally if the check fails by 5 or more. The alarm brings the following defenders, who attack all intruders in the room: Kaevja Cynavern (see area E3) The Manshoon’s
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->Lost Laboratory of Kwalish
art installation. Desperate, Kwalish constructed another planar gateway while imprisoned in the temple, then opened a portal to the 222nd layer of the Abyss — Juiblex’s Slime Pits. A flood of ooze
one by way of the apparatus of Kwalish from area O5, opens a magical connection to an extradimensional space within the bauble. Entering the correct bauble brings the characters into Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
spine, and touching a pillar brings on nausea—a creature that does so must make a DC 15 Constitution saving throw. On a failed save, the creature becomes poisoned for 1 hour. At the far west end of the
, obviously constructed. This outlet slants upward, providing access to the stream that flows through area 23. Anyone who travels downstream, along a route that is underwater the whole time, comes out about
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant. Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a
, including runes etched in stone or messages in frescoes or other displays. Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and the new arrivals, but Mirran orders the guards to stand down so that she and Nym can learn “what brings these puny creatures to court.” If the characters make demands, Mirran is enraged by their
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
and negotiator, and she expects the wedding guests and caravan servants to stick to the areas indicated by the itinerary. She despises Acquisitions Incorporated, and brings the full force of the
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
counsel Zybilna on matters concerning demons and the Abyss Snitcher, a goblin boss (neutral) with dragonfly wings that grant a flying speed of 40 feet and the ability to hover, who brings news from other
filled with a wide variety of weaponry. The weapons are so well constructed that it is difficult to tell if this display is an armory or a museum.
The glass cabinets are unlocked, and the weapons in






