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Returning 35 results for 'castle weapons rune'.
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Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Magic Items
Storm King's Thunder
A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to
a particular cloud castle, allowing you to control that castle’s altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle’s
Monsters
Keys from the Golden Vault
. Jhaeros is immune to any spell or effect that would alter his form.
Magic Resistance. Jhaeros has advantage on saving throws against spells and other magical effects.
Magic Weapons. Jhaeros’s
. Governing from Castle Cinis, Jhaeros was advised by two councilors, Regine LaVerne and Charmayne Daymore, and a guard captain named Naevys Tharesso. Jhaeros’s rule was compassionate, just, and kind
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
advantage on saving throws against spells and other magical effects.
Magic Weapons. Fraz-Urb’luu’s weapon attacks are magical.
Undetectable. Fraz-Urb’luu can’t be targeted by
dreamlands and mind-bending fantasies able to deceive the most discerning foes.
Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has slowly rebuilt his power in
Monsters
Curse of Strahd
Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
Spellcasting. Ezmerelda is a 7th-level
to earn his trust and respect. To that end, she has been poring over van Richten’s research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
saving throw, he can choose to succeed instead.
Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Orcus’s weapon attacks are magical
. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of
Folk Hero
Legacy
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Backgrounds
Basic Rules (2014)
’s castle and stole weapons to arm the people.
7
I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
8
A lord rescinded an unpopular decree
Equipment
adventurers who dared challenge the Sunlight Legion. A miniature castle made of slagged weapons is suspended in the glass orb. The Sunlight Legion forged this sculpture, which weighs 1,200 pounds, as
This 8-foot-tall sculpture of a giant’s hand holding a volcanic glass orb is constructed from weapons, armor, holy symbols, jewelry, and an assortment of other metal objects taken from now-dead
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain
new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Navigation Orb Wondrous item, very rare (requires attunement) A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer
surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle’s altitude and movement while the orb is inside the castle. If the orb is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Navigation Orb Wondrous item, very rare (requires attunement) A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer
surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle’s altitude and movement while the orb is inside the castle. If the orb is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune cannot
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
gently clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune cannot
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
gently clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Iymrith” section later in this chapter. Giant Statues and Their Weapons Son of Annam God of… Weapon Weight Matching Rune Grolantor Hill giants Bone greatclub 500 lb. Haug Skoraeus Stonebones Stone
room’s center. In their outstretched arms, five of the giants hold weapons — gifts for their All-Father. Only the frost giant statue is unarmed.
The archway can be further described as follows: The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Iymrith” section later in this chapter. Giant Statues and Their Weapons Son of Annam God of… Weapon Weight Matching Rune Grolantor Hill giants Bone greatclub 500 lb. Haug Skoraeus Stonebones Stone
room’s center. In their outstretched arms, five of the giants hold weapons — gifts for their All-Father. Only the frost giant statue is unarmed.
The archway can be further described as follows: The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2H. Arsenal This chamber was stocked with armor, weapons, and hundreds of arrows when the castle was abandoned. The metal rusted to dust, the arrows warped into uselessness, and the leather was
chewed away by rats and other vermin. Now this chamber is the unofficial headquarters of the lizardfolk in the castle. Neither the bullywugs nor the cultists ever come up here. The arsenal chamber is the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2H. Arsenal This chamber was stocked with armor, weapons, and hundreds of arrows when the castle was abandoned. The metal rusted to dust, the arrows warped into uselessness, and the leather was
chewed away by rats and other vermin. Now this chamber is the unofficial headquarters of the lizardfolk in the castle. Neither the bullywugs nor the cultists ever come up here. The arsenal chamber is the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2H. Arsenal This chamber was stocked with armor, weapons, and hundreds of arrows when the castle was abandoned. The metal rusted to dust, the arrows warped into uselessness, and the leather was
chewed away by rats and other vermin. Now this chamber is the unofficial headquarters of the lizardfolk in the castle. Neither the bullywugs nor the cultists ever come up here. The arsenal chamber is the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2H. Arsenal This chamber was stocked with armor, weapons, and hundreds of arrows when the castle was abandoned. The metal rusted to dust, the arrows warped into uselessness, and the leather was
chewed away by rats and other vermin. Now this chamber is the unofficial headquarters of the lizardfolk in the castle. Neither the bullywugs nor the cultists ever come up here. The arsenal chamber is the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
you create a melee weapon out of nothing. Whenever you do so, you determine the weapon’s form, choosing from the melee weapon options in the Weapons table in the Player’s Handbook. For example, you
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
you create a melee weapon out of nothing. Whenever you do so, you determine the weapon’s form, choosing from the melee weapon options in the Weapons table in the Player’s Handbook. For example, you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
called the Runestone. The crystal radiates bright blue-white light in a 120-foot radius and dim light for an additional 120 feet. Halaster’s red-glowing rune floats inside it. The Runestone is a Large
object with AC 10; 90 hit points; immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine; and immunity to poison and psychic damage. Provided it has at least
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. When they are not drilling with their weapons, the lizardfolk spend their time in this chamber, gambling, exercising, and telling stories of happier times. Borngray maintains this force as insurance
against treachery by Pharblex and the bullywugs. Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. When they are not drilling with their weapons, the lizardfolk spend their time in this chamber, gambling, exercising, and telling stories of happier times. Borngray maintains this force as insurance
against treachery by Pharblex and the bullywugs. Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
called the Runestone. The crystal radiates bright blue-white light in a 120-foot radius and dim light for an additional 120 feet. Halaster’s red-glowing rune floats inside it. The Runestone is a Large
object with AC 10; 90 hit points; immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine; and immunity to poison and psychic damage. Provided it has at least
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. When they are not drilling with their weapons, the lizardfolk spend their time in this chamber, gambling, exercising, and telling stories of happier times. Borngray maintains this force as insurance
against treachery by Pharblex and the bullywugs. Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. When they are not drilling with their weapons, the lizardfolk spend their time in this chamber, gambling, exercising, and telling stories of happier times. Borngray maintains this force as insurance
against treachery by Pharblex and the bullywugs. Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guest’s weapons and gear, then spends the next hour hiding these items throughout the castle.
Otto reserves its polymorph spell for a truly dangerous adversary, turning that enemy into a frog before
17. Main Entrance There isn’t a stoop or other surface to stand on outside this castle entrance, but hanging on the front door is a crude wooden sign inscribed with the words “Otto’s Castle” in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guest’s weapons and gear, then spends the next hour hiding these items throughout the castle.
Otto reserves its polymorph spell for a truly dangerous adversary, turning that enemy into a frog before
17. Main Entrance There isn’t a stoop or other surface to stand on outside this castle entrance, but hanging on the front door is a crude wooden sign inscribed with the words “Otto’s Castle” in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic mouth speaks the following words in Common before disappearing: “Welcome to the Obstacle Course! Place all weapons and magic items in the carts for safekeeping. You won’t need them. Hurry! Time
Destination 1–12 The teleport trap in area 10 13–18 The teleport trap in area 19 19–20 The teleport trap in area 40c Additional Effect: Elder Rune. The first time a creature triggers this teleport
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
General Features The centuries have not been kind to Cragmaw Castle. The goblins have shored up the weakest areas beneath its falling towers with crude timbers, but it’s only a matter of time before
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
General Features The centuries have not been kind to Cragmaw Castle. The goblins have shored up the weakest areas beneath its falling towers with crude timbers, but it’s only a matter of time before
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Reporting for Duty Once the characters are ready to begin work with Kalaman’s military, they can report to Castle Kalaman. If they look for Darrett among the other Vogler survivors, he’s nowhere to
be found, as he has already reported to the castle. When the characters arrive at Castle Kalaman, any guard can direct them to Marshal Vendri’s office on the second floor (see “Within the Castle” for