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Returning 35 results for 'causing runes groups to her revealing'.
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Magic Items
Tales from the Yawning Portal
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a
DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or
Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Circle of Stars
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars’ effects on the
world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
innkeepers, rangers, and the clergy of gods that are aligned with the Harpers’ ideals.
The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
monsters
.
Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As
prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs’ wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of
Human
Legacy
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Species
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
the Demiplane. Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flank a stone double door engraved with a giant letter H.
If their handles are tugged, the double doors fly open, revealing a stone wall with a giant elder rune carved into it (see “Elder Runes”). Draw
a card from the Elder Runes Deck (see appendix B) to determine which rune waits beyond the doors. This rune targets all creatures in the room with the same effect (bane or boon, determined randomly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
the Demiplane. Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flank a stone double door engraved with a giant letter H.
If their handles are tugged, the double doors fly open, revealing a stone wall with a giant elder rune carved into it (see “Elder Runes”). Draw
a card from the Elder Runes Deck (see appendix B) to determine which rune waits beyond the doors. This rune targets all creatures in the room with the same effect (bane or boon, determined randomly
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
runes in the Goldwarren—are discovered. The high priest is quickly taken into custody. In the aftermath of Kirina’s and Kedjou’s arrests, Prince Simbon thanks the characters for supporting him and
revealing Prince Kirina’s plot. He rewards them with two of his family’s treasures, an adamantine chain shirt and a ring of warmth emblazoned with the sunburst symbol of Anisa—Simbon says the ring carries
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
runes in the Goldwarren—are discovered. The high priest is quickly taken into custody. In the aftermath of Kirina’s and Kedjou’s arrests, Prince Simbon thanks the characters for supporting him and
revealing Prince Kirina’s plot. He rewards them with two of his family’s treasures, an adamantine chain shirt and a ring of warmth emblazoned with the sunburst symbol of Anisa—Simbon says the ring carries
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
their bet before revealing their next die roll. The other participants each have three options: match the bet, raise their bet (in which case all participants must match that bet in turn), or fold
and five identical spinning cylinders called reels. Six golden, Infernal runes are painted on each reel. A player inserts between 1 and 9 copper coins into the machine’s slot and pulls the lever, which
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
their bet before revealing their next die roll. The other participants each have three options: match the bet, raise their bet (in which case all participants must match that bet in turn), or fold
and five identical spinning cylinders called reels. Six golden, Infernal runes are painted on each reel. A player inserts between 1 and 9 copper coins into the machine’s slot and pulls the lever, which
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
startling is the whirlwind occupying the center of the room. Ten feet across and stretching from floor to ceiling, it swirls endlessly, revealing a number of sparkling gems within it.
The whirlwind is not a
of the airflow, causing an elemental gem to spin out and smash on the floor, summoning an angry elemental. You can choose the elemental’s type or determine it randomly. The whirlwind contains eight
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
startling is the whirlwind occupying the center of the room. Ten feet across and stretching from floor to ceiling, it swirls endlessly, revealing a number of sparkling gems within it.
The whirlwind is not a
of the airflow, causing an elemental gem to spin out and smash on the floor, summoning an angry elemental. You can choose the elemental’s type or determine it randomly. The whirlwind contains eight
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
a large group of people could prove dangerous to them. The goats, however, panic at the sight of these large predators, causing them to flee in every direction. The characters must do everything in
could make from the merchant. They can split up and each go after one of the groups of goats that split off. That means, however, that half the group must fight one wyvern, and the other half must fight the other, and they are 3000 feet away from each other, likely unable to help each other.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
a large group of people could prove dangerous to them. The goats, however, panic at the sight of these large predators, causing them to flee in every direction. The characters must do everything in
could make from the merchant. They can split up and each go after one of the groups of goats that split off. That means, however, that half the group must fight one wyvern, and the other half must fight the other, and they are 3000 feet away from each other, likely unable to help each other.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
days. Taskmaster’s Drums This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
—and takes personal offense when his agents or the domain’s wolves are slain. Strahd can also manifest a variety of dramatic effects, such as causing his voice to be heard on the wind, making his visage
plays the parts of nobleman and gracious host, but drops these pretenses when they no longer serve him, revealing his megalomania and monstrous nature. Strahd believes he has no peers and eagerly
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
days. Taskmaster’s Drums This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to
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->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->Tales from the Yawning Portal->a3
. 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
will be able to open the small panel, revealing a hollow inside which is a wall of lighted, colored beads. Touching any of the beads will cause the panel to close. A few seconds thereafter, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Aberration, revealing a 5-foot-diameter gap in the wall, but it attacks any other creature. Destroying the gibbering mouther leaves the gap in the wall unguarded. D3: Void Striders The structure
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
—and takes personal offense when his agents or the domain’s wolves are slain. Strahd can also manifest a variety of dramatic effects, such as causing his voice to be heard on the wind, making his visage
plays the parts of nobleman and gracious host, but drops these pretenses when they no longer serve him, revealing his megalomania and monstrous nature. Strahd believes he has no peers and eagerly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. 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
will be able to open the small panel, revealing a hollow inside which is a wall of lighted, colored beads. Touching any of the beads will cause the panel to close. A few seconds thereafter, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Aberration, revealing a 5-foot-diameter gap in the wall, but it attacks any other creature. Destroying the gibbering mouther leaves the gap in the wall unguarded. D3: Void Striders The structure
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the cart panics, causing the vehicle to careen into a post covered in decorations. The vegetation then wraps around the cart’s wheels and the closest bystanders. A pair of revelers produce weapons
, revealing themselves to be guards protecting the Prince of Vice.
As bystanders flee the area, the character who has the highest passive Wisdom (Perception) score spots a figure in green and yellow
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Giant Runes (Area J2) Dod (Death Rune)
Fjell (Mountain Rune)
Krig (War Rune)
Liv (Life Rune)
Vind (Wind Rune)
Wyrm (Dragon Rune)
J3. Curved Tunnel There is nothing remarkable
, causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chest’s lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in