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Returning 35 results for 'cave warriors runes'.
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Classes
Tasha’s Cauldron of Everything
learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely
Classes
Tasha’s Cauldron of Everything
learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely
Monsters
Icewind Dale: Rime of the Frostmaiden
his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths
in battle. The strain of his long years of rule is etched on his weather-worn face.
Jarund's late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
was to create servile warriors dedicated first to the cult and then, only by association with it, to Lolth. The goddess found this arrangement unacceptable.
As punishment, the Spider Queen twisted
the creature.
As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fisher;cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons
Monsters
Fizban's Treasury of Dragons
nearby. Ridding the village of the spiders means tampering with the dragon’s food supply.
7
A sapphire dragon invites warriors to vie for the honor of studying military tactics under the
without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the
Monsters
Fizban's Treasury of Dragons
tampering with the dragon’s food supply.
7
A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader
open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the top of the map) provides the main access to the lair
Monsters
Fizban's Treasury of Dragons
able to awaken psionic potential in others, and many of the greatest psi warriors in history were the dragon’s students.
4
After centuries guarding the world against incursions from the Far
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.
In good times, a bugbear gang
and awake.
According to bugbear legends, Hruggek and Grankhul often fight alongside each other, preying upon all they encounter as is their right as superior warriors. Hruggek takes the heads of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
D: Goblin Lair A violent band of goblin warriors lives in this cave. It’s the goblin boss’s birthday, and she demands a celebration! Engrossed in the revelry, the goblins ignore their recent captive
: a dwarf named Vinx. You can add monsters to the cave to make this scenario longer and more difficult. The goblins might have invited Hobgoblin Warriors from the adjacent cave (cave F) as party guests or bodyguards. To make the scenario easier and shorter, reduce the number of Goblin Warriors.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. The cave has mostly smooth stone walls with patches of unworked stone. The smooth stone walls are carved with geometric patterns and indecipherable runes. Lighting. The cave is unlit, and its denizens
Nothic Lair Features The cave has the following features: Ceilings. The cave’s ceilings are 10 feet high. Doors. Doors throughout the cave are made of reinforced wood with iron hinges. Environment
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
voracious ooze to guard it. You can add monsters, such as allied Goblin Warriors, to the cave to make this scenario longer and more difficult, or you can remove some monsters to make it easier and shorter. One or two Hobgoblin Warriors might be out on a patrol elsewhere.
F: Hobgoblin Lair Hobgoblins quartered in this cave recently suffered heavy losses, including their former captain. Only four hobgoblins remain. They’ve fortified their outpost and drafted a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Hall of Heroes Statues. Life-size granite statues of human warriors, facing inward, stand atop two rows of pedestals that run through the hall.
Web-Covered Ceiling. The ceiling of this long
placed an elder rune (see “Elder Runes”) on the double door leading to area 16, set to trigger when the doors are opened. Draw from the Elder Runes Deck to determine which rune appears. The elder rune targets a random creature in this hall and within 60 feet of the doors.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
J: Gnoll Lair Evil gnolls—tall, shaggy fiends with hyenoid heads—have turned this abandoned shrine into their lair. The gnolls heard rumors that treasure is hidden somewhere in this cave, but they’ve
been unable to find it due to an illusion placed by a long-dead mage. Vicious and hot-tempered, the gnolls have little patience for those who interrupt their search. You can add monsters to the cave
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
as many terracotta warriors as possible, as quickly as possible. Teleportation Runes Three teleportation runes are scribed on the floor along the north, east, and south walls of the tomb. A detect
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
to the cave to make this scenario longer and more difficult. One or more Goblin Warriors or Kobold Warriors might be here soliciting the ogre’s services. Conversely, you can remove the Red Dragon
Wyrmling to make the scenario easier and shorter. Cindertooth might be away when the characters first explore this cave.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewts A light firenewt patrol consists of 1d4 firenewt warriors mounted on giant striders. A heavy patrol consists of 2d4 firenewt warriors and a firenewt warlock of Imix, all mounted on giant
striders. Statistics for all these creatures appear in appendix D. The firenewts always strike their final blows with the intention of knocking out enemies, who are then taken back to the creatures’ cave lair to be tortured and eaten.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
3. Bear Cave This dry cave is tucked under a grassy bulge in the mountainside. The main cave is home to a mated pair of cave bears (use the polar bear statistics) and one cave bear cub (use the black
bear statistics). Hydia Moonmusk, the leader of the Blue Bear tribe in Deadstone Cleft, rests in a chamber at the back of the main cave. She is the daughter of the Blue Bear tribe’s great chief. She
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
either a cave bear (polar bear) or a giant goat 66–70 1 stone giant shepherding 2d6 mountain goats 71–75 2d6 Blue Bear tribal warriors returning from an unsuccessful hunt 76–80 2d6 Blue Bear tribal
the land. The Uthgardt stalk the foothills of the Graypeaks and hunt wild game in Delimbiyr Vale. They also occupy several caves within Deadstone Cleft and look after the stone giants’ cave bear pets
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
entrance and quick to respond to the shriekers’ cry are four Bullywug Warriors who have fungal growths on them. Berserk Bear. In a side cave to the southeast is a Brown Bear that drank from the stream
The Fouled Stream Adventure for Level 1 Characters Situation. An alien fungus in a cave is polluting the stream that flows past the village of High Ery. The fungus has spawned vile creatures in and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 7 Embedded in the north wall of this 10-foot-high cave is a stone arch. Carved into its keystone is a picture of a hand clutching a lit torch. The arch is one of Halaster’s
(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 area 29 on level 7, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
21. Drow Statues This cave is filled with thirty statues of drow warriors, all standing as if on guard. In her madness, Neheedra turned these warriors of her house to stone. Over long years
after defeating the last statue, six more statues animate. This process repeats until either all of the statues are destroyed or until the characters leave the cave. A statue also animates and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“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 area 18b on level 8, in the closest
unoccupied space next to the gate located there. 11b. Trollwarp Cavern Stalagmites. This 20-foot-high cave contains ten stalagmites that been twisted by Halaster’s magic so that each bears a passing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
12. Warriors’ Tomb This cave, open to the sky, has 150-foot-high walls with scores of natural, moss-covered ledges and overhangs. Firelight spills from an opening at the top of a 30-foot-high ledge
in the northwest wall. Beyond this ledge is another cave (area 15D) that can be reached by ascending through a tunnel in the northeast wall. A 5-foot-deep pool of rainwater stands in the middle of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
vampire spawn 26–27 3d6 minotaurs 28–30 A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large cave 31–32 1d10 beholder zombies 33–34 1d4 mind flayer arcanists 35–36 1d6 + 2
otyughs 37–38 1d12 trolls 39–40 1d10 wraiths 41–43 A beautiful obsidian sculpture of a panther lying on the floor 44–45 1d4 drow mages with 1d6 drow elite warriors 46–47 1d4 spirit nagas 48–49 1d8 + 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
silently through these caves. 17a. The Maw Rock Formations. Sharp-pointed stalagmites and stalactites fill this 40-foot-high cave, giving it the appearance of a toothy maw. Harmless bats flutter between
Drow The half-eaten corpse of a recently slain male drow leans against the stalagmite at the northern entrance to this 30-foot-high cave. The drow’s chest is caved in where the behir stepped on it. 17c
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Drider Lair Driders and Spiders. The northern half of the cave is home to two driders and five giant spiders. The driders hide in the natural alcove north of the entrance, while the spiders crawl
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” The first time a character reaches this intersection, a faint call for help is heard coming from the tunnel opening to the north, which ends at a cave-in. The cry for help is an illusion, and
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->Waterdeep: Dungeon of the Mad Mage
11. Watch Post This area is guarded by thralls of the Ssethian Scourges against possible attack from the Blacktongues. 11a. Flooded Cave This 20-foot-high cavern is flooded with muddy water to a
depth of 3 feet. The drow in area 11b attack intruders they spot moving through this cave. 11b. Watchers in the Dark Dry land rises gently out of the water to create a broad ledge dotted with 4-foot-high
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
9. Great Cavern This cave once served as the banquet room, meeting area, and mead hall for the miners. Steep escarpments divide this large cavern into three sections—high ledges at either end, and a
. The skeletal remains of dozens of dead warriors—dwarves, gnomes, orcs, and ogres—attest to the fierceness of the fighting that took place here long ago.
Seven ghouls lurk in the shadows on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
the horn. A character who understands Dwarvish can translate the horn’s runes, not all of which are visible from the floor. The runes visible from the floor read, “If you blind us.” A character must fly
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
add monsters, such as Giant Fire Beetles, to the cave to make this scenario longer and more difficult, or you can reduce the number of Kobold Warriors to make it easier and shorter.
Getting
they raise it themselves?
Summary. The beginning of each cave presents its central conflict, as well as optional ways to increase or decrease the difficulty. If the characters are level 1, don’t
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Foggy Caves The fog is thicker in these caverns, rising above the floor to a height of 4 feet. 9a. Ambush Point The fog in this otherwise empty 10-foot-high cave conceals a group of sentries from
Spiderwatch Keep. Two drow elite warriors, a female named Llorelve Dalambra and a male named Vorljas Imphiz’zal, are on guard here with two incubi disguised as a pair of unarmed, scantily clad
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Battleground This area has become the main battleground in the conflict between the githyanki and the mind flayers. The ceilings throughout are 20 feet high. 6a. Cave of Carnage Corpses. The
uneven floor is strewn with the corpses of githyanki, troglodytes, duergar, ogres, and orogs, as well as eight decapitated mind flayers and two flumphs.
Githyanki. Four githyanki warriors with