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Returning 35 results for 'coming wandering runes'.
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Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The “C” Team The Acquisitions Incorporated “C” Team is an up-and-coming adventuring franchise whose members have proven themselves able to handle the most dire threats — and equally able to fully
experience he’d had as a young man. Upon entering a creature called the Wandering Crypt, Omin saw a vision of the heroes who would deliver his sister from that same creature years hence — and later
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Desert Encounters If the players are restless or spoiling for a fight, use the following encounters. Pesh and Shamir avoid combat and try their best to stay out of harm’s way. Wandering Monsters The
Netheril As the adventurers walk along the dunes, a cold wind howls across the desert. The shrieks of the wind soon turn to cries of anguish, as if coming from tortured souls. Bedine nomads believe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
studies regarding the nature of the Far Realm. The other notes are nonsensical ravings that hint at a fractured mind slowly coming undone. The bottom drawer is sealed with an arcane lock spell cast
by Melissara. Inside is a small black journal. The first page of the book is trapped with a glyph of warding spell, whose explosive runes deal fire damage (save DC 15). The glyph is keyed to go off if
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
and succeeds on a DC 15 Wisdom (Perception) check notices a metallic glint coming from a hinge that runs across the full width of the floor. The hinge can be dismantled by someone who uses thieves
. 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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
on the Sylvania Encounters table might occur. CoupleOfKooks “I said I’m coming! I just need to say a few words about the gate-town for this mimir fellow first. Hold on wait–wait. Who’s here? And
gate to Arborea lies in the woods near Sylvania, but it changes location randomly, rarely settling in a location for more than a day. Locals can explain the gate’s wandering nature, but they can’t
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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”). A creature that passes through the gate
opens for 1 minute. 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->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->Van Richten’s Guide to Ravenloft
crossroads openly see each other coming down different paths toward the intersection. The number of paths that converge here equals the number of characters. First Meeting. Give the characters time to meet
moment, only to walk out of the haze a few steps from where they entered. Even if the whole party enters the fog, they soon reemerge back at the crossroads. Alternatively, you might use the Wandering
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cleft surrounded by foul, bleeding runes. Inside is the Book of Vile Darkness. Secrets of Eternity If a character agrees to let the Scholar share a forbidden secret, the baernaloth requests that the
. 3 The Whispered One is coming, but there’s still time to prevent him from claiming power over the spokes of the Great Wheel. 4 The entire multiverse is inside an impossibly vast bag of holding. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
aboard Zariel’s flying fortress, feeling sorry for himself. Characters who search the lower decks of Zariel’s flying fortress hear sobs coming from an unguarded cellblock. If they investigate the
shackles to the far wall. The walls of his cell are covered with blasphemous runes that glow with an infernal red light.
The pitiable figure in the cell is Thavius Kreeg, now an amnizu. If the
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->Out of the Abyss
on one’s familiarity with its intricate network of caverns, passages, and currents. Experienced navigators know how to find and read ancient duergar runes carved along the Darklake’s tunnels, though
most of these “road signs” are nearly worn away by the passage of time. Such knowledge is something that takes years, if not decades, of wandering the Darklake to acquire.Those without the skill to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5 Giant lizards drawn to the lair of a
has spent the past century collecting magic items that he hopes will enable him to survive the coming conflict.
Raulothim’s drive to amass magic and his innate mistrust of anyone powerful enough to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
another encounter or event offering a distraction.
For example, a wandering stone giant, a purple worm, or a pack of savage gnolls whipped into a frenzy by Yeenoghu might show up just as the drow
tunnel between the party and their pursuers, and dropping the pursuit level by 1 or 2.
Don’t do this so often that the players feel they haven’t earned it, but use it as an option to keep the pursuit going rather than coming to an anticlimactic conclusion.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
rush through their days, scavenging what they can in hopes of enduring the coming night. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This
jiangshi and the hungry ghosts? Did you find or lose something during your wandering? Do you bear a mark or scar from the experience?
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
waste toward area V30. These trenches are 4 feet wide and 3 feet deep, with arching stone bridges spanning them at irregular intervals. The ledge on either side of a trench is 3 feet wide. Wandering
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character to suffer a bout of indefinite madness, determine the nature of the madness using the Madness of Yeenoghu table in appendix D. Yeenoghu (see appendix D) has been wandering the Underdark since he
for the fight they know is coming, and to think about tactics other than facing Yeenoghu in straight-up combat. For example, becoming the demon lord’s quarry might work to their advantage later in the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giant retreat beneath the sea is an appropriate locale for these encounters. Elemental Air Encounters d12† Encounter
1 1d3 mist hulks* (attitude: 1d8) wandering about, wallowing in regret
or by accident), where magic runes have gone horribly awry and unleashed fiendish corruption into the world, or where fiends seek powerful allies to aid their schemes among mortals. Listen. I have
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
important to allow them to take rests. However, if the players become overly cautious and attempt to take a long rest after every encounter, have wandering monsters interrupt their attempts to sleep
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Stone shelves bearing books and ornamental ceramic jars line the walls alongside dust-covered banners embroidered with Dwarven runes. In one corner stands an elegant mahogany desk, on top of which is a
room, characters who have a passive Wisdom (Perception) score of 15 or higher also notice a faint murmuring coming from one of the ceramic jars—a smooth, onyx-black jar with geometric engravings
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->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
weeks without coming across the sort of prey it craves. Gnolls can eat wild animals for sustenance, but only the flesh of intelligent humanoids can calm the endless hunger bestowed upon them by
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->Phandelver and Below: The Shattered Obelisk
perpetually tracks creatures in Illithinoch with its Creature Sense ability. It likely knows that the characters are coming and which denizens they’ve dispatched before arriving. Once the characters come to
shallow alcove on this room’s north wall contains only bare stone. Faintly glowing runes surround the alcove, each of them sputtering and slowly fading. A table of jars and bowls stands against the west
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
claimed one of the largest caverns as a common room and food storage area. They defend it against all intruders. Characters coming from area 16 might not be able to see everything at first. Floundering
Dwarvish runes.
The upper portion of the great cavern was intended to be the final resting place of Durgeddin’s clan. Durgeddin and his followers feared that their war against the orcs would
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in conflict with one of his siblings. To hill giants, these stories make Grolantor a figure to be admired. Among the other giants, Grolantor is the butt of every joke, always coming out poorly in
treasures, and the secrets of the earth. It is said he gave Surtur the secret of smelting, showed Thrym how to carve magic runes on weapons, and crafted spears for Hiatea so she could complete her tasks of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
tunnel at the bottom of the pit in area 23b leads south before coming to a dead end. The floor of the tunnel is covered with bones, bits of adventuring gear, and other debris. At the end of the tunnel
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
dim light and silt in the water. As the characters approach the sunken temple, read the following, making adjustments depending on whether they are coming from above or below the water: Below the
Entrance. Sgothgah’s advanced magical knowledge has allowed it to set up dozens of wards to protect the temple, each treated as a casting of glyph of warding using the explosive runes option. All but
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
which it was used to slay her. Not willing to destroy the weapon for fear of thwarting the first vision, she has kept the hilt hidden in an attempt to keep the second vision from coming to pass. Each
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->Bigby Presents: Glory of the Giants
+ 2) burying a body that rises as 1 frostmourn* (attitude: 1d4 + 1) in the process
5 2d4 giant goats (attitude: 1d6 + 4) wandering about with chewed tethers
6 1 troll (attitude: 1d10 + 2
storm giant oracle who is an ancient enemy
11 1 kraken priest† and 3 deep scions† (attitude for all: 1d4 + 1) studying storm giant runes
12 1 storm giant quintessent† (attitude: 1d12) reading
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
disagree as to how many days they’ve been here). They have seen a number of strange, shady people coming and going, including some who wore cloaks to conceal their features. The doors seemed to work
and male human commoners), the adolescent servants of a wandering wizard named Thed. They were sent to the Dran & Courtier to reserve a room for their master, and though they keep trying to leave, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
from the Iceshield tribe, Ront fled from the slaughter of a band of orcs at the hands of the dwarves, falling down a shaft and wandering in the Underdark before being captured by the drow. He’s ashamed
’ impending change as a wild card in the adventure. They’ve been prisoners for less than a month, meaning the full moon is coming. A Motley Crew The other prisoners who manage to escape with the player
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disguise behind. Infernal Tablets. The barbed devil spends its time chiseling on granite tablets to inscribe them with Infernal runes. Characters who can read Infernal script can learn about the devil’s
approach this chamber hear screams of agony coming from inside. Braziers of glowing-hot coals heat and light this room, the walls of which are lined with closed iron sarcophagi standing on end. In the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dictates that he cannot draw first blood. Thus, he tries to goad characters into wounding him first. S5. Shrine of Mind and Spirit An eight-foot-tall stone inscribed with runes stands in the middle of
griffon is fully grown and tame enough to be ridden as a mount. S7. Shrine of Strength and Honor In the center of this twelve-foot-high cave stands an eight-foot-tall stone inscribed with runes






