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Returning 35 results for 'constructed runes gained to her run'.
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Monsters
Keys from the Golden Vault
. 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
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.
An aarakocra of either gender may have one of these short names: Aera, Aial
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from whole tree trunks run the length of the hall. Hearth. An enormous fireplace holds iron spits, pots, and kettles within. Inscribed on the stone arch surrounding the fireplace are Giant runes
. Throne. An immense granite throne stands at the head of the hall. It is intricately decorated with stylized figures of giants and beasts, as well as more Giant runes.
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->Out of the Abyss
Labyrinth Encounters This chapter features a number of set encounters. Either as the characters journey to the Labyrinth or return to Vizeran’s tower, you can run the “Adamantine Tower” encounter
,” “Yeenoghu’s Hunt,” and “Gallery of Angels” (their intended destination). They might also take on “The Maze Engine” encounter, inspired by knowledge gained in chapter 13 and an encounter with some modrons in the Labyrinth.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in bandit or monster activity in a nearby forest. 3 A hostel run by House Ghallanda has gained a reputation for being haunted, and the disturbances are growing more dangerous. 4 People healed at a
Orien lightning rail. 9 At a carnival run by House Phiarlan, customers begin acting strangely. They all hum the same song, which spreads like a virus as more people hear it. 10 A Sivis translator has
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
between the time the characters last saw her and now. The holy power of the citadel restores the characters, and they gain the benefits of a long rest. If a creature gained a flaw from a blood pool or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Running the Chase Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a
reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest. Spells and Attacks A chase participant can make
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running the Chase Participants in the chase are strongly motivated to take the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a
chase if it has 5 Exhaustion levels. A creature can remove the Exhaustion levels it gained during the chase by finishing a Short or Long Rest. Spells and Attacks A chase participant can make attacks
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Umber Hulk’s Shell Inn Alion Malwyn, a kind-hearted, nonbinary Illuskan human, runs this newly constructed two-story inn. A bed for the night costs 5 sp, while a meal costs 1 sp. If the characters
hear of Claugiyliamatar? She’s a great green dragon with a lair somewhere in Kryptgarden Forest. Folks around here call her Old Gnawbone because she loves devouring people like us. Be careful if you’re going in that place. You don’t want to run into her.”
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
introduce the player characters to the region and its people. Combine the settlements of Womford and nearby Bargewright Inn into the corrupt town of Nulb. The small river known as Imeryds Run serves as
. Instead, the huge underground stronghold the player characters explore in chapter 4 is the subterranean fortress constructed by an older incarnation of the Cult of Elemental Evil, which has now been reoccupied by the current group of elemental prophets and their followers.
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->Baldur's Gate: Descent into Avernus
long con, devils make genuinely good deals with mortals to buy appreciation and trust that can be leveraged during more consequential dealings later on. Civility. Devils like to pretend that they run
or a soul. They’ve learned that more can be gained from behaving in a civilized manner than reacting angrily or violently. Deviousness. Devils don’t age, so there’s rarely a sense of urgency with a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
misconduct under her watch. Rei is wary of the Feywild and has no interest in going there. Khorr’s Kloths Tailor and Dress Shop This small but vibrant fashion boutique is run by Khorr, a chaotic good
bugbear. Born from Khorr’s frustration at being unable to find clothes that fit his frame, Khorr’s shop has since gained a reputation as a source of untraditional and striking outfits for Humanoids
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
completion. The details of these special quests won’t be revealed until the end of this part of the adventure.
The player-controlled NPCs are intentionally simpler and easier to run than the players
complete a quest, though doing so usually leads to some kind of reward. The adventurers don’t receive any quest (or the reward gained from completing it) that is tied to an NPC who dies and isn’t brought
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
make interesting obstacles. Incorporate natural features into even a constructed dungeon. An underground stream might run through the middle of a dwarven stronghold, causing variation in the shapes
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor Vi—has run a multiverse-spanning business
another class if you are already an artificer. Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
successful DC 15 Wisdom (Perception) check notices that the lock of the stone door is connected to wires that run into the tower’s stone walls. This custom-built franchise defense system is rigged to
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
goblin might assist with this task if the characters keep him around, as a kind of warm-up for the rules for letting NPCs run franchise tasks (which the characters will gain access to at the end of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shed there, the river’s waters run black and foul for miles west of the bridge. Adding to the location’s sacred nature, Cyric, the man who killed Bhaal, was himself elevated to godhood. Although he
time, with the soldiers of Elturgard making frequent patrols of the road and surrounding lands while Fort Tamal was being constructed. Today things are fairly quiet at the bridge. The tradition of
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->Van Richten’s Guide to Ravenloft
. Ultimately, don’t hesitate to employ the setting’s most infamous castle even if you don’t plan to run a lengthy siege. The adventure Curse of Strahd explores Barovia and Castle Ravenloft in detail
-teller Madam Eva sets them on a dark course that leads them to Castle Ravenloft.
2 Priests of Osybus (see chapter 5) have gained a following in Vallaki. They consider Strahd a demigod of their faith
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
time before this all ends in misery and bloodshed, I promise you!”
Politics in Phandalin. Phandalin was long run by an elected townmaster, until trouble with bandits some years ago saw the townmaster
, Wester has gained much popularity by convincing people that the town’s troubles would have never surfaced if those well-armed wandering busybodies hadn’t gotten involved in the first place. The
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->Curse of Strahd
the original Ravenloft adventure, which was published in 1983 by TSR, Inc. In the years since, the original has gained a reputation as one of the greatest Dungeons & Dragons adventures ever, and it
meant for you, the Dungeon Master, alone. We recommend you read the entire adventure before attempting to run it. It assumes that you have the fifth edition Player’s Handbook, Dungeon Master’s Guide, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Scholar of Impossibilities Run this encounter when you’re ready to bring the hunt for R04M to an end. The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written notes
than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the map is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
vanish when reduced to 0 hit points. G2: Southwest Tunnel Warped cart tracks run down the center of this worked stone tunnel. Here and there, rockslides cover the floor where segments of wall have
commoner stat block. Suspicious Runes. Characters who investigate the area where the survivors were hiding can make a DC 14 Intelligence (Investigation) check. If they succeed, they find a series of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the door, read the following text: The door opens into a wide rotunda with black stone floors and walls carved with elaborate runes. The interior is empty save for a single pedestal at the room’s center
spell on the door. Invisible Maze. If the characters move more than 5 feet toward the pedestal, they run into an invisible wall. The wall extends to the ceiling and is part of an invisible, shifting
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->Tales from the Yawning Portal->a5
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
orb is part of the mystic circle trap. Mystic Circle Trap. The circles are magical but misleadingly so. A successful DC 15 Intelligence (Arcana) check reveals that hidden among gibberish runes are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
double door. The lever is directly above the doors. Z3: Mess Hall Blue-tinted lava flows through geometric carvings that run along the walls’ top edges, bathing the room in eerie light. Three
. 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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
upper and lower subdistrict. The gaudy buildings along the upper slopes are typically constructed from stone or metal, while the moldy piers of Torch’s lowest districts feature glassless windows and
crime. Fraud, money laundering, and forgery run rampant within the once-shining branch, whose crumbling roof collapsed long ago. Pummeled and melted by fiery rockslides, the statue of Abbathor in the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
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 hand, and down the length of each
finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym. The characters must acquire this key to complete their mission (see “Acquiring the Key” below
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
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 hand, and down the length of each
finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym. The characters must acquire this key to complete their mission (see “Acquiring the Key” below