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Returning 35 results for 'consuming refuse groups to her runes'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse
Monsters
Icewind Dale: Rime of the Frostmaiden
mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse to get along, and competition between
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
Mythic Odysseys of Theros
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
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
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->Van Richten’s Guide to Ravenloft
Noteworthy Features Those familiar with Darkon know the following facts: The Mists consuming Darkon have divided the land into four regions: the Jagged Coast, Lychgate, the Mistlands, and Rexcrown
night. Locals swiftly burn bodies to prevent this. DARKONIAN CHARACTERS
Darkon boasts particularly varied human and nonhuman populations. While diverse groups of humans dwell in the domain’s cities
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->Van Richten’s Guide to Ravenloft
Noteworthy Features Those familiar with Darkon know the following facts: The Mists consuming Darkon have divided the land into four regions: the Jagged Coast, Lychgate, the Mistlands, and Rexcrown
night. Locals swiftly burn bodies to prevent this. DARKONIAN CHARACTERS
Darkon boasts particularly varied human and nonhuman populations. While diverse groups of humans dwell in the domain’s cities
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
consuming a poisonous variety and must succeed on a DC 10 Constitution saving throw or be poisoned for 1d4 hours. 2d. Standing Gate to Level 12 This cave contains a pair of standing stones with an
. Characters must be 12th 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
consuming a poisonous variety and must succeed on a DC 10 Constitution saving throw or be poisoned for 1d4 hours. 2d. Standing Gate to Level 12 This cave contains a pair of standing stones with an
. Characters must be 12th 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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
years ago, the Kinslayer War divided the high elves of Ansalon into two groups, Silvanesti in the east and Qualinesti in the west. Through the intervening millennia, neither group has sought
intrude on the Kagonesti’s ancient forested lands, thousands of Silvanesti refugees have begun seeking their aid. While the Kagonesti welcome their cousins and seek to support them, they refuse to be
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creatures feel no loss or discomfort from such feeding. Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil
the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. Flumph Society. Flumphs live in complex and organized groups called
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creatures feel no loss or discomfort from such feeding. Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil
the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. Flumph Society. Flumphs live in complex and organized groups called
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
years ago, the Kinslayer War divided the high elves of Ansalon into two groups, Silvanesti in the east and Qualinesti in the west. Through the intervening millennia, neither group has sought
intrude on the Kagonesti’s ancient forested lands, thousands of Silvanesti refugees have begun seeking their aid. While the Kagonesti welcome their cousins and seek to support them, they refuse to be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
smaller organizations with more specialized areas of operation. These groups are summarized in the Criminal Organizations of Sharn table and described in the later sections that follow. Each of these
hand in most criminal activity, sometimes you might want an adventure to involve a smaller gang. The Street Gangs table presents a number of lesser criminal groups adventurers could tangle with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
was meant to know with one interested character (see the “Secrets of Eternity” section below). If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go. If the
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->Eberron: Rising from the Last War
smaller organizations with more specialized areas of operation. These groups are summarized in the Criminal Organizations of Sharn table and described in the later sections that follow. Each of these
hand in most criminal activity, sometimes you might want an adventure to involve a smaller gang. The Street Gangs table presents a number of lesser criminal groups adventurers could tangle with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
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
outside.
A vestige of the Drought Elder’s obscene consciousness lingers here. Beyond, its maw opens into the void. Runes. The runes are manifestations of the Drought Elder’s obsessive thoughts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Inscribed on the floor in the middle of the room is a 40-foot-diameter circle of glowing runes. Halaster uses it to summon an empyrean who owes him a favor. (The circle serves no other purpose
of runes on the floor to summon Nalkara (see “Nalkara the Empyrean” below). He then uses the power of the throne to throw his voice so that he doesn’t betray his location when he speaks to the empyrean
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
was meant to know with one interested character (see the “Secrets of Eternity” section below). If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go. If the
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->Waterdeep: Dungeon of the Mad Mage
. Inscribed on the floor in the middle of the room is a 40-foot-diameter circle of glowing runes. Halaster uses it to summon an empyrean who owes him a favor. (The circle serves no other purpose
of runes on the floor to summon Nalkara (see “Nalkara the Empyrean” below). He then uses the power of the throne to throw his voice so that he doesn’t betray his location when he speaks to the empyrean
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pair of vrock demons into the cavern from the northern passage. The demons swoop and buzz around, initially ignoring other creatures as both groups savagely assault each other. The demons’ arrival
Jorlan’s offer to leave the gate unlocked, making it easy for the characters to slip away. Alternatively (or if they refuse Jorlan’s offer), the characters can use the distraction to engineer their own
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pair of vrock demons into the cavern from the northern passage. The demons swoop and buzz around, initially ignoring other creatures as both groups savagely assault each other. The demons’ arrival
Jorlan’s offer to leave the gate unlocked, making it easy for the characters to slip away. Alternatively (or if they refuse Jorlan’s offer), the characters can use the distraction to engineer their own
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
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
outside.
A vestige of the Drought Elder’s obscene consciousness lingers here. Beyond, its maw opens into the void. Runes. The runes are manifestations of the Drought Elder’s obsessive thoughts
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the
survival at any price and an example of how deceitfulness and cruelty can be virtues. Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the
survival at any price and an example of how deceitfulness and cruelty can be virtues. Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the ancient dance of bigger creatures consuming smaller creatures. And let’s face it, those smaller creatures probably had it coming to them. Druids are natural-born leaders. We are beasts of war and
the silhouette of Omin Dran
5 You always have twigs, leaves, and other refuse tangled in your fur or hair.
6 When you switch back to your normal form, one hand always manages to retain its
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the ancient dance of bigger creatures consuming smaller creatures. And let’s face it, those smaller creatures probably had it coming to them. Druids are natural-born leaders. We are beasts of war and
the silhouette of Omin Dran
5 You always have twigs, leaves, and other refuse tangled in your fur or hair.
6 When you switch back to your normal form, one hand always manages to retain its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
act of mercy, or it could just be that the yuan-ti like to eat the eggs: each of the malisons has been consuming at least one egg per day, and always within sight of one or more of the grippli for no
storage facilities. The community is all but vacant at the present time, so there’s nothing the characters can learn by examining any of the buildings. Under normal circumstances, groups of bonded
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
crate of valuable crabs in exchange for the head of a shark that keeps consuming their catches, while pirates might offer stolen potions in exchange for gems or gold. Most of the people offering trades
are willing to haggle. If the characters refuse to trade, evil-aligned crews and passengers might attack to get what they want.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
crate of valuable crabs in exchange for the head of a shark that keeps consuming their catches, while pirates might offer stolen potions in exchange for gems or gold. Most of the people offering trades
are willing to haggle. If the characters refuse to trade, evil-aligned crews and passengers might attack to get what they want.