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Returning 35 results for 'contents waking runes'.
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Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
goods, spices, and other trade items. Each of the crates is marked with chalk describing the contents. One of the crates, with a chalk marking that says “Gold,” is trapped. Trap Sovendahl fears that some
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
” provides tables you can use to determine the contents—both valuable and mundane—of a roaming giant's bag. “Relics of Giant Realms” details the variety of valuable treasures left by ancient giants
' civilizations. “Magic Items” presents new magic items associated with giants, their legends, and their magic runes. Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
-style bunks affixed to the interior hull of the ship. Each hammock is a web of ropes and knot-work, lined with canvas. Nearby, there are several footlockers that have been broken open, their contents
general, must succeed on a DC 13 Dexterity (Stealth) check upon entering the cabin, to avoid “waking” the drowned ascetics. If the creatures are alerted, they attack immediately. Otherwise, the characters
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
lightning as a harbinger of good fortune and collect talismans made from objects struck by lightning or items that resemble lightning bolts. Storm Giant Bag Contents 210 (6d6 × 10) sp 105 (3d6 × 10) ep
prophetic runes 2 A giant-sized deck of ornately illustrated cards, their edges trimmed with gold foil 3 A drop of crystallized amber from a sacred tree 4 An earthenware jar filled with salt 5 10 pounds of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
light, such as prismatic crystals and bioluminescent flora. Stone Giant Bag Contents 1,400 (4d6 × 100) cp 210 (6d6 × 10) sp 105 (3d6 × 10) ep 70 (2d6 × 10) gp 3 (1d6) pp 4 (1d6 + 1) boulders (for
of a giant cave spider 9 A giant-sized, elegant silver chisel and hammer used for carving runes, worth 20 gp 10 Seven giant-sized knucklebones worth 50 gp total 11 A 2-foot-diameter moonstone pendant
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
inner shell, a few bones, destroyed jewelry (the stones pried out), torn bits of robes and windings, dust, and a broken staff of the magi (evident from the runes upon it). A shattered skull will roll
out if the contents are moved around. (Why, the demilich has long been destroyed, but his magical traps somehow survived!) Iron Chests. Each of these massive boxes is embedded into the stone. Neither
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
Gromph’s Outer Sanctum The black marble door to Gromph Baenre’s chambers is etched with silvery runes around its edge and closed with an arcane lock keyed to him. Picking the lock requires a
magic (DC 15) on the door before it opens disables this trap, but the elemental can’t be dispelled once it appears. If anyone tampers with the desk or the shelves’ contents, or attempts to remove
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
out tremendous heat thanks to a fire elemental magically trapped inside it. Runes carved on the inside walls of the forge prevent the elemental from escaping or harming anyone outside the forge
weapons within reach. They awaken to sounds of combat in areas 16a or 16b. A creature that succeeds on a DC 10 Dexterity (Stealth) check can sneak about the room without waking the duergar.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to sneak up on her without waking her. Talking near the dollhouse also awakens her. The dollhouse is fully enclosed, rather than being open at the back as a normal dollhouse would be. A Tiny creature
, but a knock spell or similar magic opens it, granting access to the attic and its contents. Granny Nightshade also set a password (“rumpleclump”) that, when spoken within 5 feet of the dollhouse
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
detect magic is used on the black box, the contents give off an aura of evocation magic. The box contains several pieces of parchment. A portion of the top page stored in the box has runes on it that
much damage on a successful one. The box and its contents are destroyed if the runes go off. The box contains records of true names of minor devils and describes plans to use them in the attack on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Krintaas, are here. Omit the second paragraph from the following boxed text if these NPCs are not present: Some effort has been taken to arrange the contents of this upside-down room, creating a
than one character succeeds on this save, the one who rolled highest is the one who catches it. If the flask shatters, its contents evaporate instantly. Only one such flask can be created, after which
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
(Investigation) check. Characters can attempt this check again after an additional hour of effort. Wall Carvings. The carvings on the wall around the rotunda are magical runes. A character who examines the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
apart. Inside the box is a stack of nine chain-linked plates, each three inches on a side, cast of dark iron, and stamped with Infernal runes. Anyone who understands Infernal can translate the runes as
. “Its creator went mad making it.”
More information about how to use the poster map can be found in chapter 3. The contents of Thavius Kreeg’s mysterious puzzle box are revealed.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in the bunks. Characters who enter the room must succeed on a DC 17 Dexterity (Stealth) check to avoid waking the goblins. If awoken, the goblins in the bunks flee and call for help. However, a
access the buckets’ contents. Treasure. Numerous weapons and armor pieces are scattered about the forge. A character who succeeds on a DC 13 Intelligence (Investigation) check finds one of the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
avoid waking Sparkrender as long as at least half of them succeed on a DC 14 Dexterity (Stealth) check. If the characters try to turn the statues (see “Hidden Entrance” below) without waking
. Waking the Dragon. If awakened, Sparkrender is hostile toward the characters, growling and barking threats in Draconic. Characters who speak Draconic (the paladin and the wizard) can try to convince
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
through. Stone Braziers. Any character who understands Dwarvish or Giant can interpret the runes on the six braziers as follows: dod (death), fjell (mountain), krig (war), liv (life), vind (wind), and
wyrm (dragon). When the proper ingredients are placed inside one, magical fire fills the brazier. This fire destroys the brazier’s nonmagical contents and burns for 1 hour. Only while all six braziers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Eye of Annam This room lies deep within the mountain, farther from the temple than the map suggests. The contents of this room — including any creatures within it — are hidden from divination
, obscured by frost (see the “Words of the Divine Oracle” section). The teleportation archway looks much the same as it does when viewed from area 6, except it bears no runes, and it can’t be activated
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant gods about magic, wards, banes, hidden treasures, and the secrets of the earth. Skoraeus gave the secret of smelting to Surtur. Skoraeus showed Thrym how to carve runes on his old weapons to
giant’s waking hours are taken up with meeting its responsibilities, whether that is a low-ranking pursuit or an artistic one. A tribe’s chieftain or another leader such as a shaman determines when the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
Honey Mead. One of the three casks is empty, the verbeeg and ogre having shared its contents; each of the other two holds 20 gallons of honey mead. Each full cask weighs 200 pounds. Treasure. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant’s cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giant. Treasure This area contains six giant clams and two anemone chests. The clams’ contents are determined by the
clams’ contents are determined by the Giant Clam table (see the “Maelstrom: General Features” sidebar). The anemone chest holds four sacks made from shark bladders. Each sack contains 1d4 × 100 pp. 11
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
urn is placed back upon the statue of Pattox, the urn fills with water. Both urns magically fill in this way once per week. If the contents of the white and blue urns are poured into the red urn, they
create a bright red magical fluid that is equivalent to three potions of resistance (fire). I4: Raided Memorial Shelves are carved into this room’s walls, their contents swept onto the floor, reduced
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
his bedroom at odd hours and spends much of his waking time in the greenhouse (area 28). When he isn’t tending to his plants, he sometimes looks after Sansuri’s two children in his room. Some of their
of acid. The vat weighs 400 pounds when full. If enemies enter the castle through the main door (area 11), the giant can use an action to dump the contents of the vat over the murder holes, allowing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sapphire (worth 5,000 gp) set into the top of the throne, in the middle of a sun-shaped marble fitting engraved with runes. A character can use an action to pry loose a gemstone. Removing the black
sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chamber Purpose A room’s purpose can help determine its furnishings and other contents. For each chamber on your dungeon map, establish its purpose or use the tables below to generate ideas. Each
few key rooms and create specific contents for them. Dungeon: Death Trap d20 Purpose 1 Antechamber or waiting room for spectators 2–8 Guardroom fortified against intruders 9–11 Vault for holding
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for them. The room’s contents are as follows: Table. A 2-foot-high, roughly hexagonal table made of welded scrap metal is covered with scavenged bits of broken machinery and scraps of food.
Music
“Elder Runes”). A creature that passes through the gate appears in area 47a on level 6, in the closest unoccupied space next to the identical gate located there. Iron Safe. The square iron safe
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, and the like) and bags hang from the many pegs along the walls. Use the Giant’s Bag Contents table to randomly determine what’s inside any bag or sack the characters happen to open. Any noise the
DC 8 Dexterity (Stealth) checks for characters to enter this room without waking her, as well as when the characters do anything else that might make enough noise to rouse her. Any loud noise wakes her
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
message gives clues as to the casks’ contents. Each cask contains 20 pints of liquor. In order from left to right, the casks are marked with the following symbols: Green Star. The liquor in this cask is
silver, and the last is plated with lead.
The chests are unlocked, and their contents are as follows: Gold Chest. This chest is worth 100 gp on its own and contains 100 gp. Silver Chest. This chest is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
debris and dead insects coats the floor of this area, its contents remain largely intact. Four trestle tables, a side table set with what looks like cups, and two dozen chairs stand covered in dust
anything short of a wish spell. Opening the door requires fitting the three key runes carried by the haven’s stone golems (see below) into the three indentations on the door. Any character who has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
drawers, four small coffers of copper on the table, and two bronze caskets. Each bronze casket has a poisonous snake inside, which must be dealt with before the contents can be accessed (see “Treasure
iron trunks, six smaller chests, and five even smaller coffers. As the characters investigate and attempt to open them, they discover features and contents as follows. Opening a locked one requires a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Repeat step 2 until one team has eliminated all the players on the other team.
Y4. Tower of Abjuration This tower reaches upward like a talon, its stonework studded in chiseled runes. A blue light
shines from its highest window.
A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
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->Storm King's Thunder
against the stronghold. They also use shark hide to fashion apparel and shark teeth to festoon their weapons (see area 20), Treasure The main cave contains two giant clams. The clams’ contents are
and leads to Queen Neri’s sunken tomb (area 22). Treasure A giant clam rests in the southwest corner of the room. The clam’s contents are determined by the Giant Clam table (see the “Maelstrom
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and other humanoid bodies. 21. Ice Cavern A warning carved into the icy floor in Giant with Dwarvish runes clearly shows that this place is to be shunned. Ten feet beyond where the passage turns to the
, and two sacks. Treasure. One giant’s sack contains 1,500 gp and the other 500 gp, in addition to the usual contents. In a padded bag at his belt, the messenger carries a symbol of the jarl’s fealty to