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Returning 33 results for 'correctly whisper rune'.
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Monsters
Fizban's Treasury of Dragons
what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress
dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
Monsters
Fizban's Treasury of Dragons
said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress visitors by
ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
minute. Characters must be 10th 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
minute. Characters must be 10th 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
handsome, slender man with thinning hair and a penetrating stare. He wears a plain black robe and many rings on his steepled fingers. Tattooed on his forehead is a tiny black rune. A successful DC 10
Intelligence (Arcana) check confirms that the rune represents the School of Necromancy. Trobriand the Metal Mage is a stoic, bearded man with black hair, black robes, and tinker’s goggles. Perched on
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
handsome, slender man with thinning hair and a penetrating stare. He wears a plain black robe and many rings on his steepled fingers. Tattooed on his forehead is a tiny black rune. A successful DC 10
Intelligence (Arcana) check confirms that the rune represents the School of Necromancy. Trobriand the Metal Mage is a stoic, bearded man with black hair, black robes, and tinker’s goggles. Perched on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hour, twice in a blue moon, and never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the
arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hour, twice in a blue moon, and never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the
arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be found in area 14b). Characters must be 14th 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 appears in area 7a on level 17, in the closest unoccupied space next to the identical gate located there. The githzerai have correctly deduced that a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be found in area 14b). Characters must be 14th 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 appears in area 7a on level 17, in the closest unoccupied space next to the identical gate located there. The githzerai have correctly deduced that a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
it is an ancient rune that stands for the elemental lord Yan-C-Bin. Whatever their interpretations, the air cultists use the symbol as a secret password of sorts. By touching the thumbs and little
, Aerisi speaks to her people in a whisper that sounds clearly in the ears of all in her presence. Aerisi regards her followers not as cultists, but as her noble subjects. Before them she is prophet and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
it is an ancient rune that stands for the elemental lord Yan-C-Bin. Whatever their interpretations, the air cultists use the symbol as a secret password of sorts. By touching the thumbs and little
, Aerisi speaks to her people in a whisper that sounds clearly in the ears of all in her presence. Aerisi regards her followers not as cultists, but as her noble subjects. Before them she is prophet and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the dwarven rune for “beginnings.” The rune can be interpreted correctly by a character who reads Dwarvish. The lower lock was originally embedded in a golden frame in the shape of a stylized dwarven
rune for “endings,” but the firenewts scraped away the gold and used it to decorate their shrine to Imix (area 7). Scarring on the door hints at what used to be there; it can be interpreted correctly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the dwarven rune for “beginnings.” The rune can be interpreted correctly by a character who reads Dwarvish. The lower lock was originally embedded in a golden frame in the shape of a stylized dwarven
rune for “endings,” but the firenewts scraped away the gold and used it to decorate their shrine to Imix (area 7). Scarring on the door hints at what used to be there; it can be interpreted correctly
Magic Items
Infernal Machine Rebuild
+1 bonus to initiative rolls.
You are unable to hear any speech louder than a whisper.
17
An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate
construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly.
77
A creature appears
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
magic rune in each rift to bolster a larger gateway to the Far Realm in their private ritual chambers. (See the “Far Realm Rifts” section later in this chapter.) Hated Lieutenant. The fanatics
malignant faith, resulting in his physical transformation. He can’t speak above a hoarse whisper, and black eyes continually sprout and close across his face. Larnon has been slower to accept the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
magic rune in each rift to bolster a larger gateway to the Far Realm in their private ritual chambers. (See the “Far Realm Rifts” section later in this chapter.) Hated Lieutenant. The fanatics
malignant faith, resulting in his physical transformation. He can’t speak above a hoarse whisper, and black eyes continually sprout and close across his face. Larnon has been slower to accept the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
escape the dungeon. If a participant chooses correctly, they double their entry bet. If they bet wrong, they lose the chips they bet. Knol places the chips bet in a plain-looking lockbox. Anything
. CoupleOfKooks “As followers of the Soothing Spirit, never speak above a whisper, never wear orange, and never, ever mention the House of Liars.”
–Precepts of the demon lord Alrunes, former ruler of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
escape the dungeon. If a participant chooses correctly, they double their entry bet. If they bet wrong, they lose the chips they bet. Knol places the chips bet in a plain-looking lockbox. Anything
. CoupleOfKooks “As followers of the Soothing Spirit, never speak above a whisper, never wear orange, and never, ever mention the House of Liars.”
–Precepts of the demon lord Alrunes, former ruler of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
web of misfortune. To avoid the curse of Beshaba (see below), the characters must not harm Carkuss, they must not be overly kind to him, and they must correctly answer a riddle he asks. If successful
of a unique necromantic ritual that can turn any creature into an undead creature when it dies. (The characters will see this rune and this magic again later. See the sidebar “The Magic of Convenience
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
web of misfortune. To avoid the curse of Beshaba (see below), the characters must not harm Carkuss, they must not be overly kind to him, and they must correctly answer a riddle he asks. If successful
of a unique necromantic ritual that can turn any creature into an undead creature when it dies. (The characters will see this rune and this magic again later. See the sidebar “The Magic of Convenience
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the jar and can still speak, though his voice comes out no louder than a whisper. Upon seeing the characters enter the room, he attempts to grab their attention (he has been attempting to get
creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes damage that varies depending on the last rune the creature tapped: Death. 13 (3d8) necrotic damage Light. 13 (3d8
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the jar and can still speak, though his voice comes out no louder than a whisper. Upon seeing the characters enter the room, he attempts to grab their attention (he has been attempting to get
creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes damage that varies depending on the last rune the creature tapped: Death. 13 (3d8) necrotic damage Light. 13 (3d8
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. What the Dryads Know. The dryads correctly suspect Juliana and Orlando are in the Palace of Spires but are hesitant to say anything. They see themselves in the missing lovers and won’t risk bringing
and whisper among themselves before a spokes-pixie cheerfully announces they’ll happily help in exchange for a gift. The pixie accepts any magic item, anything shiny or sparkly, or anything with a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. What the Dryads Know. The dryads correctly suspect Juliana and Orlando are in the Palace of Spires but are hesitant to say anything. They see themselves in the missing lovers and won’t risk bringing
and whisper among themselves before a spokes-pixie cheerfully announces they’ll happily help in exchange for a gift. The pixie accepts any magic item, anything shiny or sparkly, or anything with a