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Returning 18 results for 'coursing weakened runes'.
Other Suggestions:
cousins weakened rules
churning weakened rules
cousins weakened races
counting weakened rules
curling weakened rules
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
corpse and succeeds on a DC 15 Wisdom (Perception) check notices tremors coursing through the body that warn of its imminent rise. Even before it animates, the corpse registers as undead to spells and
desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
Bodies and Runes. A closer
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
corpse and succeeds on a DC 15 Wisdom (Perception) check notices tremors coursing through the body that warn of its imminent rise. Even before it animates, the corpse registers as undead to spells and
desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
Bodies and Runes. A closer
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
incinerated skeleton on the floor, and the round object lying nearby (the Summer Star, described below). There’s also a hidden hazard in this area: a weakened section of floor. Charred Book. Nothing
gold, and the pendant bears the symbol of two hands cupping the sun. Summer Star Summer Star. This magic item looks like a 6-inch-diameter gyroscope featuring two scorched rings inlaid with runes and a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
incinerated skeleton on the floor, and the round object lying nearby (the Summer Star, described below). There’s also a hidden hazard in this area: a weakened section of floor. Charred Book. Nothing
gold, and the pendant bears the symbol of two hands cupping the sun. Summer Star Summer Star. This magic item looks like a 6-inch-diameter gyroscope featuring two scorched rings inlaid with runes and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
found on level 15.) Characters must be 13th 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
attempt to forge a truce with the githyanki. Yaveklar orders them to slay the neothelid as proof of their worth. If the characters kill the neothelid but return to Yaveklar in a very weakened state, she
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
found on level 15.) Characters must be 13th 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
attempt to forge a truce with the githyanki. Yaveklar orders them to slay the neothelid as proof of their worth. If the characters kill the neothelid but return to Yaveklar in a very weakened state, she
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->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->Bigby Presents: Glory of the Giants
believe he lost hope in his descendants when their ancient empires fell into ruin. Some claim he was weakened after a long battle against his brother, Memnor (who is more commonly described as one of
of the worlds. In this tale, Annam defeated Memnor but was left so weakened by the contest that Annam fled to his private sanctum, leaving his children to govern the affairs of the giants. Memnor is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
deep in the pool. Within this room, the aboleth can use the water globes (see “Water Globes” below) to move around. The aboleth’s ordeal in the Doomvault has weakened it, making it a reduced threat. In
on the floor of this cavern, the twisted runes around its edge pulsing with sickly purple light.
A successful DC 15 Intelligence (Arcana) check allows a character to recognize the runes as symbols
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
believe he lost hope in his descendants when their ancient empires fell into ruin. Some claim he was weakened after a long battle against his brother, Memnor (who is more commonly described as one of
of the worlds. In this tale, Annam defeated Memnor but was left so weakened by the contest that Annam fled to his private sanctum, leaving his children to govern the affairs of the giants. Memnor is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
deep in the pool. Within this room, the aboleth can use the water globes (see “Water Globes” below) to move around. The aboleth’s ordeal in the Doomvault has weakened it, making it a reduced threat. In
on the floor of this cavern, the twisted runes around its edge pulsing with sickly purple light.
A successful DC 15 Intelligence (Arcana) check allows a character to recognize the runes as symbols
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the fiendish magic coursing through the webs here. Krell and the other cultists spent many hours here sanctifying the webs and offering rites to Lolth, and the goddess has rewarded them with these
scuttle for cover. These areas contain nothing of interest. 10. Unholy Shrine The floor of this chamber is covered with runes written in blood. A circle has been carved into the floor’s wooden planks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, coursing through the starry skies.
Staircase. A stone spiral staircase in the northwest corner descends 10 feet to area 6c and climbs 10 feet to area 6h.
The stone door to area 6f has an arcane lock
7th 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, coursing through the starry skies.
Staircase. A stone spiral staircase in the northwest corner descends 10 feet to area 6c and climbs 10 feet to area 6h.
The stone door to area 6f has an arcane lock
7th 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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the fiendish magic coursing through the webs here. Krell and the other cultists spent many hours here sanctifying the webs and offering rites to Lolth, and the goddess has rewarded them with these
scuttle for cover. These areas contain nothing of interest. 10. Unholy Shrine The floor of this chamber is covered with runes written in blood. A circle has been carved into the floor’s wooden planks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of