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Returning 35 results for 'deeds standing runes'.
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deep standing rules
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Use Powerful Runes to Weaken Enemies and Escape from Harm
You concentrate your efforts on perfecting your art, developing special marks to claim and cripple your targets. Rebel leaders, artists
works of art are famously difficult to pin down. The magical marks left behind become a calling card for any Runetagger, and as their strength and notoriety grow from the deeds that they commit (both good and evil), so too does the renown for their art.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.
Annis hags leave tokens of their cruelty
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each
Acolyte
Legacy
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Backgrounds
Basic Rules (2014)
near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Suggested
particular hero of my faith, and constantly refer to that person’s deeds and example.
2
I can find common ground between the fiercest enemies, empathizing with them and always working toward
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
distant lands and other worlds. Those who stayed behind used the circle to maintain communication with explorers, helping them pilot their flying ships home. Standing stones form a great circle
inscribed into a flat stone hilltop. The stones bear Giant runes, carved constellations, and strange symbols. On the ground, an enormous circle of Giant runes of power links the monoliths and circumscribes smaller circles of runes. Carved lines throughout the circle link different strings of symbols.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
Level 8 Among the rock formations is a standing gate (see “Gates”) formed by a pair of 10-foot-tall stalagmites carved to create the image of giant stone snakes wrapped around them. The points of the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giant, dot the area around the hill. Most are partially reclaimed by nature, but some have been maintained. Standing Stones. The outer circle is formed of 40-foot-tall stone monoliths that bear constellation carvings and Giant runes of power. At night, the star carvings shed dim light for 10 feet.
Runic Circle Features Dyson Logos Map 4.14: Runic Circle Map 4.14 depicts the Runic Circle, including the following features: Carvings. The carvings are a combination of Giant runes of power
Backgrounds
Baldur’s Gate: Descent into Avernus
hazardous and you remain in good standing with your temple.
BALDUR’S GATE FEATURE: RELIGIOUS COMMUNITY
You’re tightly connected with the religious community of Baldur’s Gate
person’s deeds and example.
2
I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3
I see omens in every event and action. The
Backgrounds
Guildmasters’ Guide to Ravnica
The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order — as embodied in the Azorius Senate. You’re a proud
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
form patches of solid ground upon which giant-sized structures are built. Rune Ring. A great ring of glowing Giant runes slowly rotates around the equator of the spherical demiplane. A creature who
studies the runes and succeeds on a DC 15 Intelligence (Investigation) check realizes their rotation marks out repeating 12-hour cycles, allowing visitors to keep time with the Material Plane worlds
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
concocted this theory to dupe the characters into testing his latest escape plan. Characters who examine the standing stones and succeed on a DC 15 Intelligence (Arcana) check discern that the arcane runes
A Wizard’s Theory The wizard claims that each standing stone is keyed to one of the eight schools of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the secret to escaping the prison was hidden in the arcane runes etched across the standing stones. Ever since, the tormented demon has tried futilely to solve the riddle and escape. The figure pacing
boxed text to the players: A thirty-foot-tall obelisk ringed by seven smaller standing stones rises from the crest of this hill. A tall man wearing tattered robes strides between the standing stones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
Gate to Level 12 At the north end of this 20-foot-high cave are two 15-foot-tall standing stones hewn from black basalt. Carved into the lintel spanning them is a large, blood-red X. The standing
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
standing against the south wall holds three rusty spears and a frayed net. Nearby is a closed cabinet. A search of the shelves and weapon rack yields a longsword, a box of 20 crossbow bolts, a box of 10
Dragongleam, is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is “Tiamat’s eyes shine,” written in Draconic runes on the spear’s cross guard.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
plateau, and several free-standing structures made of fitted stones surround the mound. Map 4.3 depicts Dreamer’s Reach, including the following features: Monoliths. Four of the monoliths—the fingers of the
carvings and Giant runes adorn all five monoliths. Shelters. The shelters are spacious for Small or Medium creatures, but they are cozy for the stone giants who built them, with just enough room for two Huge creatures to lie down side by side.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnel leading east.
The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 25 on level 14, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
17. Armory A gaping hole in the roof exposes this armory to the elements. Few weapons are stored here at present. Shelves to the north lie mostly bare, and a poorly maintained weapon rack standing
Dragongleam, is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is “Tiamat’s eyes shine,” written in Draconic runes on the spear’s cross guard.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Serpent Gate These 10-foot-high side caverns feature a standing gate that grants access to level 11. Strikingly beautiful carvings of serpents decorate the walls of these caverns. 18a. Trapped
attacking. The pressure plate can be disabled with a successful DC 15 Dexterity check using thieves’ tools. 18b. Standing Gate to Level 11 Two pillars with giant stone snakes wrapped around them rise from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unless otherwise noted. All the gates leading to and from level 10 are mirror gates. Standing Gate. This gate forms between two standing stones or pillars. Unless otherwise noted, these columns are 15
. Elder Runes on Gates When a gate opens, a random elder rune appears within its vertical plane. Draw a card from the Elder Runes Deck to determine which rune appears. Halaster usually has the rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Mustering Hall Decor. Blunted picks hang with shields every 10 feet along the walls.
Double Door. Dwarvish runes for strength and safety are etched in the floor in front of the double doors to
Trap In front of the double door, situated between the Dwarvish runes carved into the floor, is a hidden 20-foot-deep pit that opens if the lock on the doors is successfully picked. The cover of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
V4. Hall of Records The walls along this hallway of descending staircases contain a record of the deeds the prince accomplished in his life. The plaster and the paintings are perfectly intact. Scenes
contact with the golem, their adventures across Anauroch, their exploration of Haruun, and their encounter with Zikzokrishka. The final painting is of the characters standing before the prince’s tomb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside it bears a bas-relief of a female dwarf standing with her eyes closed. A keyhole is carved into the head of a stone hammer she clutches to her chest. The rules of this gate are as follows: If
successful one. 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 (see “Elder Runes”). A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
warrior armed with a spear and shield. The shield, which rests on the floor, resembles a sundial, complete with a marker standing out from the wall. Etched on the shield’s surface are runes in Olman
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 9 The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The book
triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 49 on level 9, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph
aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
glowing white runes wink into existence, drifting about the room like snowflakes.
This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of
Esclarotta, who is bound to the fortress by powerful magic that cannot be dispelled. Touching one of the glowing runes issues a specific command to Esclarotta’s spirit. A character who understands Dwarvish or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
glowing white runes wink into existence, drifting about the room like snowflakes. This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of Esclarotta
, who is bound to the fortress by powerful magic that cannot be dispelled. Touching one of the glowing runes issues a specific command to Esclarotta’s spirit. A character who understands Dwarvish or
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
inanimate minotaur skeleton embedded in each one, facing each other. These standing stones form one of Halaster’s magic gates (see “Gates”). The rules of the gate are as follows: Any creature that touches
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell cast on a wall destroys it for 1 minute, after which the psionic force generator in area 16c resummons the wall. 8b. Standing Gate to Level 19 In the middle of this otherwise empty cave is a pair of
standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
The cults of Innsmouth reward those who honor their obscene patrons. Use the guidance in the Dungeon Master’s Guide to track characters’ individual standing within Innsmouth’s cults. Characters can
gain renown with a cult by performing deeds such as those in the Innsmouth Cults Renown table. Innsmouth Cults Renown Deed Renown Gained Slaying an enemy cultist* +1 Despoiling an enemy ritual site
Orc
Legacy
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Species
Volo's Guide to Monsters
Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.
Life in the Tribe
Orcs survive through savagery and force of
tribe to the death.
2
Every serious choice I make must be decided by signs or omens from the gods.
3
I carry the teeth of a great warrior. They inspire me to commit great deeds in battle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph
aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Standing Gate to Level 21 Rubble. The floor of this 20-foot-high cave is strewn with stony rubble that acts as difficult terrain.
Fake Beholder. A gas spore, easily mistaken for a beholder
targeted by spells or attacks while trapped inside the crystal menhirs. They remain asleep until awakened (see “Standing Gate” below). An awakened nalfeshnee teleports out of its menhir and attacks, then
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
characters’ standing with these groups. Characters might gain renown with either faction by performing missions such as these: Capturing or killing a rival agent Planting evidence that a rival committed a
, as they view the characters as useful pawns. If the characters have a Renown Score of 5+ with either group, their deeds might benefit the faction enough for it to take control of Jadurai and claim the