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Returning 26 results for 'easy runes'.
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Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
steps before tumbling on toward the Dessarin River. The trail continues upriver to other parts of the vale, so unless the characters know about the runes, it’s easy to miss the beginning of the steps
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
below.
“Looking for friends, hmm?” comes a cloyingly shrill voice. The words emanate from a crack in the cavern wall fifteen feet above the ledge. A rotten stench emanates from within.
It’s easy
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->Ghosts of Saltmarsh
to be inscribed with ancient runes. A character who succeeds on a DC 14 Intelligence (Investigation) check deduces that the slab is the product of magic. A subsequent successful DC 16 Intelligence
(Arcana) check confirms it was made using a stone shape spell. The runes are in Elvish. They communicate a warning to stay away from the sealed rift and the horror that lies below. Inside the Ship
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
ship power the wards. Kycera knows one rune was placed in the ship’s stateroom, but she doesn’t remember the second rune’s location. She believes that magic or a pass phrase can deactivate the runes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
can’t leave the pit until all the demons within it are destroyed. The pit is otherwise easy to climb. Shalendra Floshin Pit Battle. In the pit, a reduced-threat vrock (see “Reduced-Threat Monsters
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
different points. Most side passages are blocked by rubble, making the path of the two Waterdeep City Watch guards easy to follow. The next area of interest on the adventurers’ journey is a chamber
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
town guard? I’m your guy. Impersonate the governor? Easy peasy. Hit the streets for intel? Throw a dinner party? Engage in a clandestine property reassignment? Done and done. And if someone’s giving
trap’s pressure plate in a dungeon is good. Avoiding an awkward social situation might be even more important. Explosive runes warding a treasure chest go off once, maybe no one spotted them, big
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
restrained in the narrow bottom. It takes a successful DC 13 Strength check or Dexterity check to work free, and a Small creature has advantage on this check. It’s then an easy matter to climb out of the
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->The Book of Many Things
Gremorly. Ritual Rod. Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of
runes on the rod fill the room with acid. All creatures in the room must make a DC 15 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one. Once the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of warding 20 1d4 intellect devourers Bugbears The bugbears are branded with the mark of a drow house, identifying them as slaves. They try to sneak up on the party and score an easy kill
whenever a non-drow passes by it. A drow glyph of warding has a spell save DC of 13 and an explosive runes effect (see the spell’s description in the Player’s Handbook). Intellect Devourers Mind flayers
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Duoro is slain. Ersatz Believers. Duoro is easy to fool, as he’s eager to believe that the characters are mind flayer minions, or converts to the veneration of Ilvaash or the Far Realm itself
shallow alcove on this room’s north wall contains only bare stone. Faintly glowing runes surround the alcove, each of them sputtering and slowly fading. A table of jars and bowls stands against the west
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. You can adjust the number of mummies depending on whether the characters are having too easy or too hard a time, with more mummies appearing intermittently until all three key runes are touched to the
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->Keys from the Golden Vault
, it makes contact with the wire. Any creature touching the door takes 22 (4d10) lightning damage from the shock. The wire then snaps, disabling the trap. The trap is easy to disarm from inside the
and succeeds on a DC 22 Intelligence (Arcana) check finds a page that serves as a spell scroll of sequester. (The thesis is worth 500 gp.) Each item is protected by two separate abjuration runes that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
located on the High Road on the way to the Silent Sound lighthouse, so is an easy stop for the party to make. Head Office assignments of this sort can become common in an Acquisitions Incorporated
appropriate roleplaying or ability checks. Easy-to-acquire information comes earlier in the list, while the details that are harder to acquire are provided later. Dispense the following points as you see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Entrance. Sgothgah’s advanced magical knowledge has allowed it to set up dozens of wards to protect the temple, each treated as a casting of glyph of warding using the explosive runes option. All but
characters give the aboleths a reason to be paranoid (which is easy to do, given their natural inclinations), these creatures attack. L3. Landgrave’s Pit The light that fills the pit originates in the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
that the devilkin’s screeching is a sure sign that easy prey draws near. Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of
runes. Living creatures wither and rot within the entropic energy emanated by Ygorl’s magic.
After the fifth artist dispatched to record Ygorl ’s appearance failed to return, I let the matter rest
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an easy escape. A falling portcullis trap can be especially devious if it causes a portcullis to drop some distance away from the pressure plate that activates the trap. Although the trap is deep in
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
mail, passing messages, asking requests for assistance via several sending stones, or handing out welcome packs to new recruits, her multiple arms make it all look easy. Sor’kur has white chitin
circular main hall leading to three magical simulation chambers. Each simulation chamber is a large circular space with a domed ceiling and arcane runes carved into its stonework. Using preset command
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wooden chests sits atop the ledge. (One chest is real. The other is a mimic.) Ledge. There’s no easy way to access the ledge, which is 8 feet away from the landing and at the same height. Characters can
construction and style: a twisted birch branch, a sturdy oak dowel, a glittering haft of stone, a steel pole carved with blue runes, a dimpled copper staff topped with a copper crescent moon, and a blown
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
flat and set in a shallow groove, such that it can be rotated. Once the water in the pool is drained, tiny Elvish runes representing the letters A through Z magically appear on the surface of each ring
, with the letters spaced around the ring at equal intervals. Opening the safe requires that the three rings be turned in their grooves until their runes line up to form the word “OAK.” Only Zorhanna
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
bath (area D17). An unfolding wooden ladder allows easy access. D15: Markos’s Bedroom This room contains a bed with an ornately carved frame, a wardrobe, a writing desk, and a leather chair. A
) check discovers not only the secret door but also a secret button on the headboard. Pushing the button causes the bed to slide eastward, allowing easy access to the hidden closet. Hidden Closet. This
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
staircase circles the interior, rising to the now-opened rooftop that allows the dragon easy access to its new home. Heavy wooden beams and stair supports crisscross the tower interior. Venomfang does
manufacture. Runes in Dwarvish on the axe head read, “Hew,” and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
themselves seem kobold-sized, they have a chance to fool the dragon into believing they’re kobolds, but it’s easy to slip up. First, the kobolds speak only Draconic to the dragon. Second, they fill their
made to swim. Etched into the haft of the battleaxe are Dethek (Dwarvish) runes that spell the weapon’s name: Bob.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
5-foot-wide staircase circles the interior, rising to the now-opened rooftop that allows the dragon easy access to its new home. Heavy wooden beams and stair supports crisscross the tower interior
of dwarven manufacture. Runes spell out “Hew” in Dwarvish on the axe head and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder attacks a Plant creature or an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it
. Those who know the Draconic language can read the runes as “Ashardalon.” Secret Door. A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom (Perception) check. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
for other properties of the oathbow.) Characters who travel by air have an easy time spotting the tree and can reach the perimeter of this area without encountering any ground patrols. Grandfather Tree
network’s innermost chamber is a relic of giantkind left here long ago by a Tree Ghost shaman: a nonmagical electrum torc etched with Giant runes. Formerly the nose-ring of a powerful hill giant chief