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Returning 35 results for 'near calling runes pdf'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
Half-Orc
Legacy
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Species
Basic Rules (2014)
exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries.
The Mark of Gruumsh
The one-eyed god
-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat — and either
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
of a shadow creeping across the sea like a shroud, swallowing an island in darkness. Though you dismissed the dreams at first, you began to hear a voice calling you to stand against death’s endless
far from Neverwinter. A remote cloister there holds a temple to the dragon god Bahamut, who is a patron of heroes and a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF
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->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->Lost Mine of Phandelver
gold and platinum in the nearby foothills, you came to Phandalin as well, not to earn a living, but to prey on those who struck it rich. You joined a gang calling itself the Redbrands and made some
world a better place. But you have no interest in causing suffering or making things worse than they already are. View Character Sheet Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Endless Rockslide A perpetual cascade of stone and earth, from pebbles to boulders, begins near the peak of a mountain and tumbles down the slope before disappearing into a crevice. This Endless
Rockslide originates from the Elemental Plane of Earth, emerging from a planar portal near the mountain peak and plunging through a second portal deep in the crevice, ending in a different area of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, painted stones stands near the south wall.
The pile contains ninety-nine chunks of stone, each weighing 25 pounds and carved in the shape of a jigsaw puzzle piece. The pieces form an image of Halaster
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.
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->Dragons of Stormwreck Isle
first, you began to hear a voice calling you to stand against death’s endless hunger. Certain of your deity’s wishes, you resigned your post and set out on your quest. Personal Goal: Banish a Shadow
a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF Elf Fighter Shawn Wood Your parents lived
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7. Watermaster This room faces the docks and contains a bedroll, a barrel of fish, and two crates of rations. A fishing pole leans in the corner near the bedroll. A male hobgoblin calling himself the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
green paint. Man-sized demonic statues stand near the base of the stairs.
The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
, and they attack creatures that enter the hall with weapons drawn. Treasure The freestanding suits of elven armor are warded with freezing runes that can be detected with a successful DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
green paint. Man-sized demonic statues stand near the base of the stairs. The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
, and they attack creatures that enter the hall with weapons drawn. Treasure The freestanding suits of elven armor are warded with freezing runes that can be detected with a successful DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Divine Contention
above, and two stone pillars, fifty feet above the gulch floor, are connected by a stone arch that spans the middle of the gulch. A crumpled gnome figure rests in the center of the arch.
Near the rear
of the gulch, a large glowing purple moonstone, carved into the form of a dwarf, stands on a rocky ledge. Glowing purple runes, etched into the ground and walls of the gulch, encircle the moonstone
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
at all. Rebuilding Corlinn Hill is impractical, thanks to the volcano. But in the last three or four years, hardy settlers have been rebuilding another ruin near the city: the old town of Phandalin
do it. The nobility are bound by honor and tradition to protect their people from both external and internal threats to stability. An organized society leaves no room for evil and chaos to take root. View Character Sheet Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
—calling him the “Prince of Vice”—to attract his attention. A character who asks a bystander about the significance of the Prince of Vice, or who succeeds on a DC 14 Intelligence (History) check, learns
Kings of Coin. Characters who follow the parade or search the pier for Kala wind up near the jetty as the parade reaches the end of the thoroughfare.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
settlement remained. It was named in her honor, with Citlán roughly translating to “the place near Citlali.” People began calling the skeletal figure La Catrina for her elegant clothing. San Citlán’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
portal to the Plane of Earth. Map 4.4 shows the following features surrounding the Endless Rockslide: Bridges and Walkways. Bridges carved with Binding Runes (see below) span the chasm, and walkways
allow access around the rockslide. A crane and winch with buckets and sieves, installed in recent times, allow workers to gather minerals from the slide. Chambers. Giant-sized chambers are carved into the rock near the falls, including a workshop that holds tools for working metal, stone, and gems.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
“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 26d on level 1, in the closest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this hall are as follows: Chandeliers. Radiant crystal chandeliers levitate near the ceiling.
Paintings. Paintings line the walls. They come in many sizes and have gilded frames.
The hall contains
if needed. Hanging on a stone peg that juts from the wall, the gold-plated shield is etched with arcane runes. A detect magic spell reveals an aura of necromancy magic radiating from the shield. A
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to a calm night. Then shouts ring out, shattering the peace. Someone’s calling for help!
The characters can tell the shouts are coming from the inn’s common room. Following the sound, the
faceless sea raider manifests near them. This is the spirit of one of the wicked captors the haints are trying to escape. The wraith looks around, then signals toward the characters. If the haints
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
spectators finally reaches High Hill. The grassy slope is spotted with trees and crumbled stone fencing. Near the base, several dozen soldiers in matching armor stand in even formation. The contrast
and calling for aid if someone gets hurt. To prepare for the battle, Mayor Raven calls out to those assembled, explaining the mercenaries will charge up the west side of the hill while the militia
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
flickers of divine insight. Near the base of the mountain is a giant carving of a snake’s head, its forked tongue forming a ten-foot-wide, twenty-foot-high stone ramp. Stone fangs descend from the
impale their sacrifices on the hook above the altar. The victims’ blood would pool in the altar’s stone bowl, and the yuan-ti would wash themselves in the blood while calling Merrshaulk’s name, hoping to rouse the god from his slumber.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
characters visit Leilon Point, see “Leilon Point” for more information.)
2 “Merchants from Neverwinter claim to have passed something massive out at sea near an old lighthouse on their way into town
few local merchants claim to have been attacked on the road by a band of brigands calling themselves the Chimera Crew! Bandits sure have gotten more colorful these days.” (If the characters investigate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the east wall (see “Desk” below).
Workbench. A workbench near the south wall holds a set of alchemist’s supplies.
Bookcase The bookcase’s glass doors aren’t locked. Treasure. The case holds texts on
by Melissara. Inside is a small black journal. The first page of the book is trapped with a glyph of warding spell, whose explosive runes deal fire damage (save DC 15). The glyph is keyed to go off if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
42. Guest Lecturer’s Quarters Parlor. The southern half of the room has been turned into a parlor with a writing desk, a matching chair, and a pair of cushioned divans on rugs. Near the desk are
(see “Elder Runes”). A creature that passes through the gate appears in area 22 on level 7, in the closest unoccupied space next to the identical gate located there. Pneumatic Tubes The tubes connect to
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Undead Forces The following undead are present in the gulch: Boneclaw. Near the top of the gulch, a boneclaw (see appendix A) is hiding among the shadowy trees. As the characters move into the gulch
time, which could complicate things, but also provide some memorable moments. Sword Wraith Platoon. When an adventurer enters the circle of moon runes, the bits of bone, armor, and weapons fly together
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters who hear that calling and respond to it. Running This Prelude Characters in this prelude can come from any background. Perhaps they’re discovering the gods for the first time, or they might be
divine calling to learn about their deity’s goals and become one of their chosen. You may alter any of this prelude’s elements to better match individual gods’ virtues and identities. Before you begin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
each end.
Mine Carts. Two mine carts made of corroded iron stand near a tunnel exit in the east wall.
Halaster Statues These statues can’t be moved, knocked over, or damaged in any way. A detect
trap, an elder rune (see “Elder Runes”) appears in the air between the two southern statues a split second after the creature disappears, and at the same moment a booming voice shouts, “Teleported
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
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 12
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D1. Switchbacks The approach to the Shrine of the Tender Oath begins as a short but steep flight of steps cut into the side of the gorge. Two of the creeks in the Vale of Dancing Waters meet near the
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->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->Heroes of the Borderlands
entrance extend into the cave.
A character who examines the symbols and succeeds on a DC 13 Intelligence (Arcana) check recognizes them as arcane runes designed to ward the cave against magical
scrutiny. The runes are unfinished, so they have no effect. C2: Ritual Chamber Half-melted black candles surround a circle of arcane symbols scribed on the floor in white chalk. Scorch marks mar the floor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
examination of the still-intact bodies reveals that each bears tattoos matching the runes carved on the walls. The corpses wear a wide range of clothing and armor, but have been stripped of all
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
2. Walled Compound Smoke drifts lazily from a walled compound. The gate lies in splinters, and scorch marks deface the buildings. Near the center of the compound is a plaza littered with charred
the Red Wizards’ expedition under a fallen section of wall. Orvex is dying of thirst and exhaustion. As characters search the compound, they hear him calling out for help from under the rubble. If the






