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Returning 35 results for 'rod of house faint'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
and three Tentacle Rod attacks.
Demon Staff. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Demon Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
and three Tentacle Rod attacks.
Demon Staff. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Demon Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Warforged
Legacy
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races
Eberron: Rising from the Last War
mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted
, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Death House Objective The characters must take the fourth piece of the Rod of Seven Parts from the Strahd-venerating cultists who operate from Death House’s basement. The priests of Osybus have their
own plans for the rod piece. As long as the eight priests inside the house are alive, they’ll try to keep the characters from taking the artifact.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Fourth Rod Piece The fourth piece of the Rod of Seven Parts is in area D38 of Death House. For more information about the rod and the spell this piece allows its wielder to cast, see this book’s introduction.
races
weak stature with specialised pheromone glands that allow them to subdue other species. This gives the Jeholrak a faint sweet aroma. The Jeholrak have several large kingdoms, spread across the
coloured robes, jewellery, and vivid feathers from other species. They see the value of education, and their societies house great libraries and schools, giving rise to remarkable scholarly pursuits
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 5: Death House Andrew Mar Death House is a source of terror in Barovia, and the characters soon discover why The fourth piece of the Rod of Seven Parts is in Barovia, one of the Shadowfell’s
Domains of Dread. With the aid of an Ulmist inquisitor, the party infiltrates the basement of an eerie locale called Death House. Here, they must stop cults plotting to use the fourth rod piece in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Sarusanda’s Company Once the characters have defeated the Death House cultists and claimed the rod piece, run the “Crisis of Faith” encounter detailed in the “Meetings with Sarusanda” section earlier
in the chapter at a time of your choosing to ensure she rejoins the characters before they face Strahd. Having slain the priests of Osybus, seen the cult’s plans thwarted, and made sure the Rod of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 5 Summary Chapter 5 takes place in Barovia, a Domain of Dread. The characters learn that the fourth rod piece was taken to a haunted residence called Death House. Cultists and the infamous
vampire lord Strahd von Zarovich hope to obtain the rod piece themselves, and the characters must thwart all threats before they can claim the piece.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
now, it hasn’t merited intervention by the Ulmist Inquisition. Unexpected Discovery. Recently, the cultists in Death House obtained something important: a fragment of the Rod of Seven Parts. Sarusanda
believes the cultists don’t know much about the rod piece, but she suspects the cultists plan to use it to somehow attract Strahd’s attention. Priests of Osybus The Death House cultists’ discovery
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
encounter as they explore Death House. Once the characters acquire the rod piece, Strahd arrives at Death House to toy with the characters and tries to block their escape.
Running This Chapter This chapter begins after the characters retrieve the third piece of the Rod of Seven Parts. When a character holds this piece, they instinctively know that the next closest
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Character Advancement The characters should be 14th level when this chapter begins. They gain a level after they retrieve the fourth piece of the Rod of Seven Parts from Death House.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The House’s Domain The House of Lament is both a domain and a Darklord, a collective of tortured spirits trapped within a single structure. The majority of these shades are nothing more than faint
, rageful impressions, but a few powerful personalities remain. These remnants belonged to inhabitants of the house, desperate individuals like Mara Silvra and Dalk Dranzorg. Fractured and angry, the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Strahd’s Presence Strahd has finally deemed Death House worthy of attention. Once the party retrieves the rod piece in the ritual chamber, read the following to describe Strahd’s arrival at Death
House. The characters won’t yet see Strahd, but they’ll feel his presence. A gust of wind blasts through the halls of Death House, and the temperature drops precipitously. Candles and lamps snuff out and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters are the perfect patsies. Kas planned to retrieve the pieces of the Rod of Seven Parts himself, but now he sends the characters to do so. Kas plans to use the rod to free the demon lord Miska
the Wolf-Spider, his ally against Vecna, though he falsely claims that the rod is the key to stopping Vecna. (Read more about Kas’s plan in chapters 2 and 9.) Rod of Seven Parts Rod, Artifact
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
without a plan, they’re unlikely to survive the experience, let alone retrieve the first piece of the Rod of Seven Parts. See the advice below for handling strategies the characters might adopt. Being
Sneaky If the characters are careful, they might be able to sneak through Web’s Edge and steal the rod piece without anyone catching them. If any devotees in Web’s Edge spot the characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.
If the characters attempt to leave or circumvent the village, the Mists return them to where they started. The third piece of the Rod of Seven Parts points toward the tall, gloomy house on the
, gray fog shrouds this small, gloomy village. Dismal houses and outbuildings line the cobblestone streets. The sound of a child weeping echoes preternaturally from a tall house looming in the distance
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Toward Web’s Edge Irina Nordsol Alustriel’s Chime of Exile might help the characters defeat Vecna After stepping through the portal, the characters emerge deep in the Underdark in Faerûn. The rod
piece is hidden in Web’s Edge, a nearby safe house for agents of the demon-god Lolth. The characters initially emerge through a door-shaped fissure in one wall of a claustrophobic, seemingly abandoned
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fail.”
Mordenkainen’s eyes gleam with excitement as he continues: “There is an artifact that is, I believe, the only way to weaken Vecna so the chime can be used against him. It’s called the Rod of
into finding the rod’s pieces should we need them. The first piece is deep in the Underdark, somewhere inside a hidden safe house for worshipers of the demon-god Lolth. Web’s Edge, it’s called
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
chasing after a wolf hangs from an iron rod bolted to the south wall. The silverware tarnishes, the crystal cracks, the portrait fades, and the tapestry rots if removed from the house.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a faint image in the cloud of an adult bronze dragon surrounded by figures in black robes wearing the holy symbol of Shar and reading from scrolls. As the great creature writhes in pain, its bronze
that “birthed” it. The shadow assassins guard the room thereafter. Treasure Each cult fanatic carries an obsidian holy symbol of Shar (25 gp each). The leader, Abberoch, also has a silver rod with one end formed in the shape of a key (70 gp). The rod unlocks the double door in area 18.
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Detect Magic spell reveals that a faint aura of enchantment magic emanates from the seeds. Arthur’s Grave West of the house is a small graveyard with three simple graves. The graves lack headstones or any
Arriving at the Homestead The fields and orchards around the house are exceptionally lush. A path leads up the hill to a sturdy and artistically crafted wooden gate. “Holrow Homestead” is painted on
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Haunted Zones Strahd can twist his domain to suit his whims. Starting when he makes his presence known, certain doorways in the house no longer connect to the rooms they did before. Instead
rest in Death House Move through a haunted doorway (marked on map 5.1) Only one haunted zone manifests at a time. As long as at least one creature is in a haunted zone, any other creatures that enter a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
piles of loose rocks. Two drow elite warriors, a female named Dirzanna Freth and a male named Arachnafein Zaphrorzza, hide behind the rocks. These drow are under the effect of the spirit nagas’ rod of
melee weapon attack is knocked unconscious. Characters captured by the drow are brought before the nagas in area 15. If and when the charmed condition on them ends, Dirzanna and Arachnafein make their way to House Freth’s base on level 12.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the floor forms a craterlike depression filled with inky muck. From the center of the pit rises a jagged amber monolith. A faint glow issues from within, backlighting a vague, elusive shape.
The
cavern’s walls are contorted in the shapes of the hundreds of souls trapped within the house. This is the heart of the House of Lament, a tortured space formed around the amber monolith that contains the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. The Red Belvedere has its own in-house currency (see the “Casino Currency” section). Both gold and Soul Coins can be traded for in-house currency at the exchange desk in the lobby. Dragon Queen
Dedication. The casino is dedicated to Tiamat to celebrate the Dragon Queen’s avarice and pride. Those who don’t worship Tiamat are also welcome to partake in the casino’s offerings. Rod Piece. If the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
furniture. Faint footprints lead to the cloakroom (area D2b). Encounter. Roll on the Death House Encounters table the first time a character enters this room. D3: Den of Wolves This oak-paneled room
comments or information. As the characters leave the area, the cultists chant, “He is the Ancient. He is the Land.” The cult leaders aren’t bluffing. As soon as the characters take the fourth rod piece, Strahd enters Death House and makes his presence known. See the “Strahd’s Presence” section below.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Meetings with Sarusanda The characters occasionally reunite with Sarusanda as they explore Death House. Each time you roll this result on the Death House Encounters table, run one of the following
Death House. Séance Robson Michel Sarusanda interrogates a deceased cult member to learn more about the activities in Death House Pungent sticks of incense burn around this room’s perimeter. Sarusanda
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk
Wainwright’s House The Hidden Cult has a lair beneath the cellar of the wainwright’s house. Harlon Geistenhal, the wainwright, lives here with his 5-year-old daughter, Maraleigh, and two nephews. The
cultists instructed. Area Information No map of the house is provided, as combat here is unlikely. If necessary, it’s a 50 ft. by 25 ft. rectangular building. The main part of the structure is a barn
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Drow Matron Mother Among drow followers of Lolth, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god’s will while also advancing the
consort and a drow house captain, each of whom appears in this book. Other Underdark creatures might also be in the priestess’s presence, providing protection or advice. Mothers of Rebellion Some
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
windows and the presence of holy symbols in every room. The burgomaster is in a side drawing room on the floor—lying in a simple wooden coffin surrounded by wilting flowers and a faint odor of decay
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
three rods Gremorly set up to turn Harrowhall into a ghost trap. If the rod is removed from its tripod or destroyed, the necromantic energy fades and the rod becomes nonmagical. The rod and tripod
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Victoro Cassalanter The lord of House Cassalanter is a devilishly handsome half-elf who likes coin and power. He and his wife gained both by cutting a deal with Asmodeus — which involved trading away
, and immunity to disease. He dresses in the latest fashions and walks with a ruby-tipped cane, though not because he needs to. This cane has the magical properties of a rod of rulership. Victoro
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
section sees faint Abyssal runes in each chamber. A character who understands Abyssal can read them as Drill Field, Guard Hall, Planning Chamber, Vault, and Miska’s Prison Hall. Tower of Mystery. The
. The room’s west end contains a jumble of stones stacked to create a vertical ring about five feet in diameter. A sleek staff—the Rod of Seven Parts—is jammed between two encircling stones like a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
faint scent of wine. He is amicable and conversational, especially if he has already undertaken his daily “inspection” of the Falgarst family’s wine cellar. Family Business Arnulf knows the history
of the house well, including the public details of the horrific murders. Though he expresses honest sadness for the fate of the Yellowcrest family and their servants, a successful DC 10 Wisdom (Insight