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Returning 35 results for 'service of runes diners visible'.
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Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Backgrounds
Guildmasters’ Guide to Ravnica
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
mage in service of the guild.
3
I joined the Azorius hoping to impress an arrester whom I admire.
4
My former mentor is now a warden at Udzec, the new Azorius prison.
5
I was second
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Temple Maintenance This corner of the dungeon was originally set aside for dwarf engineers and maintenance workers. 36a. Service Entry This corridor ends at a smashed door. 36b. Trash Compactor
door to area 36c. Dwarvish runes are inscribed above each lever.
The pit is a trash compactor designed to flatten garbage into sheets that can be easily carted away and disposed of. The first lever
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the horn. A character who understands Dwarvish can translate the horn’s runes, not all of which are visible from the floor. The runes visible from the floor read, “If you blind us.” A character must fly
ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Star Port. The largest circle of runes is a permanent teleportation circle. Additionally, at night, a character can spend 10 minutes tracing constellation carvings that match the stars visible in the
Runic Circle Magic The Runic Circle has the following properties: Magic Archive. The inscribed runes make up a gigantic archive of spells. With 1 hour of study, a creature that is capable of casting
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
central vessel, channeling the radiance of the forge into a vent so bright it’s painful to look at. Giant runes etched on the iron flare with white light. The Star Forge sheds bright light for 100 feet and
dim light for another 100 feet. An Undead that starts its turn in the bright light takes 3 (1d6) radiant damage. On a clear night, the light is visible for 300 miles. Shelters. Iron and stone
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
high. Light. The forge itself is a great housing of iron. Pipes extend from a central vessel, channeling the radiance of the forge into a vent so bright it’s painful to look at. Giant runes etched on
a clear night, the light is visible for 300 miles. Walls. The walls of the Star Forge and the shelters around the lake are made from stone reinforced with iron. A 5-foot section of wall has AC 18, 20 hit points, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“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 18b on level 8, in the closest
resemblance to the Mad Mage: an old wizard in a robe covered with lidless eyes, his visage frozen in a mad scream.
Glowing Runes. Floating above each stalagmite is a glowing rune.
A character who succeeds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Ruined Armory Chasm. The air is hot and dry. A crumbling ledge overlooks a great chasm brightly lit by a bubbling pool of lava 30 feet below. Visible from this location is a spectral bridge that
. Characters must be at least 16th 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall at the south end of the cave. The arch is not visible from the cave entrance because of the webs concealing it.)
The driders while away the days carving zurkhwood figurines and writing poems on
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 creature that passes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, flumphs, and stirges (see “Arch Gate” below).
Guard. An invisible nycaloth stands against the south wall, protecting the arch gate. The nycaloth becomes visible when it attacks or casts a spell.
The
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 creature that passes through the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
service has ended, the creature returns to its home dimension. Otherwise, it never abandons its post. Spectator
Medium aberration, lawful neutral
Armor Class 14 (natural armor)
Hit Points 39
throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect early on a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Abyssal Prisons Originally an area containing summoning traps, this sector has been changed into a place for confining demons. Thayans break the will of imprisoned fiends and bind them into service
. Negotiation. An old curse binds Issem to the Doomvault and to the service of the Thayans, but he hates the Red Wizards, so he is willing to talk. He can offer two pieces of lore (see “Doomvault Lore
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, stairs descend 200 feet to level 2. (These stairs are not immediately visible to characters entering through the secret door.)
Noise. The sound of squabbling goblins emanates from a tunnel leading
one side of its stone head are the Dwarvish runes for earth and water; the other side is carved with similar runes for air and fire.
Trophies. A 10-foot-wide, 20-foot-long, 2-foot-high slab of stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 15 on level 15, in the closest unoccupied space next to the
identical gate located there. Puzzle Piece. On the ledge near the arch, not visible from the cavern floor, a 25-pound chunk of smooth stone is carved in the shape of a jigsaw puzzle piece and painted
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
’ bombardment, but a rock fell on the garden and killed Nestor Hulvaarn, the family patriarch, on impact. His crushed corpse is visible underneath the rock. The cottage door hangs open. Goblins have
Agganor, the village’s tiefling midwife, and her adult son, Grin. The cottage has locked shutters over its windows. The door, which is also locked, has row upon row of ornate runes burned into it. Most
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->Journeys through the Radiant Citadel
, though their boots are the only part of their body still visible. In truth, this rockfall happened months ago, and the boots were carefully stuck into the rubble as a joke by the crew working the wall. A
commoner stat block. Suspicious Runes. Characters who investigate the area where the survivors were hiding can make a DC 14 Intelligence (Investigation) check. If they succeed, they find a series of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Thavius’s fate and retrieves him. After promoting Thavius to an amnizu devil for his faithful service, Zariel confines him until Elturel’s destruction. The characters find Thavius trapped in a cell
shackles to the far wall. The walls of his cell are covered with blasphemous runes that glow with an infernal red light.
The pitiable figure in the cell is Thavius Kreeg, now an amnizu. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
help, Arcturia pressed the demon into service. Its primary task is to guard the lich’s phylactery. While in pedestal form, the demon is unaffected by the weapon of mass disintegration in area 37
arcane runes and phrases. The book is titled Arcturia’s Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and it has an intense hatred of other spectators. If two spectators encounter one another, they almost always fight to the death. Freed from Service. When a spectator has fulfilled its service, it is
. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. Wounding Ray. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wooden sleds pulled by canines as big as wolves. The closest driver calls out, “Can we be of service?”
The figure calling to the party is Vellynne Harpell (see appendix C), a wizard of the Arcane
on it, their acid-eaten forms visible through gashes in their hide armor. Steering the other two sleds are four Icewind kobolds, two per sled. (See appendix C for the kobolds’ stat blocks.) Each sled
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
identifies the ingredients as including impossibly bright-red blood. If questioned, the muralists talk of working in the tomb in the service of its art, which transcends all other concerns. They direct the
, spiders, and all manner of things are shown on the walls.
Looking South The muralists’ lantern light illuminates the north half of this area. The details of area 6 are visible only when characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The Barovian witches (see appendix D) that dwell in this area have sworn themselves to Strahd’s service in exchange for arcane power. Seven witches are present when the characters arrive, minus any
percent chance that a potion has “gone bad,” in which case it’s actually a potion of poison. Not visible from the entrance is a small table behind the cauldron on which sits an opened spellbook
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M3. Central Abbey Visible from across the monastery grounds, the planar craft’s former main conning tower rises several hundred feet into the air. It now serves as the monastery’s central abbey. A
service here at the monastery. But will that service be with the strength of your bodies or the strength of your minds?”
The Grand Master. As the characters draw closer to the Grand Master, anyone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dwarvish runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. 7 Elemental Air. The item is half the normal weight and feels hollow
. 14 Fiend. The item is made of iron or horn, and any cloth or leather components are crafted from the hide of Fiends. Leering faces or vile runes are engraved on its surface. Celestials find it
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
down her left arm, ending in runes on the fingers of her left hand. Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right hand, and down the length of each
finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym. The characters must acquire this key to complete their mission (see “Acquiring the Key” below
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
doors in the room should lead outside, no other entrances into the Barb were visible from the exterior. A Spellbook Emblazoned with the
Symbol of the Mages of High Sorcery Rules of the Trial Rovina
the door, read the following text: The door opens into a wide rotunda with black stone floors and walls carved with elaborate runes. The interior is empty save for a single pedestal at the room’s center
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
down her left arm, ending in runes on the fingers of her left hand. Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right hand, and down the length of each
finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym. The characters must acquire this key to complete their mission (see “Acquiring the Key” below
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. 10 Elemental Air. The item is half the normal
light in a 5-foot radius. Any metal in the item is silver or mithral, rather than iron or steel. 17 Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
officially. Former Guilds d8 Guild
1 The Tumble Dumplings, an all-halfling guild whose cover identities are acrobats
2 The Char Hawks, whose front operation is a well-known cleaning service
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
he’s drawn water from the well, he’s also had vivid nightmares. Ander believes the well is cursed with bad luck and is happy it’s out of service. Unbeknownst to Ander, the water’s ill effects were
tunnel leads eastward to a mountainous outcropping near Zorzula’s Rest, though the mining outpost itself isn’t visible from the exit of the tunnel. At your discretion, the characters could enter Zorzula’s Rest from this point, though they should investigate additional crime scenes first.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of kobolds. These small, reptilian folk eye you curiously while a couple of humans watch from a distance. All the cloister’s residents are dressed in simple clothes, and no one carries a visible
of Dragon’s Rest. If the characters defeated the zombies at the beach, she thanks them for their service to the cloister. Even if they did not fight the zombies, she tells them they’re welcome to
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->Baldur's Gate: Descent into Avernus
summons a lemure with the deal printed in glowing runes on its lumpy flesh. To enter the contract, the devil and character making the deal and must kiss the lemure. When that happens, the lemure is
transformed into a stone statue with the deal visible on the surface. The statue then vanishes to the depths of the Nine Hells. The statue is a Medium object with AC 17, 50 hit points, and immunity to all