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Returning 35 results for 'spring of runes domain verdan'.
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Acquisitions Incorporated
bred by empathy that helps them eventually sort out those who are sincere from those who are not.
Verdan Names
The oldest verdan names spring from goblinoid traditions, but more recent names reflect
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the Lacuna are identical to the Mists that border the domain. The people of Hazlan know that the Lacuna used to be smaller, and that it was created by a magical disaster. The fog has since spread
, extending in tendrils toward sources of powerful magic throughout the domain. Originally, the Lacuna reached exclusively toward Veneficus and the Mound of the Worm. Since then, Hazlik’s apprentices
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Darkon Domain on the Brink of Destruction
Darklord: None
Genres: Dark fantasy and disaster horror
Hallmarks: Fractured realm, magical ruins, ongoing supernatural catastrophe
Mist Talismans
: Ashes of a corpse, coin stamped with Azalin Rex’s face, tainted spring water
Aligned Tarokka Card: Necromancer
Opposed Tarokka Card: Donjon
Pam Wishbow Darkon is a sprawling realm of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a corpse, coin stamped with Azalin Rex’s face, tainted spring water The domain of Darkon has failed. Across the land, ageless monuments and magical wonders crumble before the Shroud—the Mists turned
Darkon Domain on the Brink of Destruction Darklord: None Genres: Dark fantasy and disaster horror Hallmarks: Fractured realm, magical ruins, ongoing supernatural catastrophe Mist Talismans: Ashes of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Occult Ritual 3 Sacred Spring 4 Sparring Sprites Hermit’s Hut After a couple hours of hiking, you happen on a humble hut made from sheets of sturdy bark and blankets of moss. Sweet-smelling smoke
demon worshiper.” (Partially true; Xanthe is referring to Ivlis, the former priest)
Occult Ritual Eventually, you come across an eerie statue in a forest clearing. Strange runes are etched into
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bronze dragon spouting water into an ornate stone basin.
The fountains are fed by an underground spring and flow with clean, cool water. The living inhabitants of Vanrakdoom depend on this water for
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 30a on level 15, in the closest unoccupied space next to the similar gate located there.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
pays double their bet. Copper Slots These machines, referred to by some casino patrons as “tricky devils,” are simple clockwork devices that accept copper coins. Each machine has a spring-loaded lever
and five identical spinning cylinders called reels. Six golden, Infernal runes are painted on each reel. A player inserts between 1 and 9 copper coins into the machine’s slot and pulls the lever, which
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
site etched with symbols of power from across time and hundreds of worlds. Those who perform the proper rituals, guided by visions from Cthulhu itself, might free themselves from the domain of
. Ritual Site. A partially toppled monument bearing a tentacled visage marks a weak point in Cthulhu’s prison. Before it stands an altar etched with bizarre runes. These symbols are of otherworldly
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Innsmouth Domain of the Imprisoned Apocalyptic
Darklord: Cthulhu
Genre: Cosmic horror
Hallmarks: Cosmic horror creatures, invasive alien dreams, surreal locations, warring cults
Mist
Talismans: Effigy of Great Cthulhu, starmetal rod or amulet with eldritch runes, sahuagin-tooth fishing lure
Aligned Tarokka Card: Bishop
Opposed Tarokka Card: Donjon
Pam Wishbow Hidden amid
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Kartakass Domain of Tarnished Dreams Darklord: Harkon Lukas Genres: Dark fantasy and gothic horror Hallmarks: Hidden identities, dangerous performances, exploitative ambitions, werewolves Mist
a way of life in this forested domain, with everyone from the bards of Skald to the actors of Emherst pursuing dazzling dreams. Here, the people live by a simple rule: never let an audience grow bored
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Coming and Going Travelers who don’t have access to plane shift spells or similar magic must rely on other means to travel to and from a Domain of Delight. Fey crossings are the most common means of
enter and leave the archfey’s domain and may protect these Fey crossings or leave them unguarded. Some Fey crossings operate only at certain times or when certain conditions are met. The Fey Crossings
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
newly claimed domain. It is this effort that the characters must foil if they are to see their role in the story of Lore of Lurue end happily. Map 10.2: Pool Of Eternal Spring View Player Version Cult
known as the Beast Lord. Malar’s goal is to assume dominance over the forest—particularly the area around the Pool of Eternal Spring—and his agents have been hard at work brutally killing animals of all
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
entrance into the outpost’s hidden hot spring (area Z6). Z6: Hot Spring A large, natural pool brimming with turquoise water burbles at the center of this chamber. Steam coils off the water’s surface
, rising to a vent in the cave ceiling. The water itself sparkles with an inviting, tranquil glow.
The hot spring has magical restorative properties that were used by the ancient duergar who inhabited the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sea chest with a glyph of warding spell cast on it. Grinda carries the key, and the glyph triggers an explosive runes effect (see the spell description in the Player’s Handbook) if anyone other than
Grinda lifts the lid of the chest. Chest. Grinda’s chest contains a heavy iron key that locks and unlocks the Garloth family mausoleum in the City of the Dead (see “Mistshore: Spring” below). D3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, supremely handsome male drow named Ezvir and Zaldo. All four are crouched down in the fog. Llorelve and Vorljas spring up at the first sounds of creatures approaching this area, and they attack anyone they
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 gate appears in area 34a on level 6, in the closest unoccupied space next to the identical gate located there.
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->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->Mythic Odysseys of Theros
Nessian Wood is considered Nylea’s domain. Its trees are as old as the world, twining together to form an impenetrable canopy shielding the wood from Heliod’s angry glare. Their roots stretch deep into
the next archery contest at the Spring Nexus. She challenged Nikaia to an impossible feat of archery: to shoot an arrow into one of the twin trunks of Kruphix’s great tree at the edge of the world
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
the shadows and rarely return. Those who do tell of a malicious darkness beneath the domain, a cacophony of hateful voices, and shadows that hunger. Hidden amid ruins spilling into the chasm is the home
with strange runes and weeping tar-like sap. Stone giant hermits tend these groves and set deadly traps against trespassers. Har-Thelen Har-Thelen is largely abandoned. Its gates stand open, and only a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Araumycos’s territory, use the Araumycos Encounters table instead of the random encounter tables in chapter 2. While the characters are in Araumycos’s domain, check for a random encounter twice per day
. Roll a d6 and consult the Fungi table to determine what special type of fungi can be found here. If this encounter takes place in Araumycos’s domain, an overabundance of fungi cover all of the other cave
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
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->Tales from the Yawning Portal->a5
areas detailing a particular example. Magic gates separate zones from one another. Sectors are labeled on the map: Abyssal Prisons, Blood Pens, Masters’ Domain, Far Realm Cysts, Forests of Slaughter
black, secure the Doomvault. Magic keys allow the manipulation of them. Gate Features. Each gate is a 10-foot-wide circle of runes, drawn on the floor. This circle creates a magical energy field in its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
runes. The doors have neither handles nor hinges. The writing on them reads, “THE THREE KEYS. BRING THEM FORTH.” The doors part, sliding back into the walls, when the three correct keys are brought
side of the hammer that was facing the wall is the following inscription in Dwarvish runes: “Let hearts be lifted and battles won.” The hammer must be removed from its indentation for the inscription
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Semuanya’s Bog, read the following text: The domain of the deity Semuanya is a pleasant-smelling swamp full of bright flowers and colorful bugs. Through trees draped in vibrant moss come the cheers of
can normally produce, it can create up to half a gallon of effervescent spring water. However, it can’t produce beer, mayonnaise, or wine. If the characters question Semuanya, the lizardfolk deity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dungeon, images of dark cells with iron bars and shackles spring to mind. In the D&D game, the word “dungeon” takes on a broader meaning to include any enclosed, monster-infested location. Most dungeons
that haunt the oceans of the world, from the devilish sahuagin to the peaceful aquatic elves who loathe them. Within this aquatic domain are many surprising adventure locations: A graveyard of sunken
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
specifics, but when Golcuus was returned to the labyrinth, it was no longer a threat to Illithinoch. Rift in Reality. The rift leads to a Far Realm location called the Labyrinth of Eyes. Once the domain of an
all those who spring from it, including mind flayers and those warped by the realm. Unappreciated Scholar. Duoro considers himself the equal of the mind flayer fanatics who rule Illithinoch. If the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
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
of which use the mummy stat block but are lawful neutral. The scholar mummies are wrapped in funeral robes set with purple-glowing runes of oath-binding, recognized as such by any character who has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Slave Pen. A stone enclosure in the northwest corner serves as a slave pen. Band music emanates from within.
The fountain is fed by a natural spring and provides the drow with a virtually endless supply
“Elder Runes”). A creature that passes through the gate appears in area 17c on level 8, in the closest unoccupied space next to the identical gate located there. 25c. Entrance Stairs. Stairs carved
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
description from that adventure for this place. The lizardfolk here view the area around the swamp as their domain. They threaten intruders to warn them off, attacking only those who insist on remaining in the
to fund an aggressive expansion of the royal navy and launch raids against the Sea Princes’ domain. The Scarlet Brotherhood, for its part, is delighted by Duke Feldren’s plans to keep the pot stirred
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sinkhole. White Gate. The passage that leads west has a white gate that connects with the Lake of Madness. 39. Beholder’s Domain Hundreds of unblinking eyes stare into this room from long walls of
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->Tales from the Yawning Portal->a2
invade the troglodytes’ domain.
Map 2.3: The Glitterhame View Player Version The following locations are identified on map 2.3. VISION IN THE GLITTERHAME
Range of vision is important in the
Dwarvish runes.
The upper portion of the great cavern was intended to be the final resting place of Durgeddin’s clan. Durgeddin and his followers feared that their war against the orcs would
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
a Domain of Delight).
Inspiration. You gain inspiration each day at dawn for 2d4 days.
Invitation. You receive an invitation to the Summer Court or the Gloaming Court (though this invitation does
in the Fey’s company for an agreed-upon period of time) 4 The color in your eyes 5 The memory of your first kiss 6 The spring in your step or the sparkle in your eyes 7 A lock of your hair 8 Your name
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Elder Runes”). A creature that passes through the gate appears in area 47a on level 6, in the closest unoccupied space next to the identical gate located there. Iron Safe. The square iron safe
views as his domain. The biggest obstacles to his success are the hobgoblins that keep stealing his scrap metal.