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Rogue
Legacy
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Classes
Basic Rules (2014)
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue
an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) 100 gp (150 gp) 12 (18) bloodstones worth 50 gp each The characters can also choose three magic items from the following list, or four items if they successfully negotiated for a bigger reward from
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) 100 gp (150 gp) 12 (18) bloodstones worth 50 gp each The characters can also choose three magic items from the following list, or four items if they successfully negotiated for a bigger reward from
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the tower’s command words by casting an identify spell on it. The command word to open the front door or
feet in diameter. Several tunnels branch off from the rough-walled shaft at various points, allowing the characters to continue their journey after climbing down. They can move around the tower easily if they wish to ignore it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can’t fit inside the
construct. Pit and Sarcophagus A character needs climbing gear or magic to scale the walls of the pit, which are made of smooth stone. The sarcophagus at the bottom of the pit has a bas-relief of a laughing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
54. Rolling Doom After ten feet, this dusty corridor becomes a staircase that descends fifteen feet to a lower tunnel. Resting on the floor at the bottom of the staircase is an old treasure chest
climb without the aid of magic or climbing gear. The pit’s acid can be safely contained in glass vials if the characters have any at hand, and can then be used as the acid in chapter 5, “Equipment,” of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
searching and a successful DC 18 Wisdom (Perception) check. Flying creatures can spot the staircase more easily, gaining advantage on the check. Climbing the steps requires no checks, but it takes 1
, smoke, and slow-moving lava streams—serve as Mekkalath’s lair. This adult red dragon is an awesome sight, resting on a massive pile of coins, jewels, and precious objects. From this vantage
Compendium
- Sources->Dungeons & Dragons->Divine Contention
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
represent Dumathoin. Refer to the “Guardian of the Gulch” section for information about awakening the eidolon. The gnome resting against the moonstone is Dabbledob Plasterpatch. He holds the magical
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
frost giants moor their enormous ships.
Ceilings. Unless otherwise noted, ceilings inside the lodges are 40 feet high with 30-foot-high rafters.
Climbing. A creature can scale the icy cliffs of
feet from bow to stern and requires a crew of at least ten creatures that are Large or bigger. A greatship has a speed of 6 mph, AC 15, a damage threshold of 20, and 3,000 hit points. It can hold up to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can pass through narrow openings in the wall. Climbing over the wall requires a successful DC 12 Strength (Athletics) check. The wall can be easily broken apart or pushed down, but doing so creates a
of battle as they traverse the hall leading to this 10-foot-high room, which has partially collapsed and contains the following: Light. The room is lit by a single lantern resting in the middle of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
flickering light across hieroglyphs carved into the tiled floor. At the center of the room, a gold-inlaid funeral barge stands atop a three-foot-tall stone dais. Resting on the deck of the barge is a
handout 23 in appendix E. Characters can avoid triggering the floor tiles by flying or by climbing along the walls and ceiling. Climbing the walls requires a successful DC 20 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
can be made to climb the stairs without an ability check. Mules, being surefooted, can climb the steps with ease and don’t need to be coaxed. Chimera Lair After climbing 350 feet, the staircase is
mostly, with a few orc and dwarf bones). The staircase resumes on the opposite side of the ledge, climbing another 150 feet to area 2. In the back of its lair, the chimera has a nest of bones, bits of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Shelter The party stumbles upon a cave that is sheltered and easily defended. If the characters camp here, they can finish a long rest without any chance of an encounter while they are resting. Sinkhole One
random party member steps on and collapses a sinkhole, and must succeed on a DC 12 Dexterity saving throw to avoid falling into a 20-foot-deep pit and taking 7 (2d6) bludgeoning damage. Climbing out
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
. Blocked Stairs. Slabs of stone, each 5 feet high, block the stairs that descend into this hall along the north and east sides. Climbing over a slab costs 10 feet of movement. Once over a slab, a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters using the rope, but requires a successful DC 10 Strength (Athletics) check by anyone climbing down the rough stone walls. On a failed check, a character tumbles down the sloping fissure and
1d4 rounds, as if affected by the polymorph spell. The snakes are compelled to attack any other creatures in the room. Treasure. In addition to opening the door, the key is worth 25 gp. RESTING
No
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
serves as the resting place of the oracle-thief Orestes. According to legend, Orestes could divine how long someone would live by reading a pool of the person’s blood. Those who, in his vision, bled
-eyed shock. The mask functions as slippers of spider climbing. 8. Cave and Tunnel On the crumbling eastern wall of the tomb is a rough-edged hole that leads to an uneven cavity in the earth. Two
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wall above a 10-foot-tall basalt table with some valuable items resting on it and a large iron chest tucked underneath it (see “Treasure”). Two wardrobes of fire-scorched wood stand against the west wall
chest, resting on a bed of ashes, is a giant-sized adamantine crown set with six black opals (worth 7,500 gp and weighing 150 pounds). Under the ashes are 6,300 gp, Duke Zalto’s conch of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
if the characters are resting 3 Carrion crawler 4–5 Escaped slaves 6–7 Fungi 8–9 Giant fire beetles 10–11 Giant “rocktopus” 12 Mad creature 13 Ochre jelly 14–15 Raiders 16 Scouts 17 Society of
as a rock formation, and it tends to lurk in crevices and fissures, attacking smaller creatures that wander near. It has a walking speed of 20 feet and a climbing speed of 10 feet, loses its Hold
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
two grim figures: a powerfully built woman clutching a mace, and an even bigger man wearing a bucket helm. The helmed man is jabbing the prisoner with a spear, causing him to twitch. Both figures are
table with a human cadaver resting atop it. A frighteningly thin woman in a black robe is studying the corpse, her face largely hidden under a cowl. Around her feet creep a swarm of skeletal rats
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the center of the north and south walls. These slits are 3 feet high but only a few inches wide, so they’re too small to allow passage or let much more than a little dim light in. Resting at the
more stairs are deactivated with dispel magic first, a character climbing or jumping up has advantage on the check. Treasure. Each hell hound wears an ornate platinum collar, one etched with the name
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the mansion’s brick walls to reach it without the aid of climbing gear or magic requires a successful DC 15 Strength (Athletics) check. Evil Groundskeeper. The yard is looked after by a menacing
corners. Bearskin rugs and overstuffed chairs fill the room. Lord Gralhund recently took up falconry as a hobby. In the middle of the room, resting on a table, is a cage containing a hooded falcon (use
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intact. Clutched in the statue’s right hand is a stone spear, and resting on the floor beneath it is a clay urn. North of the statue is an open balcony overlooking a flooded garden.
Standing to one
dome can be read only by climbing to the mezzanine, but the decrepit condition of the stairs and balcony makes this venture risky. A character who climbs the steps must make a successful DC 10 Dexterity
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
their Whirlwind action to hurl characters through the castle’s weakened walls (see “General Features” earlier in the adventure). It’s a 20-foot drop to the ground from there. The Match Thief. Resting on a
ground below it. The characters need magic or climbing gear to reach it. The northeast wall of the armory is gone, creating an opening through which the characters may enter. The armor and weapons
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
structure is mostly opaque except for its windows. Anyone who looks through a carriage window spots an ornate glass key resting on the seat inside. To reach the key, a character must smash a window or
beanstalk without needing magic or climbing gear, but doing so requires a successful DC 15 Strength (Athletics) check. On a check that fails by 5 or more, the creature falls. The beanstalk has AC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decor suggests as much. Its contents are as follows: Azrok and Lurkana. In the northeast part of the room, Azrok the hobgoblin warlord sits on a throne of bleached skulls, with one foot resting on an
children issues from small cracks in the walls of this building. Inside, two goblin bosses are minding twenty goblin children (noncombatants). The bigger children are being taught how to bully the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
working or training in other parts of the monastery. When they aren’t working, they’re resting in their quarters. At dawn and dusk, the Sacred Stone cultists (except the two door wardens in area M2) gather
interested in the philosophy of magic, not bigger and more powerful spells or artifacts. However, scattered among the curios are a potion of greater healing, a potion of hill giant strength, a scroll of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Squealer. This area is the territory of a squealer—a porcine-headed predator unleashed during the crash. The squealer uses the nalfeshnee stat block, but it’s a Monstrosity and has a 30-foot climbing
a wolf-in-sheep’s-clothing resting atop the creature’s stump-shaped body. The creature uses the lure to lull the characters into a false sense of security and tempt them toward its jaws. When a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
survivors from the Naiad are resting in three cells: Ashlyn in M11a, Devi in M11b, and Treef in M11c. Each survivor is described further below. The remaining cells are unoccupied, unless the characters or any
Raphael M15: Hierarch’s Office This airy room contains a desk and high-backed chair situated in front of a carving that spans the entire east wall. The carving depicts a family of goats climbing a majestic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
target prone, then snaps at it with its powerful jaws to gulp it down. Treasure. The two chests contain a total of 2,200 sp. One holds a potion of climbing, and the other a potion of water breathing
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->Acquisitions Incorporated
resting or spending Hit Dice. A victim who finishes a long rest can attempt a DC 12 Constitution saving throw. On a successful save, the victim shakes off the disease. Failure deals the character
) bludgeoning damage from the fall. Climbing the rough walls requires a successful DC 10 Strength (Athletics) check. Development. If the characters defeat the scarecrows and search the constructs, large
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to Manshoon. At the moment, they are resting in the sanctum while awaiting orders from Manshoon. Green Flame Brazier. A detect magic spell or similar magic reveals an aura of evocation magic around
the following features: The area is split into two levels, with alabaster steps climbing 3 feet to a smaller raised platform overlooking the larger area. The platform is bare except for three golden
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
outside courtyard below. H10. Recessed Mausoleums These areas are the final resting places of esteemed priests, warriors, and other dedicated servants of Elturel. For each of these areas the characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
full deck of illusions. Crypt 10 Sir Leonid Krushkin (Sir Lee the Crusher): Bigger than life, he loved his jewelry An oversized skeleton draped in jewelry and rags lies atop an elongated marble slab
afflicting Barovia. Crypt 34 King Dostron the Hellborn Resting in the center of this crypt is a seven-foot-long gilded sarcophagus, its lid painted with the likeness of a screaming king wearing a crown
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
two pet apes (which have 30 hit points each). One is on guard to the north of the door, the other resting on a platform built above the door. The Keeper wears a thick chain mail shirt (accounting for
spot to raise their young. The adults use the statistics for giant crocodiles, except that they have a climbing speed of 30 feet, no swimming speed, and darkvision out to a range of 60 feet. Their four
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Torrents Locations P1. Waterfall Basin The waterfall here can be heard from quite a distance. A loud waterfall pours into this mossy cavern. Wet stairs hug the western wall, climbing higher than the
serve as bonded mounts for two Dark Tide knights (see chapter 7) who live in the hut on the island. One knight is standing guard on the island when the characters first arrive; the other one is resting






