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Returning 35 results for 'climbing were read'.
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Magic Items
The Book of Many Things
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Spire When the characters come within sight of the section of the spire that’s visible on the surface, read: A twenty-foot-high, irregularly shaped spur of rock juts out of the tundra
, then winds down into the frozen earth. A character moving through the tunnel without the aid of climbing gear or magic must succeed on a DC 15 Strength (Athletics) check or slide uncontrollably to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Spire When the characters come within sight of the section of the spire that’s visible on the surface, read: A twenty-foot-high, irregularly shaped spur of rock juts out of the tundra
, then winds down into the frozen earth. A character moving through the tunnel without the aid of climbing gear or magic must succeed on a DC 15 Strength (Athletics) check or slide uncontrollably to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozen Shipwreck The Dark Duchess is hundreds of yards from shore, trapped in thick ice. When the characters get close enough to see it, read: The Sea of Moving Ice stretches out before you, a
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozen Shipwreck The Dark Duchess is hundreds of yards from shore, trapped in thick ice. When the characters get close enough to see it, read: The Sea of Moving Ice stretches out before you, a
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
them, read: A ten-foot-deep, empty pit completely fills the passageway and extends so far as to make jumping across it impossible for most creatures.
Spike Trap. The characters might deduce that
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
them, read: A ten-foot-deep, empty pit completely fills the passageway and extends so far as to make jumping across it impossible for most creatures.
Spike Trap. The characters might deduce that
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Event 1: River’s Edge Lulu guides the characters toward Zariel, finding her on the ground of Avernus beneath Elturel. Read or paraphrase the following to set the scene: Elturel hangs above you and
the next, the characters might delve deeper into the melee, or could make their way up to Elturel by flying or climbing.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T1. Gatehouse Portcullis When the characters approach from the west, read: The shelf of rock on which the mountain road clings grows narrow. To your left, the icy cliffs rise sharply toward dark
gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack. If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can’t use it again until you move 0 feet on one of your turns. Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to
proficiency in the Perception and Stealth skills. Languages. You can speak, read, and write Common and one other language of your choice.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
(6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T1. Gatehouse Portcullis When the characters approach from the west, read: The shelf of rock on which the mountain road clings grows narrow. To your left, the icy cliffs rise sharply toward dark
gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack. If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can’t use it again until you move 0 feet on one of your turns. Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to
proficiency in the Perception and Stealth skills. Languages. You can speak, read, and write Common and one other language of your choice.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Event 1: River’s Edge Lulu guides the characters toward Zariel, finding her on the ground of Avernus beneath Elturel. Read or paraphrase the following to set the scene: Elturel hangs above you and
the next, the characters might delve deeper into the melee, or could make their way up to Elturel by flying or climbing.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Wreck When the characters arrive at the wreck, read or paraphrase the following boxed text to the players: A towering wreck rises from the scorched hellscape. It looks like a giant
its lowest point. Climbing the outside of the wreck without proper gear requires a successful DC 15 Strength (Athletics) check. Characters who can fly have no trouble reaching the command deck. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
writing.
If Maccath is with the characters, she can direct them to the items stolen from the Hosttower of the Arcane. She cautions the characters not to read or even peruse the material for their own
safety. The writings are laced with diabolical lore that is anathema to the mortal mind. Characters unable to read magic can’t make any headway in the books. A character who can read magic who examines
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
writing.
If Maccath is with the characters, she can direct them to the items stolen from the Hosttower of the Arcane. She cautions the characters not to read or even peruse the material for their own
safety. The writings are laced with diabolical lore that is anathema to the mortal mind. Characters unable to read magic can’t make any headway in the books. A character who can read magic who examines
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
(6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Wreck When the characters arrive at the wreck, read or paraphrase the following boxed text to the players: A towering wreck rises from the scorched hellscape. It looks like a giant
its lowest point. Climbing the outside of the wreck without proper gear requires a successful DC 15 Strength (Athletics) check. Characters who can fly have no trouble reaching the command deck. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Spell Scroll Scroll, Rarity Varies A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell
spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Conceptopolis Spell Scroll, Sovereign Glue, Slippers of Spider Climbing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Beast of Grakenok When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are already engaged in battle. With its
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Beast of Grakenok When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are already engaged in battle. With its
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Spell Scroll Scroll, Rarity Varies A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell
spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Conceptopolis Spell Scroll, Sovereign Glue, Slippers of Spider Climbing
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival When the adventurers arrive at Axeholm, read the following boxed text aloud: Thrust out from the base of a dark gray mountain is the entrance to the dwarven fortress — a dark, fifteen-foot
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival When the adventurers arrive at Axeholm, read the following boxed text aloud: Thrust out from the base of a dark gray mountain is the entrance to the dwarven fortress — a dark, fifteen-foot
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Waters of Lyth Eventually, the party crosses a vale not noted on Khea’s map. Read or paraphrase the following description: A shallow valley lies amid the rise and fall of the Katachthon foothills
anyone who succeeds on a DC 12 Wisdom (Perception) check and can be reached by climbing with a successful DC 12 Strength (Athletics) check. These caves serve as the lairs of the harpies that use the pool
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Waters of Lyth Eventually, the party crosses a vale not noted on Khea’s map. Read or paraphrase the following description: A shallow valley lies amid the rise and fall of the Katachthon foothills
anyone who succeeds on a DC 12 Wisdom (Perception) check and can be reached by climbing with a successful DC 12 Strength (Athletics) check. These caves serve as the lairs of the harpies that use the pool
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, read: The stench of sweat fills the humid air. You are chained to the wall of a dank, partially flooded pit. Other prisoners whimper nearby, lit by faint torchlight from the hole above.
If characters
character can use the iron winch near each pit to lift or lower its lid with a successful DC 12 Strength check. Climbing the slippery, sloped walls of a pit requires a DC 25 Strength (Athletics) check. New
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, the whole gate-town tipped right into the Beastlands!”
–Zendri Cork, halfling herbalist at Camp Greenbriar
As the characters approach Faunel, read or paraphrase the following description: The
, read or paraphrase the following text: “Hello, travelers!” calls an energetic giant sloth wearing a bracelet of claws and feathers. The creature dangles from a nearby tree and waves a three-clawed paw
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, read: The stench of sweat fills the humid air. You are chained to the wall of a dank, partially flooded pit. Other prisoners whimper nearby, lit by faint torchlight from the hole above.
If characters
character can use the iron winch near each pit to lift or lower its lid with a successful DC 12 Strength check. Climbing the slippery, sloped walls of a pit requires a DC 25 Strength (Athletics) check. New
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Decision As the characters begin their ascent, read: From high above comes a loud grinding noise as large sheets of ice break off the fortress walls and tumble down the mountainside. Suddenly, great
climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in