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Returning 35 results for 'climbing will regret'.
Monsters
Phandelver and Below: The Shattered Obelisk
one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, mage hand
1/day each: charm person, hold person
;honored guests,” and expresses regret that he cannot provide suitable entertainment for the occasion of their visit. Beneath his genteel demeanor, however, Glasstaff is just as violent and
Monsters
The Book of Many Things
following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: Guidance, Light, Thaumaturgy
2/day each: Bless, Freedom of Movement
discovery. She’s as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in cruel twists; for example, a petitioner who asks to be reunited
Monsters
Curse of Strahd
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
guilt and regret have dispelled all evil thoughts from her mind and cleansed her tortured soul. But Kasimir remains unconvinced by her assertions, because he knows that Strahd has corrupted Patrina and
Magic Items
The Wild Beyond the Witchlight
, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature.
Three hags
climbing meet eight dead and falling Eight snakes sneak under eight bats screaming Eight eyes open, always dreaming All on the cauldron that is ever seeming
Monsters
Mordenkainen's Fiendish Folio Volume 1
that rely on smell.
Innate Spellcasting. The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic
wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
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
would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
conceal my contempt for others.
8 I truly regret the things I have done and will do whatever I can to atone.
Shadow Dragon Ideals d6 Ideal
1 Merciless. Life doesn’t offer second
others. (Evil)
4 Aspiration. I will one day find an escape from this condemnation. (Any)
5 Self-Serving. The petty concerns of other creatures are of no concern to me. I have enough to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Dragon Below; but if she’s stopped, the cult will survive and flourish. A group of orcs are raiding a human settlement; but the settlers have built their village on land sacred to the orcs and may
necrotic resonator that will kill half of Sharn, they need to be stopped. But a good Eberron story challenges you to think about your actions, and the simplest solution may not be the best one. Human
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
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
deal 11 (2d10) piercing damage. New spikes will come up out of the floor every time if the plate is pressed more than once. A character who succeeds on a DC 20 Wisdom (Perception) check discovers the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
phenomenon might send the characters back in time, putting them in the middle of the conflict. Are they transported there to learn something? To alter the course of history? Or are they just stranded in a twisted time stream? How will they escape the horrors of the war and get back to their own time?
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
appropriate for your campaign, and give the characters a chance to prepare before they start climbing mountains. They will be encountering extreme weather conditions and might have difficulty with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can match. Many rogues focus on stealth and deception, while others refine the 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 would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with barely a hint of emotion left. He is above the concerns of the living. The only event that occasionally haunts him is the death of Tatyana, but his view of the past is bereft of romance or regret
become corrupt and destroying those who won’t yield. Characters who try to appeal to Strahd’s humanity will be gravely disappointed, because there is little humanity left in him. If they ask Strahd
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can match. Many rogues focus on stealth and deception, while others refine the 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 would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and without light. If the characters approach silently from the port side, without using light sources, they will be totally unobserved — the smugglers on deck are watching the coast from the starboard
is mainly of wooden construction, so fire always presents a hazard. The ship could, with some difficulty, be set ablaze and burned down to the waterline. The vessel will not ignite readily, for its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply
object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought — and will make an enemy of the god that placed the sphinx as a
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Special Encounters While going through the Cursed Labyrinth, the characters will have some interesting encounters. Roll on the following table (if you get the same result twice, reroll or choose an
. Climbing out of the pit is easy to do. Troglodytes. Four troglodytes, members of the tribe from the caverns who ran into the labyrinth to escape the thessalhydra, have been trapped here for two weeks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
severely sloped, creating ice slides. Descending an ice slide is easy; climbing one is another matter. A character needs crampons or other climbing gear to ascend one of these slippery passages. Professor
is in a position where it can view its surroundings. Psychic Hauntings The Caves of Hunger have a way of capturing and holding on to psychic trauma. In certain locations, the text will ask you to check
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the River Styx. The iron spikes that anchor the city have dragged it nearly to the river’s banks. Within a few hours, Elturel will sink into the Styx.
Hordes of distant demons fly around the city like
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->Wayfinder's Guide to Eberron
light may have things they regret. The Last War. Eberron has just emerged from a century-long civil war, and the scars of that bitter conflict remain. How did the war affect your character, and how will
. If the sage loses the debate, the dragon will destroy the airship and everyone on it. But if she wins the argument the dragon will take them to distant Argonnessen… and no human has ever seen the land
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Entering Motherhorn The characters can get into Motherhorn in one of several ways: They can use the front door (area M1). They can use climbing gear or magic to scale the walls. Doing so allows them
characters claim to be performers looking for work at the theater, they are granted an audition, during which they will be required to perform a play for Endelyn’s pleasure (see “A Tragedy in the Making” later in the chapter for details).
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Redcap A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. In the Feywild, or
get in a vicious swing of their weapon before the target can react. Redcaps’ desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
). Getting the helm to the Command Deck will take a bit of work, given that the tyrant ship’s access shafts are designed for hovering beholders. Characters can use the climbing kits, pitons, and ropes to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
crumbly but have abundant handholds and footholds. They can be scaled without climbing gear with a successful DC 15 Strength (Athletics) check. No check is needed to enter Undermountain by using the rope-and-pulley system.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Redcap A redcap is a homicidal creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without reservation or regret. In the Feywild, or
redcap’s desire to kill is rooted in its will to survive. Redcaps don’t usually operate in groups, but in some circumstances they might be found in the employ of hags and evil mages. Also, some redcaps are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Redcap A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. Blood Lust Personified
in its will to survive. As subtle as a flung battleaxe.
— Volo
Bloodthirsty Mercenaries. Redcaps don’t usually operate in groups, but in some circumstances they might be found in the employ of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Skabatha Nightshade Skabatha is the oldest member of the Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in
save DC 14):
At will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day each: awaken (as an action), plane shift (self only)
Bonus
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
impressive flying speed, it’s unlikely that the characters will be able to catch up to it. The characters must now make a big decision: do they assault Xardorok’s fortress as planned or follow the dragon back
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
are causing trouble in the Cairn Hills. They’re raiding merchants, hoping the dragon will allow them to return home as its loyal servants. Hook. A merchant named Nondy Barducks (a Lawful Neutral, gnome
rests on its little hoard: Crate holding Nondy’s stolen goods (worth 400 GP) 4,200 CP, 2,000 SP, and 180 GP Seven gemstones worth 50 GP each Potion of Healing Rope of Climbing Two Spell Scrolls (Alarm
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
exhaustion. If the characters threaten to take her for the bounty, the dwarf veterans rush to protect her, and Rufina warns the characters that not just the villagers, but the folk of the entire region, will
, defended herself from the unjust arrest, and was charged with attempted murder as a result. She fled to the Indigo Desert and joined an outlaw band, quickly climbing the ranks to become the leader. While
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
states otherwise. The ceilings throughout the palace are 30 feet high and arched. Climbing gear or magic is needed to scale the palace walls, inside or out. Crown-locked Door Magical wards on all the
iron lion in area P9 or the iron hart in area P10. It is assumed that the characters will revisit areas P9 and P10 from time to time so that they can toggle the locks to provide entry where they want to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
. The disks are about 4 feet in diameter and 3 feet apart. Each disk is attached to its chain by a giant staple fixed in its center. The disks swing freely and will tilt when weight is placed upon them
. The disks and the chains, as well as the walls of the cavern, are covered with a wet, slippery algal scum. This coating gives off a feeble phosphorescent glow. Climbing the chains or the walls
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
only to Aubreck. It contains all of Aubreck’s deeds and promissory notes, still sealed in waterproof wrappings. The notes are drawn from a lawful good temple that will pay them out only after the
original owner of the assets gives permission, and their value will enable Aubreck to rebuild his business once he redeems them for himself. TROUBLE ALONG THE WAY
The journey to the derelict takes 1d4
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
himself in the third person (“Who dares defy Klarg?” or “Klarg will build a throne from your bones, puny ones!”). The goblins under his command resent his bullying. Fire Pit. The hot coals in the
Chimney. A niche in the western wall forms the top of a shaft that descends 30 feet to area 3. See that area for information on climbing the natural chimney. Supplies. The piles of sacks and crates