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Returning 35 results for 'climbing worlds resolve'.
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climbing world resolve
claiming worlds resolve
Magic Items
The Book of Many Things
various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually
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
Elf
Legacy
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Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
the two subraces presented below or one from another source. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Character Creation The Mists of Ravenloft drift across worlds, sowing fear and abducting unsuspecting souls. These forces don’t claim individuals at random, though. The fear of innocents, the turmoil
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Character Creation The Mists of Ravenloft drift across worlds, sowing fear and abducting unsuspecting souls. These forces don’t claim individuals at random, though. The fear of innocents, the turmoil
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from a society of diviners. Most are situated along the northern wall in the middle and to the west, near the hearth. Magically enchanted to help the director see into other worlds and beyond, the
. Bookshelves. The sturdy bookshelves here are bolted in place. Climbing a bookshelf requires a successful DC 12 Strength (Athletics) check. Ceiling. The ceiling is 30 feet high. Door. Only one door
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from a society of diviners. Most are situated along the northern wall in the middle and to the west, near the hearth. Magically enchanted to help the director see into other worlds and beyond, the
. Bookshelves. The sturdy bookshelves here are bolted in place. Climbing a bookshelf requires a successful DC 12 Strength (Athletics) check. Ceiling. The ceiling is 30 feet high. Door. Only one door
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
Items 66–67 Rod of the Pact Keeper 68–69 Rope of Climbing 70 Saddle of the Cavalier 71–72 Sending Stones 73–74 Slippers of Spider Climbing 75–82 Spell Scroll (level 2 or level 3 spell) 83 Staff of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
Items 66–67 Rod of the Pact Keeper 68–69 Rope of Climbing 70 Saddle of the Cavalier 71–72 Sending Stones 73–74 Slippers of Spider Climbing 75–82 Spell Scroll (level 2 or level 3 spell) 83 Staff of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Introduction The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Introduction The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Acererak Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer
powerful adventurers. Their deaths and souls are my nourishment.”
Flaw. “I underestimate the resolve of my enemies.”
Acererak
Medium undead, neutral evil
Armor Class 21 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Acererak Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer
powerful adventurers. Their deaths and souls are my nourishment.”
Flaw. “I underestimate the resolve of my enemies.”
Acererak
Medium undead, neutral evil
Armor Class 21 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Introduction The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Introduction The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
underground fortresses where dwarves sheltered against giants’ attacks. If exploring giant-sized dungeons is the norm, characters are likely prepared for climbing huge stairs and navigating other
challenges of giant-sized locations (see chapter 4). D&D worlds often assume some magic items (especially artifacts) were created in ancient times using long-forgotten techniques. You might decide such items
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
underground fortresses where dwarves sheltered against giants’ attacks. If exploring giant-sized dungeons is the norm, characters are likely prepared for climbing huge stairs and navigating other
challenges of giant-sized locations (see chapter 4). D&D worlds often assume some magic items (especially artifacts) were created in ancient times using long-forgotten techniques. You might decide such items
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
scholars and treasure hunters mount expeditions to plunder the ruins and unearth the secrets of the giants. On other worlds, the ruins of ancient giants’ civilizations might not be as numerous or well
tend herds of mastodons and where reptiles from Earth’s ancient past still roam the sea and sky. The English fairy tale of Jack climbing a beanstalk to a giant’s cloud castle is a similar example of an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Adventurers climbing a volcano on the Material Plane might suddenly find themselves scaling a Feywild mountain topped with skyscraper-sized crystals that glow with internal fire. Leaving behind a wide and
worlds, Zybilna is regarded as a fairy godmother of sorts, granting wishes for the lost, the forsaken, or the betrayed. Sometimes her wishes bring happiness, other times despair. (Prismeer is detailed in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Adventurers climbing a volcano on the Material Plane might suddenly find themselves scaling a Feywild mountain topped with skyscraper-sized crystals that glow with internal fire. Leaving behind a wide and
worlds, Zybilna is regarded as a fairy godmother of sorts, granting wishes for the lost, the forsaken, or the betrayed. Sometimes her wishes bring happiness, other times despair. (Prismeer is detailed in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
scholars and treasure hunters mount expeditions to plunder the ruins and unearth the secrets of the giants. On other worlds, the ruins of ancient giants’ civilizations might not be as numerous or well
tend herds of mastodons and where reptiles from Earth’s ancient past still roam the sea and sky. The English fairy tale of Jack climbing a beanstalk to a giant’s cloud castle is a similar example of an
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gives way to a question: “What worlds have you destroyed?” Give the party a moment to answer, then read: A towering abomination rises from the slime. Three long tentacles tipped with bladelike barbs
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gives way to a question: “What worlds have you destroyed?” Give the party a moment to answer, then read: A towering abomination rises from the slime. Three long tentacles tipped with bladelike barbs
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six
spellcasting ability (your choice). Campfire. You 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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six
spellcasting ability (your choice). Campfire. You 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
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
Equipment
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
Equipment
climbing. Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable
–60
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
! We’re all trapped, but perhaps we can help each other?”
This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six centaurs who speak Common were exploring
(Athletics) check. If the characters fasten ropes to the boulder, the centaurs offer to help haul it down for them (no check required). Freeing the boulder clears a path through the rubble. Climbing Out
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
! We’re all trapped, but perhaps we can help each other?”
This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six centaurs who speak Common were exploring
(Athletics) check. If the characters fasten ropes to the boulder, the centaurs offer to help haul it down for them (no check required). Freeing the boulder clears a path through the rubble. Climbing Out
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
. Though he is not truly in danger of losing this ability (his resolve is simply shaken), this can provide a roleplaying opportunity for the characters to boost his spirits and strengthen his faith. H5
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
. Though he is not truly in danger of losing this ability (his resolve is simply shaken), this can provide a roleplaying opportunity for the characters to boost his spirits and strengthen his faith. H5
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
weak to pose an actual hazard. Climbing the rough pit walls requires successful DC 10 Strength (Athletics) checks. F3. Wind Prison A stone pedestal in the middle of this cavern holds a glassy sphere
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an