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Returning 35 results for 'guarded climbing locations'.
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Monsters
Fizban's Treasury of Dragons
crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the areaâand might take control of the pass
spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful.
Crystal Dragon Lairs
Crystal dragons
Monsters
Fizban's Treasury of Dragons
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and
Monsters
Fizban's Treasury of Dragons
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in
Monsters
Fizban's Treasury of Dragons
has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the areaâand might take control of the pass unless the dragon
university, but the students must travel to the dragonâs mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
infernal chains.) The bottoms of those spikes are guarded by scores of devils, making escaping the city by climbing down an arduous task. The Companion, the second sun that provided so much solace and
. Eight great chains bind the city to jagged posts of infernal iron, which stick up out of the ground like gargantuan spikes. (See âClimbing Downâ at the end of this chapter for a full description of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Reaching the Tomb The following locations provide different ways to access Xeluanâs tomb. Ruined Citadel Oztocanâs most prominent landmark is the ruined citadel around which the town was built. A
recently excavated tunnel leads to Xeluanâs tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonmarked Characters Here are examples of characters with this mark. Outlander Ranger. Youâre a courier who specializes in dangerous deliveries to exotic locations. Your assignments take you into
, and you love climbing towers and leaping between bridges. You value friendship and freedom. Youâre more interested in having fun and helping your companions than in joining up with some stuffy house.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
untold adventures. Quests from the Infinite Staircase collects six adventures from Dungeons & Dragons history, updated for the current edition of the game. Beloved for their strange and wondrous locations
the staircaseâs landings, a wistful traveler can find the door to the destination of their dreams. Adventure awaits behind every door. Kamila Szutenberg A luminous branch of the Infinite Staircase ascends to a celestial door guarded by a vigilant sphinx
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
teleportation circle connect with these circles, which are found in temples, academies, the headquarters of arcane organizations, and prominent civic locations. However, since every teleportation
circle is a possible means of entry into a city, theyâre guarded by military and magical protection. As you design a fantasy city, think about the teleportation circles it might contain and which ones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and have abundant handholds and footholds. Climbing them requires a successful DC 10 Strength (Athletics) check; on a check that fails by 5 or more, the creature slips and falls into the lava. 40a
to fly are suppressed within the chasm.) Unlike other teleport traps in the Obstacle Course, this trap doesnât teleport creatures to other locations. 40d. Magma Mephitsâ Pool Six lava children (see
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
tower is staffed by an amnizu commander, a chain devil subcommander, ten bearded devils (each one with a hell hound on the end of a short chain), and two spined devils (see âWatchtower Locationsâ for how
chain devil subcommander can animate them using its Animate Chains ability. Climbing a chain requires a successful DC 16 Strength (Athletics) check.
Map 3.7: Styx Watchtower View Player Version
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
To the Forbidden Vale Map: Overland Map shows the locations of Arborean Springs, the wildfires (shown in orange), the Forbidden Vale (area V8), and other key sites in the region. Each area is
terrain, allowing the characters to travel at a Normal or Slow pace. Theyâll have to deal with a wildfire (area V4) before reaching the mountain. Stage 3. Climbing Mount Glathek (area V7) to the vale (area V8) involves a 3-mile journey up the mountainside at a Slow pace.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
accurate chart of the islandsâ positions, which roam as they please. Thus, even the most famed locations appear on no map, and sailors might spot them when or wherever Thassa wills. A few of the Dakra Isles
â legendary locations are noted here, and chapter 4 presents guidance for creating more magical shores. Arixmethes Tales tell of the lost island of Arixmethes, whose population was wiped out by
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->Strixhaven: A Curriculum of Chaos
Aerojaunt Field Locations The following locations are keyed to the map 4.2. Descriptions assume the characters are using this field during the day. At night, the field is devoid of students. Map 4.2
, the vial contains oil of slipperiness. In the east dugout, itâs a potion of climbing. A character who searches a dugout finds the relevant vial tucked underneath a back bench. A5. Bleachers These bleachers rise 30 feet in the air at the back.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the vessel. A secret entrance might be concealed behind the Grand Masterâs throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
in two different locations. Characters are fully conscious and ambulatory while in such a state, their heads operating independently of their bodies until both are reunited. See the âTeleportation-Field Devicesâ sidebar for more information.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
in a rundown part of town), you can always roll again or simply choose another result. However, such unexpected results can prompt creativity and memorable locations that help make your urban
9â10 Upper-class home 11â15 Crowded tenement 16â17 Orphanage 18 Hidden thievesâ den 19 Front for a secret cult 20 Lavish, guarded mansion Religious Building d20 Type 1â10 Temple to a good or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Exploring the Academy The characters are now free to explore the campus. See âAcademy Locationsâ below for information on each area noted in the orientation tasks. Security Levels Spelljammer Academy
checkpoints are set up throughout the academy, each guarded by three veterans. Each guard carries a shortsword that has a green-glowing blade. Any creature reduced to 0 hit points by one of these blades is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
barrier is riddled with numerous secret holes through â or, more often, underneath â its stones. Knowledge of such secret passagesâ locations is jealously guarded, and the hidden ways are used only
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
magic concealing it. A hidden door is otherwise identical to other doors in the complex. Locations of hidden doors are marked on map 7.3. Lighting The interior of the complex is brightly lit by crystal
, but nothing happens. The Rod Piece and Its Guardian The sixth piece of the rod can be found in area T27. The piece is guarded by Rerak, an empowered simulacrum of Acererak designed to harvest souls
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
other nations, Central Plateau is the place where big deals are made. Central Plateau: Noteworthy Locations Location Description District Aurora Gallery The most prestigious auction house in
a legendary wine cellar. Platinum Towers, Upper Central The Vaults Located below the Kundarak Bank, the Vaults are Kundarakâs heavily guarded storage facility. Korranath, Upper Central Wayfinder
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
city or its inhabitants. Teleportation circles are barred except on the fringes of the place, at always-guarded locations beyond the cityâs outermost defenses. Those who use plane-shifting magic to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revelâs End Locations (R9-R16) R9. Guard Towers Each of these four triangular towers is two stories tall. A towerâs interior chamber is empty except for a wooden ladder that climbs to an iron hatch
shortswords, ten pikes, ten heavy crossbows, five light crossbows, and hundreds of crossbow bolts. The armory is guarded by a spectator that treats the weapons as treasure. It knows every member of the
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
barrier is riddled with numerous secret holes through â or, more often, underneath â its stones. Knowledge of such secret passagesâ locations is jealously guarded, and the hidden ways are used only
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
theyâve defeated. See area I2 for how such an attempt might unfold. Camp Carrionclay Locations The following locations are keyed to map 5.7. Map 5.7: camp carrionclay View Player Version I1: Wooden
quippers. I2: Main Entrance A large, hastily made wooden gate blocks access to the camp. The area is guarded by three imposing figures with twisted draconic features.
The campâs only gate is watched by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
. Two spots in the mud are the locations of geysers. The northern one erupts once every 5 minutes, the southern one every 3 minutes. The stone platform opposite the entrance is approximately 90 feet away
. 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->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
in service to Bahamut whoâve guarded the abbey since its founding. They couldnât stop the siege or the Undead lured by the Deck of Many Things, but they remained in the ruins until Mekkalath rose from
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
âNightstone: General Featuresâ sidebar for information about the settlement. Map 1.1 shows its layout. The sections that follow describe locations on that map. NIGHTSTONE: GENERAL FEATURES
Nightstone
palisadeâs logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) canât be climbed without the aid of climbing gear or magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Regardless of a pitâs depth, its walls are too smooth for characters to climb without the aid of climbing gear, magic, or the Spider Climb trait (or a similar ability). Teleport Traps Teleport traps are at
the locations marked T on the map. A teleport trap is a magical effect usually cast on a 10-foot-square section of floor, set to trigger whenever a creature enters the trapâs space. The trap extends
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Treasure Locations The cards of the common deck determine the locations of the Tome of Strahd (card 1), the Holy Symbol of Ravenkind (card 2), and the Sunsword (card 3). Swords (Spades) 1 of Swords
mountains. Climb the white tower guarded by golden knights.
The treasure lies on the rooftop of the Tsolenka Pass guard tower (chapter 9, area T6). 4 of SwordsâMercenary The thing you seek lies with the






