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                        Returning 35 results for 'guards climbing location'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
                                                
                                            
                                                
                                                     where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
                                                
                                            
                                                
                                                     magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep
                                                
                                            
                                                
                                                     the creatures.
Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks
                                                
                                            
                                                
                                                     series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
                                                
                                            
                                        
                                                    Guards and Wards
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or
                                                
                                            
                                                
                                                     burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
Place dancing lights in
                                                
                                            
                                        
                                                    Portable Hole
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth
                                                
                                            
                                                
                                                     one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                        
                                                    Rod of Lordly Might
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to
                                                
                                            
                                                
                                                     indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     characters’ visit. Once the player characters choose a location, go to that location and review its "What You Need to Play" section.  Keep Locations   Location Description   1: Outer Gatehouse Guards vet
                                                
                                            
                                                
                                                     welcome new heroes or repel would-be invaders.
 Two armed guards stand at the front gate. They hail you and motion for you to approach.
 The player characters start just outside the keep. The first time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival Characters coming from the Woodland Manse approach the Circle of Thunder from the south. Describe the location to the players as follows: Ominous storm clouds gather in the sky as you
                                                
                                            
                                                
                                                     capering creatures.
 The standing stones and the dancing figures are described in area C1. Characters who circle the hill before climbing it spot three caves (areas C2, area C3, and area C4) near the hilltop.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Vault of Dragons Once the characters have the Stone of Golorr, they can use it to determine the location of the Vault of Dragons and the keys needed to enter it.  A gold dragon guards a pile of golden dragons.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     first arrive at a location or under a specific circumstance, as described in the text.
  
  The guards are Bartho and Gala. The characters must respond to the guards and say whether they mean well or
                                                
                                            
                                                
                                                    . The gate guards, Bartho and Gala, can describe and give directions to any location in the keep. They can also tailor recommendations to a traveler’s needs. For example, if a character wants to purchase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     doesn’t have a ticket, the conductor demands the character pay 15 gp (the price of a fare to First Tower, plus a sizable fine) or face armed guards who attempt to arrest the character at the next stop. A
                                                
                                            
                                                
                                                     balance. A creature that fails this check by 4 or less slips and falls prone on the roof. A creature that fails this check by 5 or more falls off the train and takes 7 (2d6) bludgeoning damage. Climbing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Gathering Intelligence By combing through local pubs or asking around with their own informants, the characters can locate up to six guards (veterans) formerly employed by Vidorant. Use the Former
                                                
                                            
                                                
                                                     Guards table to help you roleplay each guard.  Former Guards   d6 Ex-Guard   1 Turolga Flathelm (neutral dwarf), a gruff woman who has a soft spot for stray cats 2 Ballidyr Josephon (neutral human), a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival A stream leads the characters to a pool fed by a waterfall that tumbles down the mountainside. Describe Gnomengarde’s location to the players as follows: You follow a stream uphill to the
                                                
                                            
                                                
                                                     this place.
 Gnomengarde has five cave entrances perched atop ledges with sheer, rocky slopes. Climbing to a cave requires a successful DC 13 Strength (Athletics) check. A narrow footpath ascends the northeast slope, making it an easy climb to that cave entrance without a check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
                                                
                                            
                                                
                                                     guards plus forty commoners (male and female humans) armed with handaxes. The double doors are made of thick wood planks bound with iron bands and sealed shut with a heavy wooden bar held in iron
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     guards and stating their business. Many of the grand homes in Mithral Tower are true to the district’s name, boasting mithral filigree. The Sharn Watch seems to be everywhere in this neighborhood full of
                                                
                                            
                                                
                                                     busy scions climbing into skycoaches, hosting opulent parties, and showing off their latest purchases at all hours of the day.
 Unicorn Estate has a grand unicorn statue and unicorn-shaped topiaries
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     fears that the other Kings of Coin might seek revenge. At your discretion, Samira might have her guards spirit Kala away to a secret location, or she might ask the characters to take her to a safe
                                                
                                            
                                                
                                                    Conclusion Samira appears on the scene soon after Kala and the biza are defeated. Along with several Silent Verse guards, Samira quickly restores order. Azra Nir thanks the characters just before
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     district and the location of House Kundarak’s largest bank… along with the legendary Kundarak Vaults. Upper Central houses the mansions and estates of powerful nobles, along with businesses that cater
                                                
                                            
                                                
                                                     to them. Between the Sharn Watch and private security forces, this is a bad place to start trouble, and player characters who appear suspicious may be challenged by guards.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     patrolling guard’s location, this adventure represents the guards moving about the vault by having you roll to determine whether a guard is present in any given room. In areas specified as part of the guard
                                                
                                            
                                                
                                                    Vault Guards Vidorant employs a dozen guards (use the veteran stat block) to protect her treasures—three guards outside and nine inside the vault. Guards remain alert for noises elsewhere in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     in the branches above. The crash could have occurred anytime within the past 3d10 days. Climbing up to the wreck is relatively easy, thanks to many vines in the trees and lines of rigging hanging from
                                                
                                            
                                                
                                                     navigator, Ra-das (N male Halruaan human scout); the master-of-arms, Falx Haranis (CN male Halruaan human veteran); and three other crewmen named Brax, Nhar, and Veliod (N male Halruaan human guards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     for her cause and providing information about the book’s location. Syr Isbeth doesn’t know whether Nebukath can be trusted, but stealing the book would stymie Vrakir’s war effort—it’s too good an
                                                
                                            
                                                
                                                     opportunity to pass up. She asks the characters to undertake this perilous mission, promising them the title to a regional stronghold, along with its retinue of five knights and one hundred guards, if they bring her the book or proof of its destruction.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     having too easy of a time finding the MacGuffin, consider shifting its location to another place that makes sense. Or consider revealing that the MacGuffin is a fake, and the real prize is still nearby
                                                
                                            
                                                
                                                     the museum’s attic overnight. The characters could learn this detail by reading notes they discover in the curator’s office or by questioning one of the museum guards. If you use the moving MacGuffin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    11. Frulam Mondath’s Chamber Frulam Mondath (see appendix D) moved into this simple but comfortable chamber when the camp was abandoned. If no fight has occurred with the guards in area 12 and
                                                
                                            
                                                
                                                     characters enter this chamber from area 9, then Mondath is here when they arrive. Guards in area 12 hear whatever happens in this chamber and respond dutifully. The chamber contains a writing desk and stool
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     Mondath (see appendix D) in her purple robes, accompanied by a dozen guards. Even the governor cautions characters against attacking such a formidable force, especially when any lower-level officer
                                                
                                            
                                                
                                                     can answer his questions. Leaving the keep through the front gate is out of the question—too many raiders watch it. Other options are waiting for a cloud to cover the moon before climbing down ropes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Frulam Mondath (see appendix D) in her purple robes, accompanied by a dozen guards. Even the governor cautions characters against attacking such a formidable force, especially when any lower-level officer
                                                
                                            
                                                
                                                     can answer his questions. Leaving the keep through the front gate is out of the question—too many raiders watch it. Other options are waiting for a cloud to cover the moon before climbing down ropes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Aminta and attack anyone who tries to enter the tunnel without an escort. If the characters come here in the guise of workers, five of the guards lead them to area X1 at the start of the next shift change
                                                
                                            
                                                
                                                     pitons, rope, and a successful DC 15 Strength (Athletics) check for every 100 feet climbed. On a failed check, a character falls 50 feet before they’re caught by their climbing rope, taking 17 (5d6
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     location by another teleport trap appears 30 feet above the lava and immediately plunges into it unless the creature has some way to stop the fall. (Remember that spells and magic items that allow creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview The Tower of Storms is more than just a lighthouse — it’s a temple dedicated to Talos, the evil god of storms. Moesko, the half-orc anchorite who guards the lighthouse, uses its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     location. Everything within the dungeon is built to giant scale. Harshnag is familiar with the general features and layout of the complex (except for area 9), but not its traps or current denizens. EYE OF
                                                
                                            
                                                
                                                    . Frost covers the floors, walls, ceilings, and furnishings everywhere except for area 7. The frost makes climbing the walls impossible without climbing gear or magic.
 Illumination. Interior areas are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    11. Frulam Mondath’s Chamber Frulam Mondath (see appendix D) moved into this comfortable chamber when the camp was abandoned. If no fight has occurred with the guards in area 12 and characters enter
                                                
                                            
                                                
                                                     this chamber from area 9, then Mondath is here when they arrive. Guards in area 12 hear whatever happens in this chamber and respond dutifully. The chamber contains a writing desk and stool, several
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
                                                
                                            
                                                
                                                     teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Major Items, Uncommon  Item Type Attune?   Adamantine armor Armor No Amulet of proof against detection and location Wondrous item Yes Bag of tricks Wondrous item No Boots of elvenkind Wondrous item
                                                
                                            
                                                
                                                     of missile snaring Wondrous item Yes Gloves of swimming and climbing Wondrous item Yes Gloves of thievery Wondrous item No Hat of disguise Wondrous item Yes Headband of intellect Wondrous item Yes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). Lighting. Unless the text for a location states otherwise, all courtyards
                                                
                                            
                                                
                                                     noted in the text. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     location where they’re all delivered. Characters who bang on the prison’s north or south door are admitted into a 30-foot-long corridor, where they are greeted by the three guards from a nearby guard
                                                
                                            
                                                
                                                    , blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
                                                
                                            
                                        






