Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'guards climbing locations'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        guard climbing location
                                    
                                
                                    
                                        guard claiming locations
                                    
                                
                                    
                                        guard climbing locations
                                    
                                
                                    
                                        guards climbing location
                                    
                                
                                    
                                        guilds claiming locations
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
                                                
                                            
                                                
                                                    , when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     environments abundant with life. They share apesâ 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
                                                    
                                                
                                            
                                                     packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible
                                                
                                            
                                                
                                                     attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnelsâevidence that is often the first clue to
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnelsâevidence that is often the first clue to the nearby presence of a kruthik hive
                                                
                                            
                                                
                                                     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 floor with their sharp legs.
In addition to
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
                                                
                                            
                                                
                                                     actual locations, imposing disadvantage on the creatureâs attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
                                                
                                            
                                        
                                                    Guards and Wards
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     Silverwatch or even one of the magic-wielding Spellguard.
Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the
                                                
                                            
                                                
                                                     easily pick out the dens of criminal activity in a community, although youâre more likely to be welcome in the former locations rather than the latter.
 
Variant: Investigator
Rarer
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     unobstructed. Small windows glint from high on the vaultâs stone walls. Two guards keep watch on the second-floor balcony, while another guard patrols around the structure at ground level.
 Vidorantâs
                                                
                                            
                                                
                                                     businesses include a jewelry store, a lumberyard, a brewery, and a forge. Several other nearby buildings are empty and are ideal locations for a stakeout. If the characters observe the vault before the heist
                                                
                                            
                                        
                                                     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->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     âAttending the Galaâ section). Guards. After hours, Maryam Bikram is stationed at the entrance to the gala. Eleven other museum guards watch the areas indicated in the Guard Locations After Hours table. Guards
                                                
                                            
                                                
                                                     the nearby city watch headquarters. If all the characters are caught, their mission is unsuccessful and the adventure ends. Guard Locations After Hours   Area Guards   V1 2 V3 1 V4 1 V8 1     Area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
                                                
                                            
                                                
                                                    Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (a silver rod worth 10+ GP)
 Duration: 24 hours
 You create a ward that protects up to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
                                                
                                            
                                                
                                                    Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (a silver rod worth 10+ GP)
 Duration: 24 hours
 You create a ward that protects up to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Exploring the Temple The temple is divided into two main sections. Areas 1 through 23 are the working laboratories where Thessalar resides and operates, along with many lizardfolk guards. Areas 24
                                                
                                            
                                                
                                                     through 39 make up the temple section, largely inhabited by priests and others who care for the templeâs statues as well as its living demigod, the thessalkraken. That creature dwells in a deep subterranean lake beyond areas 30 and 39. Numbered locations are keyed to the map on page 29.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     charactersâ 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
                                                
                                            
                                                
                                                    Getting Started The Keep on the Borderlands Map displays all the locations characters can visit in the keep. Share this map with your players. To begin, read the following boxed text aloud: You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     guards recall their captain leading a man matching Bakarisâs description to the castle some time ago. Castle Kalaman is a towering structure and easy to find without directions, and the guards can also direct the characters to any site in the âKalaman Locationsâ section.
                                                
                                            
                                                
                                                     ramshackle structures lines the road to the cityâs nearest gate, where soldiers in blue-and-yellow uniforms question all who enter.
 The gate guards halt the characters and ask their business, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     doesnât 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->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
                                                
                                            
                                                
                                                    Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
                                                
                                            
                                        
                                                     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 districtâs 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->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
                                                
                                            
                                                
                                                     held shut by an arcane lock spell (see âPrison Featuresâ). This hatch leads to the towerâs flat rooftop, which is lined with battlements. Three Lordsâ Alliance guards (veterans) in cold weather
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
                                                
                                            
                                        
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    23. Way to Skullport Weakened by the drow, the Legion of Azrok now fears incursions from Skullport. Azrok has placed sentries here to watch for trouble. 23a. Ripplebark Cavern Guards. Five hobgoblins
                                                
                                            
                                                
                                                     gardens of moss and fungi.
 Shriekers. Planted among the other fungi are four Small (3-foot-tall) shriekers with 7 (2d6) hit points each, their locations marked with asterisks on map 3.
 Characters
                                                
                                            
                                        
                                                     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->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->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    City Overview The city is yours to make your own. A few important features and locations are described in the sections that follow, but otherwise flesh out the city as you and your players see fit
                                                
                                            
                                                
                                                     himself, who achieved his position and wealth as the owner of a notorious gambling den. City Watch The City Watch is a standing garrison of some eight hundred Guards and Warrior Veterans. Bolstering
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    1: Outer Gatehouse  This gatehouse is the first stop for those seeking to enter the Keep on the Borderlands. The guards here greet outsiders, watch for potential threats, and permit entrance to
                                                
                                            
                                                
                                                    . A wooden drawbridge allows passage over a steep ditch surrounding the keep. The bridge is currently drawn shut.
 Two guards stand before the raised bridge. As you approach, one of the guards shouts
                                                
                                            
                                        
                                                     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->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , corridors, rooms, and staircases are brightly lit by continual flame spells cast on wall sconces. (The cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as
                                                
                                            
                                                
                                                     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->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    11. Frulam Mondathâs 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->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     guards. Clan Horn is led by Lady Kira Horn and Lord Zardak Horn. Zardak is getting on in years, nearly blind, and increasingly defers to Lady Kiraâs decisions. Rizwin Horn, their daughter, is a
                                                
                                            
                                                
                                                     vaults. (The stat blocks to be used for these NPCs are found when they first appear in the adventure.) Layout. The Horn Enclave map shows the layout of the fortress and its described locations. Guest
                                                
                                            
                                        






