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                        Returning 35 results for 'guide climbing locations'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     pirates are adult neogi that serve as crew members aboard nightspider;nightspiders (see the Astral Adventurer’s Guide) and other neogi-controlled vessels.
Neogi society makes no distinction between
                                                
                                            
                                                
                                                     poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     neogi and often fills the role of captain aboard a nightspider (see the Astral Adventurer’s Guide). The void hunter pledges fealty to one or more stellar entities in exchange for a taste of
                                                
                                            
                                                
                                                     with an eel’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ;Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
                                                
                                            
                                                
                                                     instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her
                                                
                                            
                                                
                                                     lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
                                                
                                            
                                                
                                                     Dungeon Master’s Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
“I constantly see shapes moving in the shadows.”
2
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ;s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled
                                                
                                            
                                                
                                                     she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
                                                
                                            
                                                
                                                     property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    *
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     extreme heat (as described in chapter 5 of the Dungeon Master’s Guide). The chasm is brightly lit by the lava, which fills the bottom of the chasm to a depth of 20 feet. A creature that enters the
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Entering the Scab The most obvious way to enter the Scab is through a hole near the top of the Scab (area S1). Climbing a chain or the outer surface of the scab to reach this hole requires a
                                                
                                            
                                                
                                                     successful DC 15 Strength (Athletics) check. Once inside the Scab, Lulu can sense the distance and direction of the Bleeding Citadel’s entrance (area S14), and guide the characters toward it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Dragonmarked Characters Here are examples of characters with this mark. Outlander Ranger. You’re 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. You’re more interested in having fun and helping your companions than in joining up with some stuffy house.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. If you have Xanathar’s Guide to Everything
                                                
                                            
                                                
                                                     of climbing  No 
   Sending stones  No 
   Wand of magic detection  No 
   Wand of secrets  No 
   Replicable Items (6th-Level Artificer)    Magic Item Attunement 
     Boots of elvenkind  No
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     appropriate for your campaign, and give the characters a chance to prepare before they start climbing mountains. They will be encountering extreme weather conditions and might have difficulty with
                                                
                                            
                                                
                                                     the harshness of the climb. Rules for extreme cold, strong wind, and high altitude can be found in Chapter 5 of the Dungeon Master’s Guide.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
                                                
                                            
                                                
                                                     to other locations in time and space with a successful DC 20 Intelligence (Arcana) check. A failed check causes the characters to be misdirected physically or temporally, as you determine. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
                                                
                                            
                                                
                                                     octopus 7 2d6 merrow 8 2d10 merfolk 9 1d6 items from Magic Item Table B in chapter 7, “Treasure,” of the Dungeon Master’s Guide 10 Treasure rolled on the Treasure Hoard: Challenge 5–10 table in chapter 7, “Treasure,” of the Dungeon Master’s Guide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    Portals Sigil boasts more planar portals than any other location in the multiverse. These innumerable doors link locations in Sigil to destinations on other planes or elsewhere in the city. Any
                                                
                                            
                                                
                                                     opening in the City of Doors might be one of these magic gateways. Fundamental to any Planescape campaign, portals are further detailed in the Dungeon Master’s Guide and the sections below.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     must make a DC 13 Constitution saving throw. On a failed save, the creature is infected with cackle fever (see “Diseases” in chapter 8 of the Dungeon Master’s Guide). Gnomes are immune. The characters
                                                
                                            
                                                
                                                     can try to get around the pool without swimming it, by using magic or climbing along the walls. Climbing the slippery walls of the cavern requires a successful DC 13 Athletics check. On a failed check, a character falls into the water.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Navigating Thither Using the map of Thither as a reference, describe what the characters see as they forge their own path through the splinter-realm. Named locations on the map are described later in
                                                
                                            
                                                
                                                     the chapter. Shortly after arriving in Thither, the characters come upon a cave that is the home of a miser who spins gold into magic items. The miser, Nib, can provide directions to other locations
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Gaining Access By the time they have visited the locations detailed in the previous chapters, the characters should have knowledge of a route to the surface world and a map or guide to help them
                                                
                                            
                                                
                                                     a potential route out, leading them to another location in the Underdark where it is supposed to be. Then they need to find a map or guide for the potential route, which could involve them in what is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Chapter 9: Tsolenka Pass  Tsolenka Pass is a gravel road that hugs Mount Ghakis, climbing to great heights. The road starts at the Raven River crossroads (chapter 2, area R) and travels seven miles
                                                
                                            
                                                
                                                     warm, characters who aren’t dressed for cold weather suffer the effects of extreme cold at night (see “Weather” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). The road curved and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Locations of the North The locations described in this section appear on the wilderness maps in this chapter. Additional information on several of these places can be found in the Sword Coast
                                                
                                            
                                                
                                                     Adventurer’s Guide. Not depicted on the maps are scores of tiny hamlets and hundreds of isolated homesteads scattered throughout the North. These places are too small to be of consequence. Even so
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , who knows its way around Yon, where the characters might stumble upon one or more of the following locations: Lockbury Henge, a meeting place for korreds (see appendix C) who can give directions to
                                                
                                            
                                                
                                                     characters to the palace. The characters can also reach the palace by an overland route, but they need a guide who knows the way. Without a guide, they would become hopelessly lost in the mountains of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Mechanical Guides Each mechanical guide is programmed to teleport through space and time to the adventure’s set locations, effectively dropping the characters at the start of chapter 3 or chapter 4
                                                
                                            
                                                
                                                    . Each guide can return to its agent’s manor at any time. Each guide is an unaligned Medium construct with AC 20, 50 hit points, and a speed of 20 feet. It has no attacks, and has a +0 modifier for all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Dungeon Master’s Guide, you’ll find advice for how to create adventures and even create whole worlds. Guide the Story. You narrate much of the action during play, describing locations and creatures that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for
                                                
                                            
                                                
                                                     No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No   Replicable Items (6th-Level Artificer)   Magic Item Attunement   Boots of elvenkind No
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     encounter a tortle NPC willing to serve as a wilderness guide. This supplement describes three new tortle guides (see “Tortle Guides").
   The party might visit the Snout of Omgar, explore its locations, and encounter its inhabitants.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
                                                
                                            
                                                
                                                     adventure. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
                                                
                                            
                                                
                                                     adventure. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     common magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide
                                                
                                            
                                                
                                                     breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No   Replicable Items (6th-Level Artificer)   Magic Item Attunement   Boots of elvenkind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     directing the characters toward one of the three locations described in chapter 2. If any of the characters are affiliated with a faction, such as the Harpers, you can guide them toward Bryn Shander
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
                                                
                                            
                                                
                                                    . Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents descriptive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     enhanced medusa for Lynx, or the brains in iron for Sir Ursas (see below for more information on both). Each expedition also has its own mechanical guide. You might use the members of the rival expedition
                                                
                                            
                                                
                                                     to chase after the characters, or they might have already arrived at one of the locations and be set up for the characters to stumble upon. The members of the alternative expedition might set
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     plane of existence, and the adventure locations found among them. Though stories abound along its many steps, the staircase is the journey, not the destination—an extraordinary means of traversing the
                                                
                                            
                                                
                                                     multiverse. This chapter expands on what’s written about the Infinite Staircase in the Dungeon Master’s Guide and provides tools for using it to convey creatures from one fantastical location to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
                                                
                                            
                                                
                                                     adventure. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents
                                                
                                            
                                        






