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                        Returning 35 results for 'guilds 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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                    Teleportation Circle
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know
                                                
                                            
                                                
                                                     appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                        
                                                    Portable Hole
                                                    
    
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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
                                                    
    
        Legacy
    
    
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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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     the doings of thieves’ guilds and street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
                                                
                                            
                                                
                                                    , or a less populous location, perhaps Luskan or Yartar — any place that’s large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find
                                                
                                            
                                        
                                                     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->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    , not just what you accomplished in the past. The backgrounds associated with guilds in this chapter work like those in the Player’s Handbook, giving you proficiencies, languages, equipment, and
                                                
                                            
                                                
                                                     add to your spell list if you’re a member of a spellcasting class. Guild Spells The spellcasters of Ravnica’s guilds have a style of magic specific to their guild. A guild’s description includes a list
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     round As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you
                                                
                                            
                                                
                                                     instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     round As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you
                                                
                                            
                                                
                                                     instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                        
                                                     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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     coastal location or a short voyage away from seaside locales. Here are some suggestions for placing it in a few classic D&D settings.
 Eberron. On Khorvaire the isle is located on the north coast of
                                                
                                            
                                                
                                                     routed from the island, the characters might gain unwanted attention from what remains of Netheril.
 Mystara. The Minrothad Guilds are always interested in consolidating their power on the sea and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     type of guild from the options in the Sample Guilds table, or work with your DM to create a new guild. The facility is a meeting room where members of your guild can discuss important matters in your
                                                
                                            
                                                
                                                     order to this facility, you commission the facility’s hireling to recruit guild members to perform a special assignment. Each guild in the Sample Guilds table specifies the nature of that assignment
                                                
                                            
                                        
                                                     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->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->Storm King's Thunder
                                                    
                                                
                                            
                                                    , and bribe local guilds for information. A character must spend a certain amount of gold per day to cover expenses. After 1d4 + 1 days, the character can make an Intelligence (Investigation) check. On
                                                
                                            
                                                
                                                    . This information is summarized in the Finding the Golden Goose table. You can rule that an investigation automatically fails if it is conducted in a particularly isolated location, such as the islands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     doings of thieves’ guilds and street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich
                                                
                                            
                                                
                                                    , whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps
                                                
                                            
                                        
                                                     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->Basic Rules (2014)
                                                    
                                                
                                            
                                                     different plane, so it 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 use an action to close a portable hole by taking hold
                                                
                                            
                                                
                                                     originates where the 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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
                                                
                                            
                                                
                                                     their subaquatic laboratories, pursuing their research while isolated from the volatile interrelationships among the other guilds. Prime Speaker Zegana encourages that isolationist attitude. At the same
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     needing to make an ability check.
 Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
 Web Walker. The swarm ignores
                                                
                                            
                                                
                                                     movement restrictions caused by webbing.
 Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.
 Swarm of Insects
 Medium swarm of Tiny beasts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Approaching the Canyon Billowing clouds of mist lightly obscure Deadstone Cleft, the location of which is ultimately betrayed by the moaning wind that passes through it — a haunting dirge that can be
                                                
                                            
                                                
                                                     option of climbing down into the jagged rift at a point of their choosing. The sounds of their descent are muffled by the wind.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Neighborhoods While most outsiders see only rampant luxury among the Upper City’s streets, the district’s residents perceive a wide spectrum of style and status. Wealth and taste as much as location
                                                
                                            
                                                
                                                     their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                    Neighborhoods While most outsiders see only rampant luxury among the Upper City’s streets, the district’s residents perceive a wide spectrum of style and status. Wealth and taste as much as location
                                                
                                            
                                                
                                                     their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     different plane of existence, so it 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
                                                
                                            
                                                
                                                     gate originates 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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     different plane, so it 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 use an action to close a portable hole by taking hold
                                                
                                            
                                                
                                                     originates where the 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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     different plane of existence, so it 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
                                                
                                            
                                                
                                                     gate originates 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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     guilds and other organizations. Towns are major trade centers, situated where important industries and reliable trade routes enabled the population to grow. These settlements rely on commerce: the import
                                                
                                            
                                                
                                                     available. Many inns and taverns support travelers. Organizations: A multitude of temples, guilds, and other organizations, some of which hold significant power in city affairs, can be found within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    . The disks and the chains, as well as the walls of the cavern, are covered with a wet, slippery algal scum. This coating gives off a feeble phosphorescent glow. Climbing the chains or the walls
                                                
                                            
                                                
                                                     fall into the boiling mud.  Location Damage DC   Adjacent to geyser 27 (5d10) fire damage 14 One disk away 22 (4d10) fire damage 13 Two disks away 16 (3d10) fire damage 12 Three disks away 11 (2d10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     floor. The shingled rooftop is high-pitched, covered with moss, and too slippery to climb without magic or climbing gear. Doors and Trapdoors. All doors in the cottage are closed but unlocked, except for
                                                
                                            
                                                
                                                     without making noise requires a successful DC 15 Dexterity (Stealth) check. Light. If a location has light sources, the text says so. Otherwise, the area is unlit. Walls and Windows. The cottage’s walls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Its stacked levels resemble steps in a staircase, but a ramp running from top to bottom provides an easy way up.
 Climbing the mesa reveals that its steps aren’t concentric circles but the bands of a
                                                
                                            
                                                
                                                     by overhearing any sound or conversation occurring within the previous tenday in the city above or in the Whorlstone Tunnels. This can include discovering Droki’s current location by following his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Birthplaces and Hometowns Your character might hail from a location steeped in giants’ history and primordial magic. From ancient ruins to underground caverns to elemental nexuses, this section
                                                
                                            
                                                
                                                    . You may have encountered giants during your time underground—particularly families of gentle stone giants or talented smithing guilds of fire giants. To you, the surface world is just a long
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Stonecutters, Masons, Potters, and Tile-makers This meeting is a formality. As the new owner, Esvele is required by law to bring the building up to code. She is gathering cost estimates from the guilds
                                                
                                            
                                                
                                                     discovering the vault and seizing the tower. And they can’t afford to deny the noblewoman what she wants, lest she divulge the vault’s location to the authorities in exchange for a reward. Esvele
                                                
                                            
                                        






