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Returning 35 results for 'noble climbing removed pdf'.
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The Wild Beyond the Witchlight
hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
If wine is poured into the cauldron and stirred
climbing meet eight dead and falling Eight snakes sneak under eight bats screaming Eight eyes open, always dreaming All on the cauldron that is ever seeming
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. But then workers began to perish in bizarre or mysterious accidents. In an attempt to counter his ill luck, the noble commissioned the construction of a temple (using material removed from the hole) at
Part 5: Tharizdun’s Progeny At the height of the Styes’ long-ago glory, a local eccentric noble named Bryson Landgrave announced his intention to discover what lay on the underside of the world. To
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
vendetta with a personal rival. Are you seeking to defeat them in battle or in business?
5 You’re searching for a legendary dwarven artifact, removed from the Mror Holds centuries ago by a
Karrnathi noble.
6 You want to assemble a band of champions who can help you explore the ancient ruins beneath your ancestral home.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mror Characters As you develop a Mror character or NPC, consider the following. Clan Focus. Is your clan known for mercantile power or martial skill? Are you a noble—even if you’re a few steps
removed from true power? Or are you a simple guild artisan or soldier? Most Mror have embraced modern martial techniques, but there are a few minor clans that still cling to the barbarian traditions of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
you a noble—even if you’re a few steps removed from true power? Or are you a guild artisan or soldier? Most Mror have embraced modern martial techniques, but a few minor clans still cling to barbarian
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
acquainted with the sorts of taverns and inns the characters might be found in. When the characters are brought to Aubreck (a male human noble), they quickly note that he has seen better days. His
recently spotted adrift, approximately five days out from land. The noble is worried that someone else might claim the ship’s goods as salvage if he doesn’t act quickly. He has already hired a ship, Soul
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
ship’s captain (NG female Halruaan human noble). She explains the situation briefly before she weakens and her voice becomes too soft to hear from the ground. The other crash survivors include the ship’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
diameter, can’t be removed while the talons clutch it. The pedestal is trapped. Touching the silver orb causes the talons to snap closed. A creature that tries to take the orb takes 11 (2d10) slashing
silver orb is a valuable art object worth 500 gp. Oversized Key This gold key is 4 feet long and weighs 100 pounds. One round after it is removed from the sword stand, it comes to life, revealing itself
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
states otherwise. The ceilings throughout the palace are 30 feet high and arched. Climbing gear or magic is needed to scale the palace walls, inside or out. Crown-locked Door Magical wards on all the
go. Once opened, a crown-locked door can be propped open to keep it from locking again when the crown is removed from the head of the lion or the hart. A crown-locked door can also be opened with a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
gate and two following Alden. Alden d’Orien (neutral male Brelish human noble) and his assistant, Vishtai (chaotic good male kalashtar; see chapter 6), are talking about official house business
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dawn. Anyone familiar with Barovian religion can conclude that the god in question is the Morninglord. The balcony (area Q24) is 20 feet high and can be reached by climbing either spiral staircase (area
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
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
If the characters ask to be let inside or otherwise draw the attention of the guards on the wall, one of the guards fetches the burgomaster, Dmitri Krezkov (LG male human noble). His ancestors built
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
Climbing the walls requires a successful DC 15 Strength (Athletics) check. A crawlway is set into the northwest corner, at the same height as the balconies and floating platforms. Another crawlway
, during which time the object in that hand can be safely removed. Treasure The statue clutches a 1-inch-diameter pearly white crystal eyeball in its left hand and a similarly sized scarlet crystal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pedestals can be pried loose, but they turn to dust if removed from this chamber. Shaft The shaft in the floor is 10 feet wide and 15 feet deep. It opens into the ceiling of area 58. To scale the smooth
walls of the shaft, a character needs climbing gear or magic. Treasure Each pedestal is a hollow stone cylinder with 6-inch-thick walls. Characters with appropriate tools can smash through the stone to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the dial can be easily removed from its spoke inside the stone block. However, removing the dial releases a corrosive gas trapped within the block. The gas escapes through tiny holes hidden behind
plugged with wax before the dial is removed, preventing the gas from escaping. 35B. Tomb Four torches illuminate stone sphinxes crouched in the corners of this fifteen-foot-high room. The torches cast
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
High City Rising above the rest of Bral on the trailing edge of the asteroid, the High City is a green, spacious expanse that holds Prince Andru’s palace, called Starhaven, and various noble estates
climbing vines. The palace has many windows, all rendered shatterproof by magic. Attendants in impeccable livery see to the needs of the palace’s occupants, while armored guards stand vigilant around the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
appear. The ritual can’t be completed if the statue is destroyed or the magic gem is removed. If the characters discern or divine the gem’s location with the aid of magic, they can try to dig the gem
out of the statue’s chest. Climbing up the statue is a simple matter, requiring no ability check, and a character within reach of the chest cavity can use an action to dig into it. Have that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
after being removed from the water. The three stone cogs of areas 58 to area 60 are half-submerged in the water and rise 10 feet above its surface. Their uneven upper surfaces are difficult terrain, and
their smooth outer walls can’t be scaled without climbing gear or magic. The Mechanus chain (area 69) drives the machinery in this cavern, feeding power to the Soulmonger and to the many traps and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, but those with corrupt intentions find the journey harrowing. Climbing the Godstrand Nearly a mile of stairs and ramps leads from the base of the Godstrand to its top. The stairs take most creatures
that can’t be removed until it finishes a long rest away from the Godstrand. Creatures that reach level 5 exhaustion are eventually found by heavenly denizens and removed from the tower. This effect
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to the touch and sometimes glow (though this doesn’t produce useful illumination). A dragonmark can’t be removed — even if a limb bearing a dragonmark is cut away, the mark eventually manifests on
manifest the mark, if they have it. About half of the members of a bloodline manifest the mark. The Korth Edicts prevent the houses from owning land, holding noble titles, or maintaining military forces
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
corkscrews up from a hatch in its top.
Once it rises up out of the pedestal, Shagambi’s puzzle cube can be safely removed. 4C. Gladiator Cells This hallway contains four cramped cells behind iron
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
!" a priest of the Sovereign Host cries, pointing to a grimy halfling clutching a silver chain and climbing up the side of a tower. 49–50 A young woman using a crutch and missing a leg approaches, asking
Kundarak bank, a human noble screams at a dragonmarked dwarf, "What do you mean it's lost?" 07–09 A priest of Kol Korran preaches to a crowd, saying, "The best way to invest in yourself is to invest in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
own goal. Obstacles such as trees, streams, and piles of rubble can be present on a hrazhak field, requiring the competitors to make full use of their jumping and climbing abilities. Idols can be
competitor who receives aid is removed from play for the remainder of the match. Competitors aren’t allowed to use spells or similar abilities. The only formal hrazhak arena in Sharn is located in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can survive in this state for the remainder of its natural life, its mind and body nourished by the psipod’s psychic energy. If the psipod is shut down, or if the unconscious creature is removed from
remember that dwarves, elves, and tieflings have darkvision. The ninth humanoid is Selphorn Amcathra (NE male Tethyrian human noble). A resident of the town of Amphail, he was abducted after attending
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flee from eight rats scavenging
Eight toads climbing meet eight dead and falling
Eight snakes sneak under eight bats screaming
Eight eyes open, always dreaming
All on the cauldron that is
hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Rillyn House After arriving in Baldur’s Gate, the characters can make general inquiries about the retired adventurer and patriar Machil Rillyn. They learn that Rillyn House, his noble estate, is in
makes a record of any items removed from the room. Any character who rifles through the other objects in the room can make a DC 15 Dexterity (Sleight of Hand) check. On a success, the character
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.) The time-frozen water, which has the consistency of soft dough, takes on the qualities of normal water if removed from either stream or the pool. P3. Pavilion The entrance to the pavilion is open, and
to harm the pumpkin. Lord Eld, a faultlessly polite aristocrat (chaotic good, male, high elf noble) from the world of Oerth, was transformed into a living statue by wild magic emanating from a family
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
) check understands how to release the pod’s inhabitant. Freeing the Scientist. The stasis pod opens with a hiss of depressurized gas. Inside the pod is a scientist (lawful good, human noble) named Nova
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
without some climbing). Inside these rooms are rings set in the walls, chains attached to the rings, buckets, heaps of straw, and precious little else. The occupants and other contents of the cells and the
guardroom are as follows. Cell 1C. The female elf in this cell is destined for sacrifice in the Temple. She is a noble, and she promises that if she is rescued, she will send her rescuers a reward of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L, while another might have the letters B, L, and Y. Each dretch is bound by Zybilna’s magic and has a speed of 0 feet while in its cradle. If a dretch is removed from its cradle, its disposition
from the page. If a book is removed from this library, all writing in it fades after 30 days, leaving the book blank. Among the titles found here are the following, which the characters can learn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
can be made to climb the stairs without an ability check. Mules, being surefooted, can climb the steps with ease and don’t need to be coaxed. Chimera Lair After climbing 350 feet, the staircase is
mostly, with a few orc and dwarf bones). The staircase resumes on the opposite side of the ledge, climbing another 150 feet to area 2. In the back of its lair, the chimera has a nest of bones, bits of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
see any demon within 60 feet of it and ends its turn not having attempted to attack a demon. This curse can be removed with a remove curse spell or similar magic. At the end of each long rest, a cursed
the mist for the first time on a turn or starts its turn there takes 5 (1d10) necrotic damage. Climbing the sides of the pit without equipment requires a successful DC 10 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
top at any cost. Characters can climb to the top of the promontory, but the weathered sandstone crumbles easily. It takes a successful DC 14 Strength (Athletics) check to reach the top, with climbing
character’s next check made to control the ritual. Removing Components. Any of the components fueling the ritual can be removed as an action with a successful DC 12 Intelligence (Arcana) check or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
it, but it’s easily reached by climbing one of two flights of crudely carved stairs. On clear nights, moonlight enters the cave through natural fissures in the ceiling. Fresh blood paints the icy
contains 600 gp. Buried under the gold coins are four crawling claws that leap out and attack if the gold is removed, dumped, or otherwise disturbed.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Magic Paintings Four magic paintings are scattered throughout the manor, each one a portal to an extradimensional space. These framed paintings are 5 feet square and can’t be removed from the walls
extradimensional chamber’s walls, floors, ceilings, and doors are impervious to damage. A creature can leave an extradimensional chamber and return to the manor by climbing through the chamber’s window






