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Returning 35 results for 'secret climbing'.
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sacred climbing
secrets climbing
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Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(Athletics) check. Interior doors are made of iron and are unlocked unless the text states otherwise. Secret Doors. Each secret door in the fortress is opened by stepping on a tiny pressure plate hidden in
the floor nearby. As an action, a character can search the wall for secret doors and make a DC 15 Wisdom (Perception) check. If the check is successful, the character finds the secret door and the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(Athletics) check. Interior doors are made of iron and are unlocked unless the text states otherwise. Secret Doors. Each secret door in the fortress is opened by stepping on a tiny pressure plate hidden in
the floor nearby. As an action, a character can search the wall for secret doors and make a DC 15 Wisdom (Perception) check. If the check is successful, the character finds the secret door and the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Entering Motherhorn The characters can get into Motherhorn in one of several ways: They can use the front door (area M1). They can use climbing gear or magic to scale the walls. Doing so allows them
in the amphitheater. They can use the secret tunnel dug by the brigganocks (area M12). Characters who obtained invitations from a pageant wagon (see “Random Encounters in Yon” earlier in the chapter
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Entering Motherhorn The characters can get into Motherhorn in one of several ways: They can use the front door (area M1). They can use climbing gear or magic to scale the walls. Doing so allows them
in the amphitheater. They can use the secret tunnel dug by the brigganocks (area M12). Characters who obtained invitations from a pageant wagon (see “Random Encounters in Yon” earlier in the chapter
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stout vines, so climbing into or out of the grotto is easy and automatically successful. The bones are the remains of Ormalagos, an adult green dragon better known during her lifetime as Needle. She used
-foot-wide, 10-foot-high secret door in the northwest wall of the grotto conceals a 15-foot-deep alcove. The secret door is carved from natural rock and disguised to look like part of the wall, and all
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stout vines, so climbing into or out of the grotto is easy and automatically successful. The bones are the remains of Ormalagos, an adult green dragon better known during her lifetime as Needle. She used
-foot-wide, 10-foot-high secret door in the northwest wall of the grotto conceals a 15-foot-deep alcove. The secret door is carved from natural rock and disguised to look like part of the wall, and all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-square open pit. A revenant is trapped in the pit and can be heard moving around inside it.
Secret Door. A secret door is hidden in the south wall. It opens into a curved tunnel (area 38).
Map
or climbing gear. Revenant When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-square open pit. A revenant is trapped in the pit and can be heard moving around inside it.
Secret Door. A secret door is hidden in the south wall. It opens into a curved tunnel (area 38).
Map
or climbing gear. Revenant When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Knights of the Black Sword The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of
willing to oppose the duergar, including stray bands of adventurers. The Caer serves as the cult’s headquarters. The cult’s presence is the worst-kept secret in Caer-Dineval, though few locals ever
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Knights of the Black Sword The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of
willing to oppose the duergar, including stray bands of adventurers. The Caer serves as the cult’s headquarters. The cult’s presence is the worst-kept secret in Caer-Dineval, though few locals ever
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
secret agendas that might work against the characters’ interests. You can let the party’s size and the players’ interest in bringing NPCs into their group determine whether more than one of the
. Ctenmiir’s coffin has a speed of 30 feet and a climbing speed of 10 feet, and protects the vampire from sunlight even as it prevents him from escaping his servitude. Though Ctenmiir is able to speak
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
secret agendas that might work against the characters’ interests. You can let the party’s size and the players’ interest in bringing NPCs into their group determine whether more than one of the
. Ctenmiir’s coffin has a speed of 30 feet and a climbing speed of 10 feet, and protects the vampire from sunlight even as it prevents him from escaping his servitude. Though Ctenmiir is able to speak
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sphere of solid granite balances within a secret compartment at the top of the stairs. Finding the compartment requires that a character search the tunnel ceiling and succeed on a DC 15 Wisdom
climb without the aid of magic or climbing gear. The pit’s acid can be safely contained in glass vials if the characters have any at hand, and can then be used as the acid in chapter 5, “Equipment,” of the Player’s Handbook.
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
extends off the east balcony. At the back of the west balcony, a staircase descends 10 feet to a landing and a secret door. Advice from the Spirits Any characters inhabited by the spirits of I’jin or
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
extends off the east balcony. At the back of the west balcony, a staircase descends 10 feet to a landing and a secret door. Advice from the Spirits Any characters inhabited by the spirits of I’jin or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dangerous part of the ruins by far. A hidden stair—steep, long abandoned, and choked with rubble and undergrowth—leads up the western side of the hill. This secret staircase can be found with 1 hour of
searching and a successful DC 18 Wisdom (Perception) check. Flying creatures can spot the staircase more easily, gaining advantage on the check. Climbing the steps requires no checks, but it takes 1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dangerous part of the ruins by far. A hidden stair—steep, long abandoned, and choked with rubble and undergrowth—leads up the western side of the hill. This secret staircase can be found with 1 hour of
searching and a successful DC 18 Wisdom (Perception) check. Flying creatures can spot the staircase more easily, gaining advantage on the check. Climbing the steps requires no checks, but it takes 1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sphere of solid granite balances within a secret compartment at the top of the stairs. Finding the compartment requires that a character search the tunnel ceiling and succeed on a DC 15 Wisdom
climb without the aid of magic or climbing gear. The pit’s acid can be safely contained in glass vials if the characters have any at hand, and can then be used as the acid in chapter 5, “Equipment,” of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
creatures that can’t breathe water aren’t likely to survive for long without the aid of water breathing spells or similar magic.
Doors and Secret Doors. The giant-sized doors throughout Maelstrom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
creatures that can’t breathe water aren’t likely to survive for long without the aid of water breathing spells or similar magic.
Doors and Secret Doors. The giant-sized doors throughout Maelstrom
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Stairs. Two stone staircases rise on either side of the north entrance, climbing to the balcony.
If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into
20 Wisdom (Perception) check find a secret compartment in the fireplace that contains a potion of greater healing. 11d. Southwest Palace Quarters This room is like area 11c but contains no treasure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Stairs. Two stone staircases rise on either side of the north entrance, climbing to the balcony.
If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into
20 Wisdom (Perception) check find a secret compartment in the fireplace that contains a potion of greater healing. 11d. Southwest Palace Quarters This room is like area 11c but contains no treasure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2
roping themselves to a stable attachment point before crossing. Secret Doors. Two secret doors on the north and south walls lead to areas 4 and 4a. The doors are well made, each requiring a successful
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
images are of robed figures lamenting the loss of their eyes. Secret Door. In the back wall of crypt D is a slightly askew secret door. Any character who looks into crypt D and succeeds on a DC 14
Wisdom (Perception) check notices the secret door. Those who enter the crypt immediately notice what looks like a crooked wall. The secret door opens easily. Treasure. Aside from the drenched skeletons
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2
roping themselves to a stable attachment point before crossing. Secret Doors. Two secret doors on the north and south walls lead to areas 4 and 4a. The doors are well made, each requiring a successful
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
climbing stairs on the outside of the tower. Floor-to-ceiling windows on the temple’s fourth level reveal a crypt with hundreds of funeral urns placed in niches on the wall and in decorative columns
.
2 A secret cabal of Phenax cult fanatics infiltrates the temple and uses details learned in private counseling sessions to blackmail worshipers.
3 An adult blue dragon, scarred by a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
images are of robed figures lamenting the loss of their eyes. Secret Door. In the back wall of crypt D is a slightly askew secret door. Any character who looks into crypt D and succeeds on a DC 14
Wisdom (Perception) check notices the secret door. Those who enter the crypt immediately notice what looks like a crooked wall. The secret door opens easily. Treasure. Aside from the drenched skeletons
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and the furnishings are beginning to deteriorate similarly. Flakes of ash cloud the air.
All the library’s books have been destroyed. Secret Door and Bridge. A secret door is hidden in the east wall
behind a bookshelf, and any character who searches the wall for secret doors finds it automatically. The secret door can be pulled open to reveal part of a stone bridge that used to connect to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the time to clean the altar gains the following magical boon: all secret doors are plainly visible to that character for the next 24 hours. A character who willfully desecrates the altar and then
can pass through narrow openings in the wall. Climbing over the wall requires a successful DC 12 Strength (Athletics) check. The wall can be easily broken apart or pushed down, but doing so creates a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the time to clean the altar gains the following magical boon: all secret doors are plainly visible to that character for the next 24 hours. A character who willfully desecrates the altar and then
can pass through narrow openings in the wall. Climbing over the wall requires a successful DC 12 Strength (Athletics) check. The wall can be easily broken apart or pushed down, but doing so creates a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
climbing stairs on the outside of the tower. Floor-to-ceiling windows on the temple’s fourth level reveal a crypt with hundreds of funeral urns placed in niches on the wall and in decorative columns
.
2 A secret cabal of Phenax cult fanatics infiltrates the temple and uses details learned in private counseling sessions to blackmail worshipers.
3 An adult blue dragon, scarred by a