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Returning 8 results for 'splitting climbing'.
Other Suggestions:
splitting claiming
spotting climbing
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
levels represented on the map of the cavern show increments of 8 feet. The elevation of the floor results from the ice splitting and splintering, so the ledges are abrupt and have a distinctly step-like
crampons or climbing gear. Light. The lair cavern is normally dark. All description assumes that the characters have a light source or darkvision. Temperature. The lair cavern is colder than the tunnels
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
levels represented on the map of the cavern show increments of 8 feet. The elevation of the floor results from the ice splitting and splintering, so the ledges are abrupt and have a distinctly step-like
crampons or climbing gear. Light. The lair cavern is normally dark. All description assumes that the characters have a light source or darkvision. Temperature. The lair cavern is colder than the tunnels
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
levels represented on the map of the cavern show increments of 8 feet. The elevation of the floor results from the ice splitting and splintering, so the ledges are abrupt and have a distinctly step-like
crampons or climbing gear. Light. The lair cavern is normally dark. All description assumes that the characters have a light source or darkvision. Temperature. The lair cavern is colder than the tunnels
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
levels represented on the map of the cavern show increments of 8 feet. The elevation of the floor results from the ice splitting and splintering, so the ledges are abrupt and have a distinctly step-like
crampons or climbing gear. Light. The lair cavern is normally dark. All description assumes that the characters have a light source or darkvision. Temperature. The lair cavern is colder than the tunnels
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Regardless of a pit’s depth, its walls are too smooth for characters to climb without the aid of climbing gear, magic, or the Spider Climb trait (or a similar ability). Teleport Traps Teleport traps are at
described in their encounter locations. Splitting the Party. Teleport traps are designed to split the party — a situation that can challenge any DM. To ensure that every member of a split party gets
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Regardless of a pit’s depth, its walls are too smooth for characters to climb without the aid of climbing gear, magic, or the Spider Climb trait (or a similar ability). Teleport Traps Teleport traps are at
described in their encounter locations. Splitting the Party. Teleport traps are designed to split the party — a situation that can challenge any DM. To ensure that every member of a split party gets
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Squealer. This area is the territory of a squealer—a porcine-headed predator unleashed during the crash. The squealer uses the nalfeshnee stat block, but it’s a Monstrosity and has a 30-foot climbing
froghemoth springs up from the depths with an ear-splitting croak. Robots. Battered robots litter the banks. Aphelion summoned these robots to the level below, but the froghemoth crushed them before they
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Squealer. This area is the territory of a squealer—a porcine-headed predator unleashed during the crash. The squealer uses the nalfeshnee stat block, but it’s a Monstrosity and has a 30-foot climbing
froghemoth springs up from the depths with an ear-splitting croak. Robots. Battered robots litter the banks. Aphelion summoned these robots to the level below, but the froghemoth crushed them before they