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Returning 13 results for 'dark spotting'.
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Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to talk business and invite them to join her. When the characters meet Nareen, read: A server leads you to a private room in the back of the Wink and Kiss. Inside is a dark-haired human female with icy
attempts to escape by fleeing through the nearby market. The market is crowded with people. Spotting her requires a successful DC 20 Wisdom (Perception) check. If none of the characters spot her, Haliyra
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Area descriptions assume the characters have a light source or other means of seeing in the dark. Sludge. Viscous runoff pools in the dump. Unless otherwise noted, this sludge is 2 feet deep and is
and Lot Sheng, lawful neutral, human Mercykiller bloodhounds (see Morte’s Planar Parade). Lot’s driftglobe lights the room. On spotting Fellik, Amod asks, “Any luck finding your pops, kid?” Amod and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pranks on the visitors. Characters who spend a minute or so inside the workshop notice unsettling changes; dolls’ heads turn to face them when they’re not looking, balls bounce suddenly out of dark
corners, or molten tin from the smelting pot splashes on the floor nearby. A character can use an action to try to detect hidden creatures, spotting all three boggles with a successful DC 16 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
spectacular, but the hilltop is otherwise unremarkable. (No entrance to the fortress is to be found here.) (E) The Dark Mere. The eastern slopes of the Stone Tooth descend into a damp valley where water
is trapped by the terrain. A dark tarn pools under the hill’s slopes, surrounded by numerous smaller lakes. A hidden drainage channel deep underwater connects to the subterranean Black Lake, providing
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
No monsters dwell here, but the goblin sentries in area 3 are supposed to
the ruined ceiling. Spotting the tripwire requires a passive Wisdom (Perception) score of at least 20, or a successful DC 10 Wisdom (Perception) check if characters are actively searching for traps in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
noted, all areas of the dungeon have the following features. Ceilings. The ceilings are 10 feet high. Light. The dungeon is dark. Old but still functional torches and lanterns are affixed to the walls of
character moves any crates before spotting the trap, the three flasks tumble in different directions, exploding in a way that covers the entire room. Each creature in the room takes 2 (1d4) fire damage at
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
hidden in the ruined ceiling. Spotting the tripwire requires a search of the area and a successful DC 20 Wisdom (Perception) check. Once spotted, the tripwire is easily avoided and disarmed (no
Cragmaws’ table. If Yegg is killed, any goblins left alive flee to the east or west, avoiding the north door because of the trap in area C2. C8: Dark Hall This area has no exterior light. The boxed text
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone archway leading to a dark tunnel. To the left of the statue is a crude animal pen with a small, panicked bird running around inside it. There are no other signs of life.
When the Order of the
individuals, not a rider and a carrier. If the check fails by less than 5, they tumble forward onto the upper terrace, sprawl apart, and probably set off whatever trap is on that level. Spotting Traps. Unless
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stolen goods: casks of ale, salted fish, and twelve large bundles of cured pelts (beaver and sable) worth 40 gp each. K13. Dark Stream The north side of the boat basin laps against a steep, rocky
Crushing Wave. Spotting the ghouls in the inky water requires a successful DC 17 Wisdom (Perception) check. All six ghouls spend their first action of any combat combining their efforts to overturn a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lined with 10-foot-tall dwarven statues. Assume the two groups are 60 feet apart when they see each other. The dark elves are making their way toward a secret door set into the wall behind one of the
from the adventuring party at the start of the encounter — and the characters have no prior knowledge of it. So masterfully crafted is the secret door that spotting it requires a careful search of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Var (area 10) has a key in his possession. Steel Orb. A magic steel orb is hidden in a recess in the ceiling 20 feet up. Spotting it requires a successful DC 20 Wisdom (Perception) check. The steel
gold coffer wrought to look like a sleeping dragon with violet garnet eyes (worth 1,000 gp). The coffer holds 200 pp and a dark, smooth river rock (a loadstone; see appendix A). True Name Box. If
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce trees are everywhere. In
of a closet. Spotting that door requires a successful DC 15 Wisdom (Perception) check. Beliard Beliard is a market-moot for local cattle drovers. It surrounds the intersection of the dusty Dessarin
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
successful DC 13 Wisdom (Survival) or Intelligence (Investigation) check. Following the tracks allows the party to discover the door automatically. Otherwise, spotting the door requires a successful DC
lair, this area is not illuminated. If the characters use a light source or have some other way of seeing in the dark, read: The room smells of decay. Scattered on the floor are broken and rusted weapons