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Returning 35 results for 'decide sounds'.
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Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Programmed Illusion
Legacy
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Spells
Basic Rules (2014)
larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you
illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Stocking a Dungeon Creating a map for your dungeon is only half the fun. Once you have the layout, you need to decide what challenges and rewards are to be found in the dungeon’s passages and
chambers. Any reasonably large space should be stocked with interesting sights, sounds, objects, and creatures. You don’t need to have every last detail of your dungeon plotted out. You can get by with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into
examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion
Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. JUSTINE CRUZ A spellcaster could use Programmed Illusion
to
Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion
Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
questionnaire, “What’s Important to Me?”, in this chapter. Let its questions and your choice of answers direct you to a guild that appeals to you or that sounds like a fun character to play. Read the guild
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Foreshadow that threat after characters decide where they’re headed by reading the following description: To the southwest, the crack of shearing stone sounds from a distant temple whose grounds teem with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
does producing something that would pique the Black Earth cultists’ interest. If admitted, the characters are escorted to Qarbo so that he can decide what to do with them (see “Audience with Qarbo” in
raise the alarm. However, the cultists do respond aggressively to the sounds of fighting. When a fight begins in an area, check adjacent areas to see if any other monsters or villains are nearby. Then
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
into the tunnel can hear the sounds of splashing water and children’s voices in the distance and might decide to follow them. (The children are holding hands in the dark and being guided by Squiddly
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak. Oracle’s Insight. The
roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can’t use it again until you finish a short or long
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
owners of the Witchlight Carnival) as a flamboyant figure, but you get to decide what his voice sounds like and how he reacts to a given situation, based on what the adventure says about him. You can also
, followed by a die expression in parentheses, like this: 10 (3d6). You decide whether to use the average or roll the dice. Using average damage speeds up play, but it might feel less exciting, and players
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Rest). Runara explains that she heard the sounds of combat and arrived just in time to prevent the zombies from dragging the characters into the sea. Avoiding the Zombies. If the characters decide not
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
adventurers, Elder Runara comes to their rescue. The characters wake up in a temple in Dragon’s Rest. Runara explains that she heard the sounds of combat and arrived just in time to prevent the zombies from
dragging the characters into the sea. Avoiding the Zombies. If the characters are faring poorly against the zombies or decide not to fight them, the characters can easily escape from the slow
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
-eye to smaller creatures—unless angry
5 Uses Draconic words and phrases even when speaking other languages
6 Punctuates speech with bestial sounds—growls, roars, croaks, chirps, or
Shakespearean English) and doesn’t understand contemporary slang and idioms
13 Prone to uttering terrifying, guttural sounds, which are actually laughter
14 Enjoys mimicking Humanoid voices
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
intricate overhead contraption upon which several more masked goblins are perched. The sounds of chains clanking and gears turning can be heard coming from somewhere under the mountaintop.
Plays and
. In this dark comedy, three sailors, shipwrecked in the ocean, cling to a coffin. 4 The Lich King’s Revel. A lich king cannot decide which of his three living sons should rule his kingdom, so he throws
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
if they remain undamaged, the characters could use them for transport when they decide to leave this place behind. Pond Mother’s Home The religious center of the village, this enormous building made
just outside the cells. The guards remain at their stations until they hear significant sounds of activity coming from the ground level, or until a character ascends one of the staircases and comes into
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Your Campaign Setting Called? Choose an evocative name for your setting. It can be a word or phrase that reflects the theme and tone of the game, or just a made-up name that sounds cool to you. Keep a
running list of ideas as you decide on other aspects of your setting. What Factions and Organizations Are Prominent? Nations, temples, guilds, orders, secret societies, and colleges shape the social
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
as they kneel in worship, you know they are doomed. A voice sounds out within clouds of spores that fall like snow. The voice tells the myconids to prepare for a gift unlike any they have ever known
King As much as the characters learned from fighting the Pudding King in Blingdenstone, they might decide to seek more knowledge of the mad svirfneblin or his fiendish master, Juiblex the Faceless
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
narrow cots.
Unless she is awakened by sounds of combat, the jackalwere Avani (in humanoid form) is taking a nap on one of the cots. Characters moving through this room must succeed on a DC 10
well as a small portion of the money it has obtained. Zan, a jackalwere in hybrid form, is looking through the bookshelves to decide which books should be sold at the market the following day (see
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
Deadly 1–4 Cantrip 1st 2nd 5–10 1st 3rd 6th 11–16 3rd 6th 9th 17–20 6th 9th 9th + 5th Triggers A trigger is the circumstance that needs to take place to activate the trap. Decide what causes the trap
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wall. Luckily for the people of Goldenfields, a half-drunk halfling named Oren Yogilvy (see area G8) spots the monstrous trespassers and sounds the alarm. Beginning the Encounter The following boxed
spots the Eye Stabbers while wandering through town, half-drunk, mulling over lyrics for a new song. Using his powerful set of lungs, he sounds the initial alarm and rushes back toward the inn. Defense
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with purple crystals. The tunnel echoes with strange voices and far-off sounds, as if originating from distant places … or perhaps even distant worlds.
The tunnel is unlit. A successful DC 12
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
meet once a week or more. This section assumes that no cultists are on site when the characters arrive, giving the party a chance to explore in relative peace. But if you decide so, the cultists could be
water of the channel, its tilted surface a hopeless tangle of trash, driftwood, and filth. Scurrying sounds within the detritus suggest the presence of a great many rats.
The trash heaped here make this
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
alarm sounds, any guards in the area plus 1d3 other guards from that floor hear it and investigate. The characters can find a record of the museum’s payment for these spells, including their specific
decide to leave the museum when it closes and sneak back inside after hours. Below are some strategies they might use: Front Doors. The characters could pick the lock on the front doors to area V1, use
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all
names for different sorts of people who swing swords? Why? Let me try: big sword swinger and tiny sword swinger. No, that sounds like it’s the size of the sword that matters. How about: big meat bag with a sword and little meat bag with a sword!
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are usually off-duty and might be asleep; roll 1d6 to see how many cultists are in their bunks. Sounds of fighting nearby rouse the sleeping cultists, who join the fray on their turns during the third
surfaces to challenge anyone moving through the area by boat or attempting to cross the bridge. It can be fooled by almost any claim that sounds remotely plausible, although it attacks any intruders who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a pile of rocks and ice chunks for hurling. The guard certainly hurls missiles if not immediately forced into melee. His treasure is at area 6. Note that the giant in area 2 will hear sounds of
the place by the various giants in the upper area. If the characters decide to look through the refuse, it takes 10 minutes to search a 10-foot-square area, and the toads from area 12 come into the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
checks made to influence the tower’s guards. The draconians ignore sounds inside the tower. T2: Entry Murals of idyllic life in the flying city adorn this grand foyer’s gray stone walls. One on the west
might make good on his word to leave, or he might ambush the characters later—he’ll decide after seeing how they fare against Belephaion. Scrying Mirrors. Lohezet has manipulated one of the mirrors to spy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Either way, he doesn’t look up as he speaks in a voice that sounds like a goat choking on sawdust.
“Fortune has strange and wonderful and terrible things in store for you. So I am here as fortune’s
addition, by earning Carkuss’s favor, the characters might see him when they need good fortune later, if you so decide. If the characters fail at any of these three tasks, one or more of them (at your
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
features: Terrain. A mix of old and new buildings, the ground is surprisingly clear of debris. Travel is very easy. Lighting. The sun is shining, providing Bright Light. Sounds and Smells. The River
Quarter has a variety of sounds and smells, from yelling workers, animals, and cargo being moved around. The smells of the area are as varied as the people who live there. Smells of unusual foods
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the southeast part of Thundertree. (If the characters decide to explore the ruins of Thundertree, see chapter 3.) R6: Armory The door to this room is locked from the outside. Across from the locked
succeeds on a DC 10 Wisdom (Perception) check hears the villains playing a game of knucklebones. Rattling sounds are followed by shouts and groans, and then a gabble of voices as wagers are paid. If the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
excavated rock faces.
This maze of passages is an old section of Wave Echo Cave’s original mine site. Lurking in one dead end is an ochre jelly. (You can decide the jelly’s exact location.) When
the skilled delvers working in Wave Echo Cave rested between shifts. Any character who listens at the partially open door hears faint crunching and splintering sounds with a successful DC 10 Wisdom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fight, as soon as the characters enter. Development. If the characters have avoided combat to this point, the lizardfolk in areas 2 and 3 join the officer in this room when they hear sounds of combat
lair on their own some weeks ago and were killed in the attempt. The breastplate is too battered to perform any useful function, but the weapon is a +1 longsword. 23. Guard Room Unless the sounds of