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                        Returning 8 results for 'detected invent are broad'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship. Lacking information about what their other gods look like, kuo-toa priests invent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     depth of 3 feet. The drow in area 11b attack intruders they spot moving through this cave. 11b. Watchers in the Dark Dry land rises gently out of the water to create a broad ledge dotted with 4-foot-high
                                                
                                            
                                                
                                                     rulership and move to the swamp’s edge to attack intruders detected in area 11a. If enemies close to melee range, the drow switch to melee weapons. If one drow elite warrior falls in battle, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     their jaws. Leave No Survivors A band of gnolls lives in a state of eternal war with everything it encounters, aside from fellow worshipers of Yeenoghu. To keep from being detected between major raids
                                                
                                            
                                                
                                                    , preferably by messenger bird. Do not tell the spies of your suspicions. Invent a story, such as the search for an outlaw or some other deception. 
 If a spy fails to report, you must strike quickly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    , where a broad sandstone rise is lit by sheets of green flame that scour the ceiling. Thin shelves of eroded rock emerge from the center of the rise to create a large central mesa. Ten other goblins
                                                
                                            
                                                
                                                     difficult terrain. Additionally, each flight of steps is trapped at its midpoint with a magical rune that can be detected only with a successful DC 13 Intelligence (Investigation) or Wisdom (Perception
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     hears snarling within. When the characters open a door, read or paraphrase the following: This carriage house features horse stalls to the east and an open space to the west. Two broad doorways lead to
                                                
                                            
                                                
                                                     Dragon Army commander Belephaion, bears a magical trap that can be detected by a character who casts detect magic or who searches the chest and succeeds on a DC 16 Intelligence (Arcana or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
                                                
                                            
                                                
                                                     by jamming the door open. If the trap resets, it can be activated only once more before its fiery substance is depleted. The spouts on the wall can be detected by someone who succeeds on a DC 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the jungle: a hanging garden of exotic beauty. Water streams down the steps between two massive elephant carvings. Beyond them, a broad, flooded avenue runs arrow-straight for more than a hundred feet
                                                
                                            
                                                
                                                     is artfully drugged; the contamination can be detected only by someone who has proficiency in Medicine and who succeeds on a DC 13 Wisdom (Medicine) check. Zalkoré partakes, but she’s built up such a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     to the hayloft (area G2b). The trapdoors are unlocked. G2b: Hayloft The hayloft is 10 feet above the stables and consists of a 5-foot-wide wooden walkway that runs the perimeter of the building. Broad
                                                
                                            
                                                
                                                     the trap is detected, a character can spend 1 minute trying to disable it, either by plugging the holes or by placing counterweights on the hooks as someone else carefully lifts the painting. The
                                                
                                            
                                        





