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Returning 25 results for 'detected sound'.
Other Suggestions:
detect sound
deterred sound
detected song
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. 7 1 yakfolk warrior If the yakfolk spots intruders, it abandons its prisoners and heads to area 8 to warn the chief. If it hears the sound of the gong, the yakfolk kills the prisoners before heading
to area 8. 8 Chief Kartha-Kaya, 2 yakfolk priests If intruders are detected, one yakfolk strikes the gong to raise the alarm throughout the village while the others confront the interlopers. Yakfolk
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
activity, they attempt to sound an alarm horn 1 round later on their turn. Once an alarm horn is sounded, the fort goes on alert. Alert If a threat is detected, the eight Dragon Army soldiers (see
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to. The giants’ lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can’t be surprised. Others
horn sounds or when intruders are detected. Svardborg Roster Area Creature(s) Behavior 1A 8 ice mephits The mephits remain in this area. 1E Nilraun Dhaerlost Nilraun retreats to area 1G. 1G 2 frost
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a direct approach, they can try to bluff their way aboard once they have been detected. For instance, they might say they are new recruits to the smuggling gang, unaccustomed to the codes and thus
, they are believed up to the point when the first three characters get aboard by means of a rope ladder lowered for them. Once the characters’ approach is detected, the entire crew attempts to repel the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
detected. Any cloud giant or aarakocra simulacrum can place the castle on alert. A cloud giant does this by bellowing “To arms!” at the end of its first turn in combat. An aarakocra simulacrum does it by
shrieking loudly at the end of its first turn. Other creatures in the castle have no means to sound an alarm or don’t bother doing so. When the alarm sounds, the screams of the bronze dragon cease as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wisdom (Perception) check. To set an appropriate DC for the check, see chapter 8. Opening a Secret Door. Once a secret door is detected, a successful Intelligence (Investigation) check might be required
magnified by the stillness of the atmosphere. Sounds A dungeon’s enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
fight is done, the characters hear noise from the kitchen. As the battle ends, you hear a muffled thumping sound, as if something is striking wood. The sound comes from the kitchen.
The characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
faint sound of chanting is audible coming from a corridor to the northwest. To the south are three cells with iron-banded wooden doors. A small, barred window is embedded in each door at the height of
using thieves’ tools. All three cells are currently empty. Chanting. The sound is that of a prayer to Asmodeus being recited by the cultists in area A7. A2. Balconies Two crumbling balconies with stone
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can clearly hear the sound of fighting ahead. Bestial howls and yips can be heard, along with deeper roaring. A successful DC 13 Intelligence check recognizes the language of the battle cries as Gnoll
was first summoned, and the adventurers have run across him and his pack. The characters’ only advantage at this moment is that they haven’t yet been detected. Considering their level at this stage of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(Investigation) check while watching him carefully, notices details that give the illusion away. If detected in this way, Olitor claims to have pressing business and departs. I Call Gorgon Spit!
The hags
the scene, playing the part of a helpful dryad. Read or paraphrase the following: You hear the sound of a singing voice approaching, heralding the arrival of an elderly dryad bearing the features of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the door so that it can’t be detected by anyone outside the palace. The glyph triggers when the door is opened by any means other than using the proper key. When triggered, the glyph erupts with
successful one. The sound of a triggered glyph is audible throughout the cavern and the palace. Alerted to the presence of intruders, Zox awaits them in area 7c. Illumination. The palace interior is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses. Shadar-kai Gloom Weaver
Medium Humanoid (Elf
hardly shake the memory of the sound they make—the moan of a tortured soul, lost in a bottomless well of tragedy. Shadar-kai Soul Monger
Medium Humanoid (Elf), Typically Neutral Evil
Armor Class 15
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe
a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. A successful
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the floor.
From somewhere in the distance, you can hear the faint ringing of hammer on anvil.
The sound of the hammering comes from beyond the east wall, as can be determined with a successful DC
) check to spot. If the characters detected the faint trail that leads there, a successful DC 10 Wisdom (Perception) check locates the door. Beyond is a flight of stone stairs that leads upward. The
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intruders. It might cause a bell or a gong to sound. This type of trap rarely involves a saving throw, because the alarm can’t be avoided when the trap goes off. Delay. Some traps are designed to slow
is obvious. Understanding its nature is not. The DC of the check, regardless of its type, depends on the skill and care taken to conceal the trap. Most traps can be detected with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of these figures melt away, and they become three shadows until dawn. Characters who succeed on a DC 13 Dexterity (Stealth) check can cross the yard without being detected. Otherwise, Hurv and his
. Great Hall Characters who enter this hall for the first time notice the following: The floor is strewn with bodies. Two thugs holding bloody maces stand over them. The sound of fighting can be heard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
passage (material and ethereal), sound, and scent. If a glyph key attuned to the zone on either side of the gate is applied to the gate’s field, the mist dissipates and the energy field becomes
detected. Dungeon Denizens The Red Wizards, aided and abetted by their Thayan servants, hold sway over the Doomvault. In addition to battling the monstrous residents of the dungeon, the characters will
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
DC 25 Strength (Athletics) check. Secret Door. The secret door to the library (area C3) can be detected by a character who makes a successful DC 18 Wisdom (Perception) check. The character discovers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a crash that can be heard throughout Ironslag. If they haven’t already been defeated or lured elsewhere, the creatures in areas 12 and 15 investigate the sound, arriving on the northern and eastern
detected inside the forge, three ogres stand around the northernmost table, where two fire giants are locked in an arm-wrestling contest. The ogres are cheering on the giants and paying close attention
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
armor, each carrying hollowed-out goat’s horns, keep watch here.
Two veterans (lawful evil humans) keep watch atop the turret. If they see or hear the characters approach, they sound their horns, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
towels. Against the back wall stands a wooden mannequin wearing an eye patch. A secret door along one wall can be detected with a successful DC 15 Wisdom (Perception) check. Starboard Closet. This closet
detected with a successful DC 15 Wisdom (Perception) check. J29. Guest Cabin Eyecatcher only This richly appointed cabin is set aside for special guests. It contains a large bed, a wooden chest, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
sound of running water and a curious buzzing coming from far below.
The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, which occupies the great
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->Tales from the Yawning Portal->a6
adults have 100 gp each hidden in their personal effects. 6. Smithy As the characters approach the natural cavern on the west side of the stronghold, they hear an intermittent hammering sound, made by
to exposure to drow poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The chamber echoes with the sound of rainwater dripping from the ceiling into the gaping pit. The face of the giant warrior statue is obliterated by deep gouges, but the rest of the statue remains
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->Ghosts of Saltmarsh
is meditating. He is roused by the sound of combat or any direct attempts to contact him. Unless cornered, he flees to area 20 and returns with the occupants of that room. If they are gone or slain
because of the general hubbub, but their presence will certainly be detected if they move into the room. Even when their intrusion is noticed, the characters will not be greeted with hostility unless