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                        Returning 17 results for 'faintly score'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
                                                
                                            
                                                
                                                     are flooded to a depth of 3 feet. Covering each pit is a 600-pound circular iron grate that requires one or more characters with a combined Strength score of at least 20 to lift. Alternatively, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     spirit actually does linger in the statue. Once the cloakers are defeated, the statue glows faintly. The first injured creature to touch the statue regains 45 (10d8) hit points. Once the statue heals
                                                
                                            
                                                
                                                    . Characters who have a passive Wisdom (Perception) score of 20 or higher, or who pass through the waterfall to see what’s behind it, find a ledge about 100 feet from the ground. Upon the ledge rests an elf
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     property (it glows faintly when undead are within 120 feet of it) A potion of gaseous form A spell scroll of heroes’ feast Green Dragon While asleep, the dragon relies on its passive Wisdom
                                                
                                            
                                                
                                                     (Perception) score to detect the approach of intruders by scent and sound. The dragon feeds mostly on blind fish and prefers to be left alone. If attacked, it lets out a roar loud enough to be heard throughout
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    College of Creation One bard’s song of creation is the score to another person’s nightmares.
 Tasha
 Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
                                                
                                            
                                                
                                                     softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     this area. When all the characters have arrived, read the following: The walls of this hexagonal stone chamber are shot through with pale white veins of faintly glowing jade. A bronze double door
                                                
                                            
                                                
                                                     (Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     who has a passive Perception score of 13 or higher and examines the floor in front of the curtains notices some abrasions on the stone floor in the southwest corner. If the characters pull back the
                                                
                                            
                                                
                                                     discover that no one wants to buy an ugly statue of Death or a medusa. A character who has a passive Perception score of 14 or higher notices that the floor by the statue of the medusa shows evidence of wear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     occasionally entering the unmarked building. Locked Door. The door to area T5 is locked. T2: Break Room This break room smells faintly of sweat and greasy food. Scuffed wooden furniture and a large couch
                                                
                                            
                                                
                                                     uniforms. Guards. Two off-duty guards are playing cards at the table. They aren’t expecting to be interrupted, and each has a passive Wisdom (Perception) score of 7. If the characters try a nonviolent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     abandoned bedroom and its wooden bed, table, and chair. On the table lie an unlit lantern and a wooden holy symbol of two intertwined snakes. A faintly luminous white robe is draped over the chair
                                                
                                            
                                                
                                                     mimic. Characters who have a passive Wisdom (Perception) score of 14 or higher notice that despite the breeze, the tapestry remains unnaturally still. As an action, a character can open the padlocked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    )  The following locations are keyed to map 5.2. Stacey Allan & William Doyle  Map 5.2: Maze of Mists View Player Version P13: Welcome Room This octagonal room has a domed ceiling and smells faintly of
                                                
                                            
                                                
                                                    ) score of 15 or higher detect a cool, fresh breeze from the east. P14e. The words “Knock First” have been carved in Common into a heavy plank door. The bandits in the room beyond (see area P16) wrote
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
                                                    
                                                
                                            
                                                     buildings litter the area. Brackish water floods nearly half of the chamber, getting deeper toward a dark tunnel to the west.
 Characters who have a passive Wisdom (Perception) score of 12 or higher notice
                                                
                                            
                                                
                                                     kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     stagnated here. Secret Door. Characters who have a passive Wisdom (Perception) score of 13 or higher notice a slight depression in the latrine’s northwest corner. Pushing on this depression reveals the
                                                
                                            
                                                
                                                     barricaded the entrance to the forge because they’re afraid of the monsters lurking there. Characters who have a passive Wisdom (Perception) score of 12 or higher hear a low moaning sound and shuffling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     potions of healing (superior). Hidden Hallway. Any character who has a passive Wisdom (Perception) score of 20 or higher, or who succeeds on a DC 20 Wisdom (Perception) check while moving through the
                                                
                                            
                                                
                                                     causes any creature in the room to suffer visible tremors and have its speed halved. A creature that has a passive Wisdom (Perception) score of 18 or higher, or that succeeds on a DC 18 Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     of perfumes, elegant robes of exquisite make, and a tub for baths in scented unguents. The blue stains in the sleeping tub still smell faintly of wildflowers. Most items here have been untouched for
                                                
                                            
                                                
                                                    
 Creature Sense. The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     structure in the region whispers faintly. Any creature within 60 feet of the structure that can hear it must succeed on a DC 12 Wisdom saving throw or be charmed. While charmed in this way, the creature must
                                                
                                            
                                                
                                                     cluster of 1d4 + 2 faintly glowing grubs appears in an unoccupied space within 30 feet of the party. Any creature that consumes one of these succulent grubs receives the benefits of a potion of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     not under the creature’s control; it moves or reacts to emotions. The tail vanishes after 24 hours. 7 Any creature with an Intelligence score of 6 or higher that touches or drinks the water of this
                                                
                                            
                                                
                                                     “Lycanthropes” in the Monster Manual). 4 The creature’s skin prickles faintly. For 1 hour, it gains resistance to one damage type (chosen by the DM). 5 Euphoric visions of bright light swim through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     (Perception) score of 13 or higher hear a steady hiss as the gas seeps through tiny holes in the wall. The gas immediately fills the room and dissipates after 1 minute. While the room is filled with gas, each
                                                
                                            
                                                
                                                     unsuspecting entrants. Characters who have a passive Wisdom (Perception) score of 13 or higher notice the lizard before it attacks. Treasure. The Cynidicean’s mask, depicting a hawk with a golden beak, is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Intelligence score of 10 and an alignment of lawful good. It speaks Common, and its face looks more humanoid than gargoyle. Manshoon is amused by the creature, so he keeps it alive but locked in the cell. If
                                                
                                            
                                                
                                                     form a large, faintly glowing circle. Five wooden treasure chests with sturdy padlocks rest against the walls. Guardians. The spectator guards the treasure chests and attacks intruders who aren’t
                                                
                                            
                                        





