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                        Returning 35 results for 'noise closed regions pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish
                                                
                                            
                                                
                                                     from ordinary rock formations.
Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     open to the north and west. A single closed door lies just south of the western set of double doors. The ceiling here is 20 feet high. Beyond the open doors to the north, the characters can see a long
                                                
                                            
                                                
                                                    . If the characters make a lot of noise, the three flameskulls in area X33a float up the shaft and attack them. The flameskulls also attack anyone they can hear attempting to descend the shaft. A secret door in the south wall opens into area X7.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . For the height of the sea caves (areas 49, 50, 51, and 52), see the area descriptions. The doors in the lair are closed and not locked, except where otherwise noted. All gates and doors (except those
                                                
                                            
                                                
                                                    .
 Quicksand. See âWilderness Hazardsâ in chapter 5 of the Dungeon Masterâs Guide.
  Lizardfolk Roster   Area Occupants at Start Notes   2 5 lizardfolk These guards are alerted by noise in 1. If they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary
                                                
                                            
                                                
                                                     rock formations. Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer that misses its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     floor. The shingled rooftop is high-pitched, covered with moss, and too slippery to climb without magic or climbing gear. Doors and Trapdoors. All doors in the cottage are closed but unlocked, except for
                                                
                                            
                                                
                                                     without making noise requires a successful DC 15 Dexterity (Stealth) check. Light. If a location has light sources, the text says so. Otherwise, the area is unlit. Walls and Windows. The cottageâs walls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Lingering fog 11â12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15â16 Clean streets and well-maintained buildings 17â18 Ancient ruins within the settlement
                                                
                                            
                                                
                                                       1d20 Type   1 Pawnshop 2 Apothecary 3 Grocer 4 Delicatessen 5 Potter 6 Undertaker 7 Bookstore 8 Moneylender 9 Armorer 10 Chandler 11 Smithy 12 Carpenter 13 Weaver 14 Jeweler 15 Baker 16 Mapmaker 17 Tailor 18 Ropemaker 19 Mason 20 Scribe  Olga Drebas  Joy Ang  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     sound between levels. Only the loudest shouting or noise can be heard on an adjacent level, and nothing short of an explosion or a thunderwave spell can be heard more than one level away. Teleport
                                                
                                            
                                                
                                                    â Closed chambers (area 9) Rectangle Shrine (area 10) Flame Lounge (area 11) Star Observatory (area 12) Square Bedroom (area 13) Hourglass Dungeon teleporter (lockedâarea 14) Right triangle Sundial area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     between levels. Only the loudest shouting or noise can be heard on an adjacent level, and nothing short of an explosion or a thunderwave spell can be heard more than one level away. Teleport Circles
                                                
                                            
                                                
                                                     standing in the circle teleport to the area selected by the symbol. Teleport Symbols  Symbol Destination   Chair Audience chamber (area 8) Two Chairs* Audience chamber balconies Upside-down âLâ Closed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
                                                
                                            
                                                
                                                    . Two goblin werebats (see appendix A) in humanoid form stand guard near the cave entrance.
 Chests. At each end of the cave is a wooden chest so packed with âtreasureâ that its lid canât be closed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     strings 8 A bloodstained map 9 An iron gauntlet that is hot to the touch 10 A gold coin stamped with a worn, hawk-wing helm crest 11 A troll finger, still wriggling 12 A silver coin that makes no noise
                                                
                                            
                                                
                                                     when dropped 13 An empty jar; when opened, a wolf howl sounds from it and continues until it is closed 14 A clockwork owl; when wound, its head turns and it hoots softly for a minute 15 A blue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     right. A swaying mass of seaweed fills the eastern side of the room. Many coffers are set against the north and west walls, their lids closed.
 A large group of sahuagin warriors gather near the
                                                
                                            
                                                
                                                    . The fish swim away if released. 50. Torture Chamber and Dungeon The characters hear muted noise at the crossroads of areas 50 and area 53. From the south come the sounds of spectators in the arena
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     characters make a lot of noise in area 6 or force their way through the doors to the west, the duergar turn invisible and attack as soon as the characters arrive. At the start of combat, two duergar
                                                
                                            
                                                
                                                     effect as a stinking cloud spell (save DC 12), but the effect ends 1d4 + 1 rounds after the valve is closed or the tank runs out of fertilizer. The tank contains enough fertilizer to spray for 10 rounds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     breakwater is made of intertwined branches reinforced by tough vines. Hinged on the sides and split in the middle, it can be opened to allow the passage of small boats. In the closed position, as it is
                                                
                                            
                                                
                                                     attention by making an undue amount of noise during their approach or giving themselves away with a display of flashy magic. If they do so, a squad of five yuan-ti purebloods ambushes them soon after
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Seating This outdoor seating area is fenced off and is open to tavern customers and noncustomers alike. The patio doors and the front doors leading into the building are closed except when the tavern is
                                                
                                            
                                                
                                                     area is the place students go to escape the noise of the main dining room. From ten to twenty students are usually found in this area, relaxing or engaged in conversation. Additionally, at least one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
                                                
                                            
                                                
                                                    . Against the east wall rests a coffer, its lid closed.
 The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     the East  Shar Fanatical Suloise militarists called the Scarlet Order founded the Hidden Empire of Shar, which is closed to outsiders. The order controls the peninsula west of the Tilva Strait, as far
                                                
                                            
                                                
                                                     County of Urnst bridge the regions of the Central and Eastern Flanaess. Once part of the Great Kingdomâs province of Nyrond, they declared their independence from the Great Kingdom and the new Kingdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     were alerted by noise in area W3, they cast darkness before the characters enter. Otherwise, read or paraphrase the following when a character enters the room: This chamber is dominated by a sculpture of
                                                
                                            
                                                
                                                     atop a stone pillar. A ladder descends to the floor below. Seated in a corner is a githyanki woman with long, white hair and closed eyes.
 The Fiends have kept the castleâs caretaker, a neutral
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     two sapphires (worth 50 gp each). 46. Old Shrine The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful DC 15 Strength check to pull it open. Faded mosaic
                                                
                                            
                                                
                                                     open.
 Belak prepares various experimental concoctions in his laboratory and the small chambers that lead off it (see the sections below), with the fumbling aid of goblins that serve him. Any noise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Character Advancement In this adventure, the characters can gain a level by exploring different regions. After the characters complete at least one encounter in all four regions, everyone in the
                                                
                                            
                                                
                                                     approach, the elk lopes into the thorny thicket. âBlast!â cries a husky voice from somewhere in the brambles.
  A character can safely navigate the thicket to the source of the noise by succeeding on one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
                                                
                                            
                                                
                                                    .
 Five lizardfolk are always on duty here. If the characters make any noise in the nearby corridor, one of the guards comes out to investigate. On seeing intruders, he shouts to his comrades and then
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     goblins also shout to alert their comrades in areas C4 and area C6 that the castle is under attack. C2: Trapped Hall Doors stand closed to the north and south, with a crumbling mound of rubble
                                                
                                            
                                                
                                                     noise of the collapse puts the creatures in areas C3, area C7, area C8, and area C9 on alert. C3: Archer Post This small room is littered with debris. The arrow slit opposite the door offers a fine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     door hears them and retreats through the southern secret door, which connects area 21 with the caverns. 21. Cellar If the party makes a lot of noise while exploring area 20, the smuggler here has already
                                                
                                            
                                                
                                                     two wooden doors in the east side of the room.
 If the characters avoided making undue noise in area 20, a single smuggler (bandit) is scrubbing pots in a washbasin near the stove. He tries to flee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     of its components, they feel the presence of whichever components Splugoth now possesses at some great distance straight ahead. To provide context for the background noise, tell the players that the
                                                
                                            
                                                
                                                     those are thankfully all closed in sleep.
 The ancient deep crow in the nest (see appendix B) is only pretending to sleep. Any character studying the creature and succeeding on a DC 18 Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     large wooden doors stand within the arch, but they havenât been closed for years and are embedded in the surrounding dirt. Thornwall Keep The ruins of an ancient Solamnic keep perch on a rocky rise at
                                                
                                            
                                                
                                                     gnomeflingerâand the noise of Thanâs occasional early-morning tinkeringâbecause she sees the catapult-shaped device as a deterrent against attack. DELIBERATE WELCOME
 The village of Vogler welcomes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     attack. 2. Trapped Hall Once the castleâs foyer, this wide hall makes a dangerous battleground. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the
                                                
                                            
                                                
                                                     damage from the falling rubble (half as much damage on a successful save). The noise of the collapse puts the monsters in areas 3, area 7, area 8, and area 9 on alert. Awarding Experience Points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     Strength (Athletics) check; on a failed check, the victim drops back into the cavity. Creatures. Each time a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 giant rats from the
                                                
                                            
                                                
                                                     back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thievesâ tools. If this check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     hammocks seem to be unoccupied at present. Beneath each hammock is a brass-bound wooden sea chest â most are closed, but two have open lids and appear to contain clothes.
 In the center of the cabin stands
                                                
                                            
                                                
                                                     the hull. At its foot is a brass-bound wooden sea chest, its lid closed. Under the bunk is a brass box, also closed.
 In the center of the cabin, a plain wooden table is bolted to the deck. On it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     âHANDLE WITH CARE.â A closed door offers a way into a walled-in area to the northwest. A mechanical lift stands along the south wall to the east, and two iron spiral staircases rise from the
                                                
                                            
                                                
                                                     and a lot of noise.  D5. Crane A narrow, rotting walkway with missing boards and no railing surrounds the rusting bulk of this ancient crane. The hull of the ship dangles from the craneâs arm, fifty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     some rooms at your determination, but they need to be lit to be useful. Doors. Most doors in the dungeon are wooden, and are closed and unlocked. If a door is locked, it takes a successful DC 10
                                                
                                            
                                                
                                                     loses its Gibbering feature. Third Success: The portal closes and the gibbering mouther dies. Development. If the portal isnât closed after 1 minute, a second gibbering mouther comes through. It suffers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     blood, and the scent of iron hangs thick in the air.
 Twenty stirges hang from the ceiling of this cave. Bright light or any noise louder than a whisper disturbs the stirges, causing them to attack. L3
                                                
                                            
                                                
                                                     sense. For now, the tunnel leads only to a dead end. If the characters draw attention to themselves with light or noise, the pechs investigate. The pechs are initially indifferent toward the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     loft, supposedly guarding against horse thieves. He has nodded off but wakes if characters disturb the horses, make too much noise in the barn, or start a fire. In the event of trouble, Needly bangs a
                                                
                                            
                                                
                                                     muffle the noise. A character who searches the door for traps can make a DC 12 Wisdom (Perception) check. If the check is successful, the character notices that the doorknob is loose and attached to a vial
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an areaâs destiny, fundamentally changing the land. While the flora
                                                
                                            
                                                
                                                     affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     or noise, the pechs investigate. The pechs are initially indifferent toward the characters, admonishing them to douse any bright lights they carry, as the lights hurt the pechsâ eyes. If the
                                                
                                            
                                                
                                                     noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , and immunity to poison and psychic damage. The noise of breaking down the doors can be heard by all creatures on the tombâs lower level. These creatures remain in their respective locations but are
                                                
                                            
                                                
                                                    . These doors arenât locked but grind loudly when opened or closed, attracting the attention of anyone on the upper level or in area X4. X19: War Room The air in this wide room is thick with the smell of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ) crumbles and the door automatically shuts, sealing characters in the lightless chamber. Once closed, the door can be pushed open only from outside. It canât be opened from inside, and it has no lock
                                                
                                            
                                                
                                                     from the ceiling. Bright light or any noise louder than a whisper wakes the stirges, causing them to attack. A character attempting to retrieve the gems must succeed on a DC 15 Dexterity (Stealth) check
                                                
                                            
                                        






