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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion
                                                
                                            
                                                
                                                     illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    False Appearance. While the ice piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
Spider Climb. The ice piercer can climb difficult surfaces, including
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. The golem remains a noncombatant unless it is directly attacked.
The Sapphire
The sapphire is inside the
                                                
                                            
                                                
                                                    .
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
                                                
                                            
                                        
                                                    Banishment
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     of existence youâre on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target
                                                
                                            
                                                
                                                     with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is
                                                
                                            
                                        
                                                    Programmed Illusion
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the
                                                
                                            
                                                
                                                     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->Curse of Strahd
                                                    
                                                
                                            
                                                    S14. Foyer This room used to be an office, as evidenced by the remains of a desk and a chair, both of which have been smashed to pieces. A hallway to the south leads to a staircase going up. A dark
                                                
                                            
                                                
                                                     passage to the east is full of unnatural whispers, mad laughter, and bestial odors. The stairs lead up to area S20. If the characters enter this area making noise or carrying light sources, the golem in area S15 is drawn to them (unless they have already defeated it).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     coming! Everyone must hide!â It then flees. The characters can follow the fleeing ghost to an old burrow, where it disappears. Within the burrow, Udhaskâs skeletal remains lie next to a stone bed
                                                
                                            
                                                
                                                     100 gp gems and a potion of invisibility. Development Collecting Udhaskâs bones and taking them to Burrow Warden Jadgerâs ghost in area 8 completes one of Jadgerâs tasks.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    .
 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
                                                
                                            
                                                
                                                     challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     mirror with an engraved stone frame. This mirror is one of Halasterâs magic gates (see âGatesâ).
 Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
                                                
                                            
                                                
                                                     it. Characters who search the remains find some treasure (see âTreasureâ). Mirror Gate to Level 1 Worked into the mirrorâs stone frame is an image of a wizard pointing a wand. This gateâs rules are as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    3. Square Two worgs slaughtered a dog and are feasting on its remains in the northeast corner of the village square. The worgs move to attack any characters who enter the square. The worgs fight to
                                                
                                            
                                                
                                                     the death. If combat erupts in the square and the temple bell has been silenced, the goblins in areas 4c and area 9 hear the noise and investigate. They stay on the fringes of the battlefield and shoot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large
                                                
                                            
                                                
                                                     Wisdom (Perception) score is higher than the stirgesâ Dexterity (Stealth) check total (roll once for all of them). Characters who arenât surprised hear a flapping noise as the stirges descend to attack. The lanterns and the carvings of miners at work were meant as a welcome to newcomers.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Xardorokâs fortress and remains there, in the forge. If Xardorok is still alive in this fortress, he makes the necessary repairs. The dragon regains 1d6 hit points at the end of every hour of repair work
                                                
                                            
                                                
                                                    . Destroying the Dragon When the dragon drops to 0 hit points, read: The dragon makes a horrific grinding noise as it begins to shudder and crumble to pieces. As its great bulk crashes into the snow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest
                                                
                                            
                                                
                                                     unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one youâre on, the target is banished with a faint popping noise, returning to its home
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    . The skeletal remains of dozens of dead warriorsâdwarves, gnomes, orcs, and ogresâattest to the fierceness of the fighting that took place here long ago.
 Seven ghouls lurk in the shadows on the
                                                
                                            
                                                
                                                     western ledge. They notice any light or noise elsewhere in the cave and quickly bound down to attack. The undead are hungry and fight until destroyed. The escarpments are 10 feet high and require a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The
                                                
                                            
                                                
                                                     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->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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     intellect devourer in its skull cavity.
 Noise. The goblins in the adjoining room (area 23a) are noisy enough to be heard here.
 Shattered Statue. The remains of a shattered statue lie in the middle
                                                
                                            
                                                
                                                     yellowed skeleton is all that remains of Nimraith, a human adventurer who perished in Undermountain over a century ago. 23b. Shattered Statue Bugbears. Two bugbears stand guard. Each bugbear has an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated
                                                
                                            
                                                
                                                     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->Playerâs Handbook
                                                    
                                                
                                            
                                                     finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on
                                                
                                            
                                                
                                                     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->Out of the Abyss
                                                    
                                                
                                            
                                                     attempt perilous. A creature trying to reach the top of the ledge must succeed on a DC 12 Strength (Athletics) check. On a failed check, a creature takes 3 (1d6) slashing damage and remains in the pit
                                                
                                            
                                                
                                                     duergar and four grimlocks. The grimlock zombies are drawn to noise, while the duergar zombies attack any living creatures they see in the pit. Meanwhile, the derro uses its crossbow to take shots at any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest
                                                
                                            
                                                
                                                     unoccupied space if that space is occupied.
 If the target is native to a different plane of existence than the one youâre on, the target is banished with a faint popping noise, returning to its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated
                                                
                                            
                                                
                                                     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->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     from a gaping hole in the east wall. Crushed beneath a fallen block in the center of the room are humanoid remains. Elsewhere around the floor are the chewed and decayed corpses of baboons. Through a
                                                
                                            
                                                
                                                     is strewn with rubble, so it is difficult terrain. Larger rubble piles are 1 to 4 feet high. Any loud noise (such as an explosion, shouting, or fighting) causes a minor cave-in: at the start of each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Appearance. While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
 Spider Climb. The piercer can climb difficult surfaces, including upside down on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
 All-Clear. A noise akin
                                                
                                            
                                                
                                                     to a loud whisper signals an end to danger.
 Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
 Calm. The thunderclouds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
 All-Clear. A noise akin
                                                
                                            
                                                
                                                     to a loud whisper signals an end to danger.
 Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
 Calm. The thunderclouds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     speak. It can open the sealed vault where the prince rests (see area V3). The golem remains a noncombatant unless it is directly attacked. The Sapphire The sapphire is inside the golemâs chest, hidden
                                                
                                            
                                                
                                                     reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys (see âGetting the Golemâs Attentionâ below). Otherwise, the sapphire remains hidden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     perfectly still and pose no threat as long as the tomb remains relatively quiet. If any character talks loudly, steps on a piece of broken pottery, or makes any other equivalent noise while in the tomb, read
                                                
                                            
                                                
                                                     any other noise. Without the use of magic, any creature walking through the tomb must succeed on a DC 12 Dexterity (Stealth) check to remain quiet. Moving through pottery shards imposes disadvantage on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    . The block remains there until the roomâs trap is activated. A life-size golden statue of a mastodon stands atop a one-foot-high stone cog at the center of this room. Jeweled tusks sweep from its
                                                
                                            
                                                
                                                     roll initiative. The statue turns counterclockwise and completes one 360-degree revolution on initiative count 0 of each round. When the statue completes its first revolution, magical fire engulfs the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
                                                
                                            
                                                
                                                     between them. For example, four creatures trapped in the tunnel could survive 6 hours before they begin to suffocate. Skeletal Remains Any character who can see into tunnel B notices the body of an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     has an ample supply of rocks and ice blocks at hand for hurling at opponents. If the giant hears noise from area 1, he rushes there to help; conversely, if attacked, he will raise a cry to bring the
                                                
                                            
                                                
                                                    . Empty Ice Cave If loud noise is made in the unoccupied chamber south of the guardroom, the ceiling of ice and icicles in this area partially collapses. A creature beneath the ceiling must make a DC 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     all that remains of Halasterâs tower, and now, devoid of the stairways and floors that formed subterranean levels, it drops as an open shaft for 140 feet. Stirges, spiders, and worse have been known to
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raidersâ group consists of two cultists and six kobolds. If any cultists are still
                                                
                                            
                                                
                                                    . Rewards Award standard XP for defeated foes. Aside from that, the chief reward for this mission is the tunnel itself. As long as it remains secret, characters can use it to enter and exit the keep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raidersâ group consists of two cultists and six kobolds. If any cultists are still
                                                
                                            
                                                
                                                    . Rewards Award standard XP for defeated foes. Aside from that, the chief reward for this mission is the tunnel itself. As long as it remains secret, characters can use it to enter and exit the keep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     salamander The salamander remains here to watch over the prisoners. 18 Zaltember (young fire giant), 4 ogres Zaltember and the ogres investigate work stoppages in area 17. If wounded, Zaltember flees to
                                                
                                            
                                                
                                                     Duke Zalto, 2 hell hounds Duke Zalto and his hell hounds go to area 20 if the bucket chain stops moving. 30 1 iron golem The golem remains here until activated. 31 Brimskarda (fire giant), 2 ogres
                                                
                                            
                                        






