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                        Returning 12 results for 'noise consult reflections pdf'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     followed chills my blood.” 
   10  “Sudden noises or appearances fray my nerves.” 
   11  “I can’t be comfortable around creatures larger than I am.” 
   12  “Reflections always seem like they’re
                                                
                                            
                                                
                                                     noise to widen the crack, or portraying some other fearful response, these would be perfect opportunities to reward the player’s consideration of a Seed of Fear by granting their character inspiration.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Lingering fog 11–12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15–16 Clean streets and well-maintained buildings 17–18 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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
                                                
                                            
                                                
                                                     makes any sort of noise greater than angry shouting and clashing arms — particularly noisy magical effects like fireball or thunderous smite. Reinforcements. As soon as the fortress goes on alert
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     When a creature makes an exceptionally loud noise or otherwise attracts attention When the party spends at least 30 minutes in the same region Blessed Radiance The grace of the Upper Planes touches this
                                                
                                            
                                                
                                                     reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     spends an hour chipping away at the walls, roll percentile dice and consult the Mining Discoveries table to determine what, if anything, the character unearths. The tourmalines found in the mine are
                                                
                                            
                                                
                                                    . Because of the loud waterfall, characters must yell if they want to communicate with each other while in this area. Kobold Saboteurs. The cascading water drowns out the noise made by two Icewind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     staircase railing. Framed portraits and mirrors festoon the walls, surrounding you with judging looks and dark reflections. You hear something scratching at one of the many doors. The scratching noise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     is marked by a pair of dashed lines.) This invisible bridge, which is safe to cross, is suppressed by the activation of the spindle in area Y19n. Y19j. Chamber of Sorcery Your reflections dance over
                                                
                                            
                                                
                                                    . Whenever a loud noise is made inside the chamber, the loose crystal flickers. Tremendously loud noises, such as those made by a thunderwave spell or a horn of blasting, cause the crystal to go out for 1d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     slot machine produces a sad trumpet noise. Two of a Kind. If the reels display two identical symbols, the participant wins the two-of-a-kind prize listed on the Slot Machine Results table for that
                                                
                                            
                                                
                                                     participant sits in the chair, inserts the chips into a slot in the pedestal, and pulls the lever. To determine the result, roll a d10 and consult the Outer Wheel column of the Fortune’s Wheel Results
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     canals. Check for a random encounter once every per hour while the party is swimming or moving by boat anywhere on a canal. Roll a d20 and consult the following table:  d20 Encounter   1 1d4 + 1 ghouls
                                                
                                            
                                                
                                                     symbol.
 West and east of the bridge, and level with it, culverts carved in the shape of huge, yawning dwarven faces discharge streams of water into the canal. The small waterfalls make a lot of noise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     golden eye swims into view in the stone’s writhing center. For each creature that sees the eye, roll a d12 and consult the following table. The creature is affected as if by a symbol spell of the
                                                
                                            
                                                
                                                     can freely pass through the wall. If any other creature touches it, the wall attacks and emits a hissing and champing noise to alert the occupants of the chamber beyond it. If its current hit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     his fee is paid, Lurg announces he must consult the stars for the answers the visitors seek. Of course, Lurg can’t access the Books of Prophecy, since Shalfey still has them locked away in his sanctum
                                                
                                            
                                                
                                                     noise awakens the three guards in the barrack (area T7), who join the fight after 2 rounds. Treasure. Captain Mainwaring wears a gold brooch worth 60 gp, and she carries a key to her chest in the barrack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     upward past the sahuagin. Two large and squirming sacks flank the altar.
 A massive two-headed shark, its fins adorned with bands of pearl and gold, swims in circles above the altar.
 Noise of combat
                                                
                                            
                                                
                                                     is attacked. If the characters observe the interaction for 10 minutes, they witness the baron rise and issue an angry judgment before turning to consult with the priestess on other matters. The two
                                                
                                            
                                        






