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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     howler. Even at a distance, listenersâ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isnât
                                                
                                            
                                                
                                                    -numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     this fissure.
 Tools. Old pickaxes and shovels are stored in two stone wheelbarrows parked in the northwest corner.
 The stirges hang like bats in the ceiling fissure and descend en masse to feed on
                                                
                                            
                                                
                                                     creatures that make too much noise or shine light up at them. Bugbears come here occasionally to catch and kill stirges for food.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     windows and nightstands between them. Against the west wall are four wardrobes and a cabinet full of plain dishware and cutlery. Four chairs surround a small dining table in the northeast corner, and a
                                                
                                            
                                                
                                                     trestle table strewn with pots and cooking utensils stands near a blackened fireplace. All the furnishings are made of wood.
 The ceiling in the southwest corner of the room has collapsed, filling the
                                                
                                            
                                        
                                                     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->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     no need to keep track of how many circumstances weigh on both sides. For example, imagine a wizard is running down a dungeon corridor to escape from a beholder. Around the corner ahead, two ogres lie
                                                
                                            
                                                
                                                     attention to whatâs ahead of him. This imposes disadvantage on the wizardâs ability check. However, the ogres are readying a portcullis trap and making a lot of noise with a winch, which could grant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , in oil. The community is small, but plots abound. A violent coup is always just around the corner. Whenever thereâs a commotion anywhere in Downfall, bullywug courtiers clamor to find out whatâs
                                                
                                            
                                                
                                                     happening. If a loud noise occurs, such as the clangor of combat or raised voices, 1d6 + 1 bullywugs converge on the source. These bullywugs crave gossip, not violence, and are indifferent toward strangers
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    ! Nimraith!â as it bobs about.
 Cleft Shield. Two halves of a cloven wooden shield lie in the roomâs northwest corner. Each half of the cloven shield has letters etched into it. One half reads âNimr
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     located in the southwest corner of the room. See the âGeneral Featuresâ section for more information on secret doors. Developments No monsters or villains are found in this area, but the ruffians in
                                                
                                            
                                                
                                                     area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters donât hear them (see âSurpriseâ in the Basic Rules). If the ruffians fight in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    The Old Dartwild Cabin As the characters approach the cabin, read the following text: The front door of the cabin is wide open, and a rotten stench emanates from it. A noise behind you signals the
                                                
                                            
                                                
                                                     more than harmless spectators. When the characters enter the cabin, read the following text: The cabin is full of buzzing flies. Seated in a dark corner behind a rickety kitchen table is whatâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    
 Sweltering heat and cloying smoke cling to every corner of the duergar city, spewing from smelters housed inside massive stalagmites and stalactites. These protrude from the cavernâs floor and ceiling
                                                
                                            
                                                
                                                    .
 Noise. The clanging and clacking of hammers and machinery echoes constantly throughout the city. Wisdom (Perception) checks made to listen in Gracklstugh have disadvantage.
 Smoke and Haze
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    , and the like) and bags hang from the many pegs along the walls. Use the Giantâs Bag Contents table to randomly determine whatâs inside any bag or sack the characters happen to open. Any noise the
                                                
                                            
                                                
                                                     DC 8 Dexterity (Stealth) checks for characters to enter this room without waking her, as well as when the characters do anything else that might make enough noise to rouse her. Any loud noise wakes her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Howler A far-off wail precedes the sight of a howler. Even at a distance, oneâs mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on
                                                
                                            
                                                
                                                     evil mortals who have the power and the savagery to command their loyalty. Brutal Hunters. Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     erupt from the southeast corner of the manse, signaling the presence of orcs nearby.
 Characters who understand the Orc language can overhear the orcs planning some sort of attack. Gulthias Tree. The
                                                
                                            
                                                
                                                     Grannocâs bidding. Sounding the Alarm. Any loud noise in the courtyard alerts the creatures in areas W10 and W18. Roll initiative for these creatures and the vine blights in the well, and have them react
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Howler A far-off wail precedes the sight of a howler. Even at a distance, listenersâ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers
                                                
                                            
                                                
                                                    , numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     of undead. When anyone passes near, the undead rush up out of the sand and attack. The skeletons are impossible to avoid by stealth because they can detect intruders by noise, vibrations caused by
                                                
                                            
                                                
                                                     turn. They are encrusted with sand but unhindered by it, so they retain their normal speed while in the dunes. For example: The characters enter a numbered square marked â7.â Seven skeletons rise and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     this area, the rug attacks intruders. It stops fighting if one of the jackalweres commands it to. Development. Noise from fighting the rug of smothering causes Marliza, a jackalwere in hybrid form, to
                                                
                                            
                                                
                                                    . They are happily chatting together. Noise in area A1 prompts Marliza to investigate. A3. Corridor Dormitory More like a wide corridor than an actual room, this long and crowded space is occupied by six
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     fight is done, the characters hear noise from the kitchen. As the battle ends, you hear a muffled thumping sound, as if something is striking wood. The sound comes from the kitchen.
 The characters
                                                
                                            
                                                
                                                     hagâs den, including bat wings, dried lizards, and far too many humanoid skulls. A trash can stands in one corner, with a small iron-bound chest next to it. On the kitchenâs preparation table sits a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     of the manorâs east side has collapsed, but the rest of the house has been cleared and made serviceable. In the southeast corner, an attached carriage house stands next to the front entrance.
 This
                                                
                                            
                                                
                                                     doors lead into the carriage house. They make considerable noise when opened, alerting the creatures inside. A character who listens at these doors and succeeds on a DC 14 Wisdom (Perception) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     walls. In the south corner stands a simple cot. A hulking, green-skinned figure with mighty wings and razor-sharp claws violently peruses the books, discarding those that displease it.
 This is
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     damage the portico make enough noise to attract the two white dragon wyrmlings in area Q4. One makes its way through area Q3 to confront intruders head-on while the other descends the chute in area Q4 and
                                                
                                            
                                                
                                                     eggshells and succeeds on a DC 13 Intelligence (Nature) check concludes that they are white dragon eggs that hatched about three years ago. Any loud noise here, which could be from the opening of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     bas-relief images of sleeping dwarves. An unlit brazier sits in each corner, and a brass censer hangs from a chain connected to the ceiling in the chamberâs center.
 No one in the fire cult knows of
                                                
                                            
                                                
                                                     buried in the rubble in the northeast corner of the chamber. A successful DC 10 Intelligence (Investigation) check allows a character to uncover it due to telltale signs the rubble has been disturbed
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     chamber are tiled in a dark green color, and the ceiling is tiled light green. A seaweed bed fills the northeast corner. In the center of the room stands a small table with a small bench beside it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , stairs descend 200 feet to level 2. (These stairs are not immediately visible to characters entering through the secret door.)
 Noise. The sound of squabbling goblins emanates from a tunnel leading
                                                
                                            
                                                
                                                     dominates the southeast corner of the forge. The ettinsâ latest trophies â two dead and rotting carrion crawlers â lie atop it.
 The ettins lived in the Underdark until Xanatharâs minions found them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     successful DC 25 Strength (Athletics) check. The room contains the following: Drow. Rizzeryl the drow mage sits on a chair in the southwest corner while resting in a trance. If he hears someone coming
                                                
                                            
                                                
                                                    â below).
 Rizzeryl likes to be invisible as he engages intruders in conversation, hoping to learn their intentions. Any noise here alerts the wererats in area 14b, who remain hidden until Rizzeryl
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    24. Githzerai Retreat Four githzerai have taken refuge in this corner of the Obstacle Course (see âGithzerai Zerthsâ). Using psionics, they hide themselves from the scrying eyes of Halaster. They
                                                
                                            
                                                
                                                     floor show evidence of stone furnishings long since removed.
 Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in area 24c, who remain where they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     Dexterity (Sleight of Hand) check; failing this check triggers the trap. Triggering the Trap. If the door is moved, the scraps clatter to the ground. The noise alerts all the gnolls in the cave, who
                                                
                                            
                                                
                                                     illusion. J5: Hidden Crypt The devilâs face ripples to reveal a dusty crypt. Ancient bones and rubble litter the tiled floor. An austere sarcophagus stands in each corner, and an ornate chest rests in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     brood mates and a couple of interesting new creations or discoveries. They retain their gnomish curiosity and love of tinkering, now blended with the illithidsâ drive for control and experimentation
                                                
                                            
                                                
                                                     willing to part with their laser pistols and the magic items in area N9. If the characters want to search for a psi crystal, Dredavex gives them a handheld box that emits a clicking noise while a psi
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     cauldrons along the north wall, which are always bubbling with strange and wonderful concoctions. A small break room is set in the northwest corner of the kitchen, while a pantry takes up much of the east wall.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     walls of the passage below. The spiders immediately scuttle away from any noise or light. 2. Altar to Lolth A rough stone altar dominates this cabin. Strange markings cover its surface, dried mud cakes
                                                
                                            
                                                
                                                    , torn sacks, shattered crates, and small piles of dried palm fronds. A staircase descends from the southeast corner, and an acrid odor fills the air.
 This chamber was once the captainâs cabin. Now itâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     thievesâ tools. The larger room north of the stables contains tack and harness for each horse, as well as bales of hay and yard tools. The smaller room in the northwest corner has two cots: one for
                                                
                                            
                                                
                                                     footlockers containing folded clothes and worthless personal effects. The room in the northwest corner contains wooden mannequins and racks designed to hold armor and weapons. Since there are no guards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Mirrors. A security mirror hangs in the southeast corner overlooking the games area. Another security mirror hangs on the north wall, above the chairs in the lounge area. A3: Dis This section contains
                                                
                                            
                                                
                                                     southwest corner. Another security mirror hangs in the northwest corner of this area, overlooking the track. A5: Bar Malbolge Bar Malbolge features two bars and plenty of plush, comfortable chairs and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     minutes, the building collapses, and the stairs to the basement are buried in flaming debris. The west building is spared. Ladders. A wooden ladder in each corner stall ascends to a trapdoor that leads
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     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->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     are always getting into fights, they donât pay attention to noise in areas C2 or area C3. However, theyâre quick to defend their tower if any intruders appear, or to respond to an alarm raised by the
                                                
                                            
                                        






