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                        Returning 19 results for 'noise cunning ranges pdf'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Settlements and Sites The forested valley of Tepest stretches between ranges of rugged mountains etched with dramatic cliffs and mysterious vales. Rocky soil and unpredictable weather make much of
                                                
                                            
                                                
                                                     the region ill-suited to agriculture, and deadly predators, murderous goblins, and cunning fey haunt the wilds. Despite this, the land around the community of Viktal is a haven of peace and bounty. Most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     character’s chance of success. A player shows exceptional creativity or cunning in attempting or describing a task. Previous actions (whether taken by the character making the attempt or some other
                                                
                                            
                                                
                                                     attention to what’s ahead of him. This imposes disadvantage on the wizard’s 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->Monster Manual
                                                    
                                                
                                            
                                                    Kenku Flightless, Noise-Mimicking Avian Habitat: Forest, Planar (Shadowfell), Urban; Treasure: Implements, Individual Kenku are birdlike folk who once soared the skies and sang enchanted songs, but a
                                                
                                            
                                                
                                                     supernaturally re-create vast varieties of noises, from crying babies to running water and short phrases in others’ voices. Cunning kenku use their mimicry to deceive foes, lure creatures into ambushes
                                                
                                            
                                        
                                                     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->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     28 23 19 11 100  Justyna Gil  Downloadable PDF Magic Item Tracker You can use the Magic Item Tracker sheet to track how many magic items the characters have acquired. Each time the characters get a
                                                
                                            
                                                
                                                     unchecked circles at the current level range, check off an empty circle from a lower tier. If all lower level ranges also have no circles left, check off an empty circle from a higher level range. Random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Sheila  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
                                                
                                            
                                                
                                                     2: Cunning Action Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. Level 3: Fast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     study and surveying, and these places are typically remote. Several are located in Argonnessen; those in Khorvaire are usually found in mountain ranges and hidden forest clearings. Many have crystal
                                                
                                            
                                                
                                                     eventual destruction of a humanoid city. A disguised silver dragon, cunning and subtle, works to destabilize the city and bring about its ruin. 3 A local librarian is a disguised gold dragon in the service
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     is hope and the fragile promise of peace. Types of Sovereigns Broadly defined, a sovereign ranges from the head of a government to the leader of a powerful, private institution. Queens, chieftains
                                                
                                            
                                                
                                                    , sultans, and rajahs are ready choices for powerful individuals who patronize a party of adventurers. Those on track to become such individuals—such as cunning senators, royal heirs, or influential
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     the main force engages the enemy. A cunning party should have the chance to take out numerous defenders, open the gate in area 1, and slay sahuagin leaders, possibly without ever raising an alert
                                                
                                            
                                                
                                                     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->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     tell which direction the sounds come from.
 The icicles are more of a nuisance than an obstacle and can be easily broken, although smashing them creates enough noise to alert the creatures in area H17
                                                
                                            
                                                
                                                     small, misshapen ice sculptures.
 Add the following if the characters haven’t confronted the kobold vampire spawn in area H17: An incessant yipping noise fills the cave, originating from a tunnel in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     cleverer of the two, often outwitting his brother in contests where Thrym’s greater strength might otherwise let him prevail. Their history of competition ranges from striving to outdo each other in
                                                
                                            
                                                
                                                     childhood accomplishments to bloody battles that ended only when their father or one of their siblings intervened. Other myths describe cunning Surtur leading his brother on dangerous adventures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    —a ghoul—lurks in the aft part of the hold. Much more cunning than the zombies, the ghoul waits to attack until the characters are busy with the zombie. It hopes to paralyze a character with its Claw
                                                
                                            
                                                
                                                     scavenger drawn by the presence of decaying flesh. The water on the floor ranges from about 6 inches deep on the starboard (south) side of the ship to 18 inches deep on the port (north) side. The water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     loud crack from higher up the mountain, followed by a rumbling noise as the ground starts to shake. It’s an avalanche!
 The party finds itself in the path of an avalanche (see “Avalanches”). The
                                                
                                            
                                                
                                                     higher than in area F2, and it has an uneven ceiling that ranges in height from 10 to 20 feet. The floor drops off sharply to the south, forming a 10-foot-high ledge that overlooks the entrance to a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     away at the ice, breaking through it after 1 hour. (The more characters who help, the more quickly the ice is removed.) The noise is loud enough to attract the ice troll in area D9. If the characters
                                                
                                            
                                                
                                                     Captain Bluemoon was a cruel, cunning individual who ruled his ship through fear instead of respect. He had many enemies and few friends. The captain’s final journal entry reads:  “That damned white
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     manage to get to this point without attracting the notice of the skum in area T3, those guards are alerted by any noise at the doors. T3. Ship’s Prow The ancient ship’s prow juts up from the foul
                                                
                                            
                                                
                                                     believable, Sgothgah offers and promises anything — because the cunning creature has no intention of ever delivering. All it wants is for at least three promising victims to come close enough to the pool
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     and a lot of noise.  D5. Crane A narrow, rotting walkway with missing boards and no railing surrounds the rusting bulk of this ancient crane. The hull of the ship dangles from the crane’s arm, fifty
                                                
                                            
                                                
                                                     feel like a dangerous environment. The grate through which water flows into area D7 isn’t locked or trapped, but lifting it open creates a lot of noise unless someone makes a successful DC 15 Dexterity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Reinforcements. The duergar in area B5 and the cultists in area B7 hear any battle in this room. However, they are used to Nartham’s bulette making noise, so it takes a while before they become
                                                
                                            
                                                
                                                     ranges in width from 15 feet (at the far east end) to 30 feet. The pillars of rock at the east end of the chasm are flat on top, and the gaps between them are 5 feet wide. B10. Long Chasm If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
                                                
                                            
                                                
                                                     make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Performance. A cunning disguise can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
                                                
                                            
                                                
                                                    .
 Five lizardfolk are always on duty here. If the characters make any noise in the nearby corridor, one of the guards comes out to investigate. On seeing intruders, he shouts to his comrades and then
                                                
                                            
                                        





