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                        Returning 20 results for 'noises coppery remain pdf'.
                    
                
                        
                            
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                                        noise copper remain pdf
                                    
                                
                                    
                                        noises copper remain pdf
                                    
                                
                                    
                                        noise coppery remain pdf
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Denizens The Maelstrom Roster table summarizes the locations of the inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Loud noises in one
                                                
                                            
                                                
                                                     giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     noises in area 5. Otherwise, it guards the north docks. 8 4 hobgoblins The hobgoblins remain in the tower until intruders reach the den, then head to area 2 by way of area 5. 9 10 Iceshield orcs The
                                                
                                            
                                                
                                                     in area 9. 12 1 ettin, 7 bugbears The ettin and the bugbears remain here. 13 2 bugbears The bugbears stay here until they hear combat in area 12. They then investigate that area. 14 1 male hill giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     variety of folk. Wood elves in Faerûn have the racial traits of wood elves in the Player’s Handbook. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic
                                                
                                            
                                                
                                                     copper, and eyes of green, brown, or hazel. Skilled naturalists, wood elves often take up professions that allow them to remain close to the wild or to make use of their knowledge of woodcraft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     things occurs: The dragon is targeted by a spell or takes damage. Someone or something makes a noise loud enough to interrupt the dragon’s slumber. Noises that qualify include the clap of a thunderwave
                                                
                                            
                                                
                                                    , Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Vault Guards Vidorant employs a dozen guards (use the veteran stat block) to protect her treasures—three guards outside and nine inside the vault. Guards remain alert for noises elsewhere in the
                                                
                                            
                                                
                                                     interior guards, the party has the run of the building until the next shift’s guards show up. However, the three guards outside the building remain alert to loud noises inside the vault and enter the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
                                                
                                            
                                                
                                                     area 31. 20 2 armored ogre The ogres remain here to watch over the prisoners. 21 1 fire giant The fire giant heads to area 20 if the wheel stops turning and raises the portcullis to area 22 if it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     egg is recovered. 12e. False Hoard Loud noises in this area alert the denizens of areas 12f and 13, who remain where they are but can’t be surprised. Illusion. A 20-foot-wide, 4-foot-high pile of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     has her back to the upstairs window that faces east, and can’t see anyone approaching from that direction. Her incessant singing is so loud that she can’t hear anything but the loudest noises outside
                                                
                                            
                                                
                                                     than she is of the characters and won’t voluntarily help them attack Grudd Haug. She prefers to remain a safe distance away from the hill giant den (at least half a mile), but characters can convince
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     feet wide, has no railings, and spans a wide cavern that echoes with strange clacking noises.
 The bridge is 40 feet long and sturdy. A creature on the bridge that takes 10 damage or more from a
                                                
                                            
                                                
                                                     galeb duhrs wait until intruders are halfway across the bridge before attacking, first by animating the boulders set near them and commanding them to roll across the bridge. The clacking noises are made
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     sundial identical to the one in the hedge maze. Paths of colorful gravel lead throughout the garden and to the palace proper.
 The outer wall is 20 feet high, and the flowers in the garden remain
                                                
                                            
                                                
                                                     tomb (area P12). Disturbance. Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in area P6 as well as Argus and Hamish, a pair of former adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu 
                                                    
                                                
                                            
                                                    . The interior walls are mostly demolished, though a few remain.
 The only room that still stands is in the southwest corner; it can be entered by a single door. This room is Arthur’s library (area 2
                                                
                                            
                                                
                                                     him and gives him the bottle. Ignis then sits on the table by the fire and, heating bits of spare metal, goes about crafting what appears to be a homemade sword. Unless drawn by strange noises or her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     successful check. The blights remain perfectly still. They don’t attack on their own (except in self-defense) but quickly come to the aid of the twig blights in area U2 if combat erupts there. U2: Blighted
                                                
                                            
                                                
                                                    .
 This former general store isn’t a complete ruin yet; portions of its tile roof remain intact. Two giant spiders lurk in the building, hiding behind the walls. Thin, trailing lines from the webs in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . Another four-armed gargoyle animates whenever another such door is opened. This process continues for as long as any gargoyles remain in the alcoves. The gargoyles don’t leave the room. Pillars of
                                                
                                            
                                                
                                                     only once per turn. Black Gate. The space beyond the western false door contains a black gate. Contact Stone. A contact stone is on the wall near the black gate. 28. Temple of Blood The coppery scent of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    , fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
                                                
                                            
                                                
                                                     worlds, the biomass of insects radically outweighs that of higher organisms. Mass migrations and deadly insect species can imperil larger creatures, but most insects remain nothing more than an annoyance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . The kettle and the cauldron never run out of tea and hot soup, provided they remain inside the palace grounds. A creature that drinks both the tea and the soup gains 10 temporary hit points—a benefit
                                                
                                            
                                                
                                                    . Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     feet wide, with wooden decks and iron-plated hulls fashioned to resemble dragon turtles. The boats are magically immune to fire damage and remain cool to the touch, even when floating in lava. Each
                                                
                                            
                                                
                                                     within arm’s reach. The sound of normal movement doesn’t wake them, but they are roused by the sounds of battle or other loud noises in areas B15–area B19. The duergar are alarmed if they wake to find the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     area 31, climb the staircase there, and pass through area 15. To reach the eastern gantry, they must take the elevator platform from area 24 to area 11. Loud noises on the north gantry attract the
                                                
                                            
                                                
                                                     the lower level, and heads to areas 31 and area 28 to warn his parents. The ogres remain behind, covering his retreat if necessary. 18. Foundry, Upper Level This area is incredibly hot, and characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     guards to escort the adventurers to the guest quarters (area 3), where they are to remain until summoned. If the characters allow themselves to be taken to area 3, the storm giants stand guard in area 2
                                                
                                            
                                                
                                                     anemone chests to be slowly digested. Any loud noises here awaken the giants in area 29 and alert any giants in area 14. 28. Kitchen If music is being played in area 14, it can be clearly heard in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Yignath is torturing the prisoner for fun while Kazzira watches. Both attack intruders but prefer to remain on dry ground. The skull on Kazzira’s shield has been painted in fresh blood. Hanging from
                                                
                                            
                                                
                                                     sleeping fists of Bane. All are fully armored and have their weapons nearby. If awakened by loud noises or the guard in area D23, they grab their weapons and quickly mobilize to repel any intrusion. The room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or
                                                
                                            
                                                
                                                     a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A
                                                
                                            
                                        






