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35

Use the guidance in the module There are specific cases where noise in one area will draw the monsters from another area: (LMOP, p. 37) However, the castle is not defended with particular discipline: (p. 35) So we know that noise in one part of the castle is often ignored in other parts. There isn’t guidance specifically about whether noise in the king’s ...


32

The target doesn't need to hear the whisper to be a valid target Dissonant Whispers notes that (PHB pg. 234): A deafened creature automatically succeeds on the save. Dissonant Whispers does still deal half damage on a successful save. So, even if the creature can't hear the whisper, it does still take damage, but it won't be forced to move away from the ...


27

Yes, the target hears the message, even if there are other ambient noises. The message spell is a magical effect, and doesn't actually create a sound as per normal speech. Instead, only the target hears it. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a ...


24

You can use your players' intuition that the sound of battle should be important without squashing their imagination of the dungeon, while also serving your GMing need to keep the whole dungeon from going "on alert" and dogpiling them at the first clash of swords. You do this by making sound weird in these strange, underground halls, and then telegraphing to ...


24

There's room for a DM to rule both yes and no The rule for unconscious says: can't move or speak, and is unaware of its surroundings It is interesting to note that it does NOT say: can't move, speak, or hear. There is no definition of "surroundings" in the game but a plain English understanding would be something along the lines of "all ...


23

There are not precise mechanics for this, so take the action that best enhances the narrative. Looking at scale on the map of Greenest, 300' is actually a pretty large area relative to the size of the town. Also, the adventure recommends rolling for a random encounter for every 100' travelled in town. Looking at the encounter probabilities, it seems almost ...


23

This is largely dependent on your game's setting, but according to the Monster Manual: Yes, they laugh. Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. If the flameskulls have a reason to be quiet, they wouldn't make much noise. Perhaps your Ranger could detect the sound of the fire, but nothing is ...


21

A Perception check can rely on any sense, and your DM decides what is appropriate for the situation. Perception represents how perceptive a character is in all their senses, not just sight or hearing (from the SRD): Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general ...


21

No. (Unless they are asleep and you are using optional rules from XGtE) From your quote: Unconscious ... An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings... Emphasis mine. A related question (Can a bard grant bardic inspiration to an unconscious creature?) has an answer that says (...


20

The spell would work as normal The Tasha's hideous laughter spell states: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A ...


19

They will hear it You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. This quote describes an action, not a prerequisite. You whisper something, which only one creature can hear, if they are in the range of the spell. Because they wouldn't be a valid target of the spell if they ...


19

Not only should he have heard it, he should have had a LOT of notice. I'm using DnD Beyond for the description's wording here, but it'd be similar in the books as well: Blazing green flames and mad, echoing laughter surround an undead flameskull. First, the light of the Flameskull would be a sign that something is amiss. Green flames don't generally happen ...


18

There are no rules governing sound and audibility. And at first I thought this would be a simple "rulings, not rules" matter in 5e. "C'mon, have you ever heard a music box?" I thought. "Just figure it out in ten seconds with your GM and move on." But... There are a lot of things that depend on sound/audibility. Enough that maybe there should be rules on ...


17

You both roll. Perception is a skill, not a sense. Two people see exactly the same thing, and one of them notices a small detail or something out of place that the other does not notice. (Sherlock Holmes: "You see, but you do not observe. The distinction is clear.") When your own perception skill increases with more levels, it is not because you magically ...


15

Verbal components are audible, but the message is not. The message itself is separate from the verbal component The message spell has a verbal component. However, the verbal component of the spell is not the same as the message itself, merely a necessary part of casting the the spell in the first place; the actual message is part of the spell effect. (...


14

Deafened is a specific Condition called out in page 290 of the PHB: Deafened A deafened creature can't hear and automatically fails any ability check that requires hearing. Given that spells only do what they say they do and nothing more (I'm assuming the Deafened condition was cause by a spell), that appears to be all. By RAW, there are no balancing ...


11

It means "hidden". The first sentence in the Basic Rules under "hiding" is this: The DM decides when circumstances are appropriate for hiding. There isn't a "hidden" condition (unlike something like "grappled" or "invisible"), so there aren't hard boundaries on when the rules consider a creature to be hidden. Additionally, "hidden"-ness is separate ...


11

Hearing is useful in spotting hidden creatures detecting a hiding creature is a purely visual perception check. This is wrong. Total or magical darkness does not even aid in hiding except in allowing a creature to attempt to hide in it. The game assumes you use sight, smell, taste, touch, and hearing. A silenced creature (via spell) in darkness (via ...


10

Fights are noisy. (Disclaimer: I do not have much experience with IRL combat, so this answer is not entirely experience-based, but I've rolled in the contributions of someone who has.) REALLY noisy. Metal against metal goes CLANG. Gunfire goes BANG at least. People shout to intimidate their foes, to communicate over the din of combat, or just to give ...


10

I am a hard of hearing person, this is how I would translate my experience into the game Ability Checks Advantage on all perception checks based on vision Automatic fail on perception checks based solely on hearing (your DM would decide when the sound would be felt by you in which case it would be at disadvantage) Disadvantage on persuasion, deception, and ...


10

You can't use Bardic Inspiration if the target is deafened The Bardic Inspiration feature says (emphasis mine): You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. So, the use is not wasted because you are unable to ...


9

5e doesn't specify how to simulate this, so it's up to the DM 5th edition assumes that Deafened condition is temporary (hence the name) and, unlike the previous versions, have little mechanical downsides for it. There is no failure chance when you cast a spell being deafened in 5e. There was one in 3.5e/Pathfinder though: a spellcaster who has been ...


9

All characters have a percentage chance to hear noises. There is long section of rule text in the 1e DMG (pg 60, Efreet cover, Door to Heck cover) — but it consistently refers to "characters" listening, with no special call out to the thief class or any other class. A generous reading is that any person could listen with the same chance as a 1st level thief....


8

Unseen and Unheard A key aspect here is the phrase: You can’t hide from a creature that can see you clearly... This is the implication that if they have a means to perceive you, then they will perceive you. You can be situated behind a wall and attempt to Hide, but if a creature has tremor sense, they're going to sense your location that way. There are ...


8

The rules1 are silent on any mechanical detail regarding "how far away the two Gnome items can be heard." That means that it is up to the GM to rule on, which is a common 5e D&D approach: rulings over rules. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when ...


8

Rulings and rules. Three cases, each with its own rationale. Part two of the question asks (potentially) about rolling twice for the same perception check, which could be handled via Advantage to a roll. (p.4 Basic Rules). Do I roll it with the familiar's perception modifier, or my own modifier? Or one roll for me and one roll for the familiar? ...


7

I would do #3, but the result would surprise you in the case of Thunderwave. The short explanation is that something "audible at 300ft" is actually really not that loud. Imagine someone hitting two twigs together a football field away from you in silence - it would be "audible". The real question is whether or not your baddies might recognize the sound as ...


7

“Greenest in Flames” provides a random encounter table for parties who travel in the open (or who fail at stealth). If the players take action that specifically draws attention to them, like cast thunderwave, I would make an additional roll on the encounter table. If they persist in drawing attention to themselves, I might even make the random encounter ...


7

In addition to what @SevenSidedDie said, I would add a couple of other options: Have different dungeon areas physically disconnected from each other - instead of walking through a door directly to the next room, they can walk a few miles of twisty cave passages between rooms, or go through portals, or ... Figure out some way to render all the baddies deaf. ...


7

There is nothing in the rules to state that the message from the message cantrip cannot be heard by the receiver, regardless of ambient noise. In addition, the message can ignore boundaries if you know the target (emphasis mine): You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical ...


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