Detect Noise

Bards are attentive to every sound or noise, no matter how small or seemingly insignificant, including faint sounds that most others miss.

The rules listed in the Player's Handbook under the thief and bard classes (as well as in the DUNGEON MASTER Guide under "Listening" in Chapter 15) state that a listener may attempt to pick up faint sounds any time he wants, simply by standing still and listening for one round. Any head gear (hat, helmet, etc.) must be removed and there cannot be any noise in the immediate vicinity (i.e., party members must be quiet). The check is made secretly by the Dungeon Master. Success means that the listener picks up some noise. Additional checks can be made in which the listener can attempt to discern one of the following (per check):

· number of beings

· race

· nature of beings

· exact direction

· movement

· bits of conversation

· distance to beings

Once a check fails, no more information can be gained unless conditions change considerably (and favorably).

If you would like to add greater detail to your character's chance to hear noise, consider using Table 15.

Table 15: DETECT NOISE MODIFIERS

(Optional)

Situation

Modifier

Distance (indoor/outdoor)*

Up to 5 feet/yards

+10%

Up to 25 feet/yards

----

Up to 50 feet/yards

-10%

Up to 100 feet/yards

-25%

Up to 150 feet/yards

-50%

Up to 200 feet/yards

-75%

Up to 300 feet/yards

-100%

Ear Covering

Cap

-10%

Scarf/Cloth

-10%

Hat

-25%

Leather helmet

-50%

Metal helmet

-75%

Sound Obstructions

Closed door

-50%

Ear pressed to door

-20%

Bend in corridor

-10%

Curtains

-15%

Sound Volume

Whisper

-25%

Personal conversation

----

Speaking to an audience

+10%

Shouting

+25%

Yelling

+50%

*Distances are measured in feet indoors and in yards outdoors.

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