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Returning 35 results for 'buildings sounds'.
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building sounds
Monsters
Curse of Strahd
, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations
can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of communication, but they can
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Dread Details The domain’s buildings, natural elements, landmarks, and creatures reflect the Darklord’s vile past. This section provides prompts for developing elements of your domain and connecting
details can fade into the background as your adventures focus on the domain’s threats. Domain Elements Above all else, a domain is a torturous prison for its Darklord. Visceral sights, sounds, and
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Dread Details The domain’s buildings, natural elements, landmarks, and creatures reflect the Darklord’s vile past. This section provides prompts for developing elements of your domain and connecting
details can fade into the background as your adventures focus on the domain’s threats. Domain Elements Above all else, a domain is a torturous prison for its Darklord. Visceral sights, sounds, and
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Dread Details The domain’s buildings, natural elements, landmarks, and creatures reflect the Darklord’s vile past. This section provides prompts for developing elements of your domain and connecting
details can fade into the background as your adventures focus on the domain’s threats. Domain Elements Above all else, a domain is a torturous prison for its Darklord. Visceral sights, sounds, and
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Dread Details The domain’s buildings, natural elements, landmarks, and creatures reflect the Darklord’s vile past. This section provides prompts for developing elements of your domain and connecting
details can fade into the background as your adventures focus on the domain’s threats. Domain Elements Above all else, a domain is a torturous prison for its Darklord. Visceral sights, sounds, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse.
Kenku speak to one another in much the same way. Because they are adept
at interpreting one another’s glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat’s meow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse.
Kenku speak to one another in much the same way. Because they are adept
at interpreting one another’s glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat’s meow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse.
Kenku speak to one another in much the same way. Because they are adept
at interpreting one another’s glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat’s meow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse.
Kenku speak to one another in much the same way. Because they are adept
at interpreting one another’s glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat’s meow
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon are unlikely to ever see the dragon’s treasures. Topaz Dragon Art Objects d8 Object
1 An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed
2
A set of seven levered brass mirrors that can be adjusted to direct light in different directions
3 A stained glass window depicting a golden city whose buildings are decorated with statues of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon are unlikely to ever see the dragon’s treasures. Topaz Dragon Art Objects d8 Object
1 An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed
2
A set of seven levered brass mirrors that can be adjusted to direct light in different directions
3 A stained glass window depicting a golden city whose buildings are decorated with statues of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon are unlikely to ever see the dragon’s treasures. Topaz Dragon Art Objects d8 Object
1 An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed
2
A set of seven levered brass mirrors that can be adjusted to direct light in different directions
3 A stained glass window depicting a golden city whose buildings are decorated with statues of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon are unlikely to ever see the dragon’s treasures. Topaz Dragon Art Objects d8 Object
1 An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed
2
A set of seven levered brass mirrors that can be adjusted to direct light in different directions
3 A stained glass window depicting a golden city whose buildings are decorated with statues of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of
communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of
communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of
communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of
communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
obscured by the smoke. The orcs use the smoke to move closer before launching their attacks. Starting a Fire During the night, the orcs sneak close enough to the buildings to set them on fire. They
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
obscured by the smoke. The orcs use the smoke to move closer before launching their attacks. Starting a Fire During the night, the orcs sneak close enough to the buildings to set them on fire. They
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
obscured by the smoke. The orcs use the smoke to move closer before launching their attacks. Starting a Fire During the night, the orcs sneak close enough to the buildings to set them on fire. They
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
obscured by the smoke. The orcs use the smoke to move closer before launching their attacks. Starting a Fire During the night, the orcs sneak close enough to the buildings to set them on fire. They
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
wish. After the second encounter, the characters hear loud clanking sounds from the north—something large and metal is moving toward them. This is the boilerdrak they’ll encounter in the “Escape from
(Perception) score of 14 or higher notice it. Unless alerted, the other characters are surprised when the kapak attacks. Direct Attack From between buildings sprint five cloaked invaders, their clawed
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
wish. After the second encounter, the characters hear loud clanking sounds from the north—something large and metal is moving toward them. This is the boilerdrak they’ll encounter in the “Escape from
(Perception) score of 14 or higher notice it. Unless alerted, the other characters are surprised when the kapak attacks. Direct Attack From between buildings sprint five cloaked invaders, their clawed
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
wish. After the second encounter, the characters hear loud clanking sounds from the north—something large and metal is moving toward them. This is the boilerdrak they’ll encounter in the “Escape from
(Perception) score of 14 or higher notice it. Unless alerted, the other characters are surprised when the kapak attacks. Direct Attack From between buildings sprint five cloaked invaders, their clawed
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
wish. After the second encounter, the characters hear loud clanking sounds from the north—something large and metal is moving toward them. This is the boilerdrak they’ll encounter in the “Escape from
(Perception) score of 14 or higher notice it. Unless alerted, the other characters are surprised when the kapak attacks. Direct Attack From between buildings sprint five cloaked invaders, their clawed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Village The grippli village is set near the sea in a brackish marsh. Rising from the muck are circular, domed mud-brick buildings that the grippli use for homes and storage facilities. The carapaces
just outside the cells. The guards remain at their stations until they hear significant sounds of activity coming from the ground level, or until a character ascends one of the staircases and comes into