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Returning 35 results for 'hear house'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
weapon.A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and tactics to become
effective leaders in battle.
Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who
Monsters
Mordenkainen Presents: Monsters of the Multiverse
graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified family and community face painful decisions of what to do about the seemingly remorseless
speaks through the token, the holder can hear the hag’s whisper but not any other sounds at the hag’s location. Similarly, the hag can hear the holder of the token but not the noise around
Backgrounds
Sword Coast Adventurer's Guide
zzar or wine, and a purse containing 20 gp
FEATURE: KEPT IN STYLE
While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are
family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Strahd’s Presence Strahd has finally deemed Death House worthy of attention. Once the party retrieves the rod piece in the ritual chamber, read the following to describe Strahd’s arrival at Death
House. The characters won’t yet see Strahd, but they’ll feel his presence. A gust of wind blasts through the halls of Death House, and the temperature drops precipitously. Candles and lamps snuff out and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Strahd’s Presence Strahd has finally deemed Death House worthy of attention. Once the party retrieves the rod piece in the ritual chamber, read the following to describe Strahd’s arrival at Death
House. The characters won’t yet see Strahd, but they’ll feel his presence. A gust of wind blasts through the halls of Death House, and the temperature drops precipitously. Candles and lamps snuff out and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Orien lightning rail. 9 At a carnival run by House Phiarlan, customers begin acting strangely. They all hum the same song, which spreads like a virus as more people hear it. 10 A Sivis translator has
Dragonmarked House Adventure Hooks The Dragonmarked House Adventure Hooks table presents a few ways to pull characters into tales concerning the houses. Dragonmarked House Adventure Hooks d12
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
House Occupants If the characters explore a residence other than Mad Mary’s townhouse (area E3) or the burgomaster’s mansion (area E4), roll a d20 and consult the following table to determine the
house’s occupants. Occupants of Houses in Barovia d20 Occupants 1—3 None 4—8 2d4 swarms of rats 9—16 Barovian villagers 17—20 2d4 Strahd zombies (see appendix D) Rats A house infested with rats looks
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
House Occupants If the characters explore a residence other than Mad Mary’s townhouse (area E3) or the burgomaster’s mansion (area E4), roll a d20 and consult the following table to determine the
house’s occupants. Occupants of Houses in Barovia d20 Occupants 1—3 None 4—8 2d4 swarms of rats 9—16 Barovian villagers 17—20 2d4 Strahd zombies (see appendix D) Rats A house infested with rats looks
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Orien lightning rail. 9 At a carnival run by House Phiarlan, customers begin acting strangely. They all hum the same song, which spreads like a virus as more people hear it. 10 A Sivis translator has
Dragonmarked House Adventure Hooks The Dragonmarked House Adventure Hooks table presents a few ways to pull characters into tales concerning the houses. Dragonmarked House Adventure Hooks d12
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonmarked Characters Here are examples of characters who carry the Mark of Scribing. House Agent Bard. The Draconic Prophecy is one of the greatest mysteries of all. You’re an observer tasked to
, spellbooks, and ancient lore. Hermit Warlock (Great Old One). The Mark of Making allows you to read the code of reality itself, to understand voices no one else can hear. You have no interest in the business
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Interrogation Room Characters who listen at the double door hear tortured screams coming from beyond. Once used as a kitchen, this 20-foot-high room has been mostly cleaned out. Interrogation. A
of being House Freth spies. The quasit has already used its Scare action option on Tazirahc, and Kereth is preparing to zap the prisoner with a ray of frost cantrip, hoping he’ll divulge the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Drow House Captain Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch’s first or second son. The house captain commands
the drow and slaves making up the family’s army and has made extensive study of strategy and tactics to become an effective leader in battle. Drow House Captain
Medium humanoid (elf), neutral evil
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
communities have weekly unity dinners where local news and events are shared; if you’re playing a half-elf, a unity dinner is a good opportunity for you to hear about local events and rumors. Of course
. House Medani holds the Mark of Detection, and offers services related to investigation, threat assessment, and security. House Lyrandar carries the Mark of Storms. Lyrandar has long dominated the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonmarked Characters Here are examples of characters who carry the Mark of Scribing. House Agent Bard. The Draconic Prophecy is one of the greatest mysteries of all. You’re an observer tasked to
, spellbooks, and ancient lore. Hermit Warlock (Great Old One). The Mark of Making allows you to read the code of reality itself, to understand voices no one else can hear. You have no interest in the business
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
communities have weekly unity dinners where local news and events are shared; if you’re playing a half-elf, a unity dinner is a good opportunity for you to hear about local events and rumors. Of course
. House Medani holds the Mark of Detection, and offers services related to investigation, threat assessment, and security. House Lyrandar carries the Mark of Storms. Lyrandar has long dominated the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Interrogation Room Characters who listen at the double door hear tortured screams coming from beyond. Once used as a kitchen, this 20-foot-high room has been mostly cleaned out. Interrogation. A
of being House Freth spies. The quasit has already used its Scare action option on Tazirahc, and Kereth is preparing to zap the prisoner with a ray of frost cantrip, hoping he’ll divulge the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Drow House Captain Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch’s first or second son. The house captain commands
the drow and slaves making up the family’s army and has made extensive study of strategy and tactics to become an effective leader in battle. Drow House Captain
Medium humanoid (elf), neutral evil
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L7. Tin Soldier Barracks Ten brightly painted structures resembling little wooden houses line the walls of this room. Each small house has a three-foot-high hinged door. Four of the doors are open
to resemble an oversized jack-in-the-box.
The staircase ends after 20 feet at a landing outside area L8. Each small house is designed to hold one of Granny Nightshade’s tin soldiers. When the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
street. Watch as the ward comes quietly to life around you. At first, it will be so silent that you’ll be able to hear the resident a street over who opens her sash for fresh air and clears her throat
. Then the birdsong will begin, and shortly thereafter, you’ll hear and then see the drays arriving with servants. These aren’t the live-in staff used by noble houses, but people hired to come and work
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
street. Watch as the ward comes quietly to life around you. At first, it will be so silent that you’ll be able to hear the resident a street over who opens her sash for fresh air and clears her throat
. Then the birdsong will begin, and shortly thereafter, you’ll hear and then see the drays arriving with servants. These aren’t the live-in staff used by noble houses, but people hired to come and work
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L7. Tin Soldier Barracks Ten brightly painted structures resembling little wooden houses line the walls of this room. Each small house has a three-foot-high hinged door. Four of the doors are open
to resemble an oversized jack-in-the-box.
The staircase ends after 20 feet at a landing outside area L8. Each small house is designed to hold one of Granny Nightshade’s tin soldiers. When the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Saltmarsh and begin to hear tales of the haunted house, after which they might seek more information about the house and its current state. If you decide so, they can speak to the poacher mentioned
Adventure Summary The adventure is divided into two parts, “The Haunted House” and “The Sea Ghost.” “The Haunted House” likely plays out in the following sequence. The characters arrive in the town
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Drow House Captain A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and
tactics to become effective leaders in battle. Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Saltmarsh and begin to hear tales of the haunted house, after which they might seek more information about the house and its current state. If you decide so, they can speak to the poacher mentioned
Adventure Summary The adventure is divided into two parts, “The Haunted House” and “The Sea Ghost.” “The Haunted House” likely plays out in the following sequence. The characters arrive in the town
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Drow House Captain A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and
tactics to become effective leaders in battle. Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Drow Battle Characters who approach this 50-foot-high cavern for the first time hear the sounds of battle ahead. Demons. In the narrower section between the north and south halves of the cavern
cavern is the site of a heated battle between House Freth (to the north) and House Auvryndar (to the south). House Freth’s forces are nine male drow led by a male drow mage named Spirreth Dalambra. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Drow Battle Characters who approach this 50-foot-high cavern for the first time hear the sounds of battle ahead. Demons. In the narrower section between the north and south halves of the cavern
cavern is the site of a heated battle between House Freth (to the north) and House Auvryndar (to the south). House Freth’s forces are nine male drow led by a male drow mage named Spirreth Dalambra. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
infiltrating the safe house, they scream for help to any denizen within earshot and attack unless otherwise noted. Impersonating Worshipers Masquerading as devotees of Lolth could be an effective strategy
. Creatures of all backgrounds and origins use Web’s Edge as a meeting place, a safe house, and a place of worship. Web’s Edge has only a handful of permanent attendants, none of whom could possibly be
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
infiltrating the safe house, they scream for help to any denizen within earshot and attack unless otherwise noted. Impersonating Worshipers Masquerading as devotees of Lolth could be an effective strategy
. Creatures of all backgrounds and origins use Web’s Edge as a meeting place, a safe house, and a place of worship. Web’s Edge has only a handful of permanent attendants, none of whom could possibly be
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Necropolis of Azumar A consortium of wizards secretly used Azumar, a small Netherese city, to house one of the Nether Scrolls under a mastaba that they built near the city center. The city fell into
wind their way around crumbled walls and through the rubble of collapsed buildings. Ahead, you see and hear a sandstorm in the middle of the ruined city that swirls in place like the dome of an immense, seething cathedral.
The golem points to the sandstorm and seems puzzled about what to do next.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Necropolis of Azumar A consortium of wizards secretly used Azumar, a small Netherese city, to house one of the Nether Scrolls under a mastaba that they built near the city center. The city fell into
wind their way around crumbled walls and through the rubble of collapsed buildings. Ahead, you see and hear a sandstorm in the middle of the ruined city that swirls in place like the dome of an immense, seething cathedral.
The golem points to the sandstorm and seems puzzled about what to do next.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 18a. Voices Characters who enter this hall hear sounds of yelling and cheering from area 18b to the east. If Vlonwelv is still alive, the characters also hear her disembodied voice as they make their
spiders while the contest rages. Treasure. Drinrith wears an obsidian scarab engraved with the insignia of House Auvryndar (25 gp) and a platinum-inlaid helm of black metal molded in the likeness of a spider with carnelians for eyes (750 gp).
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos
territory. House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors. Flying Horror
Medium aberration, neutral evil
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Haunted Temple of Lolth This temple of the Spider Queen has vaulted, 30-foot-high ceilings draped in cobwebs. Muiral visits the temple to hear the lamentations of three drow priestesses who lost
, marshal forces, and taunt interlopers. As the characters make their way through Muiral’s Gauntlet, they hear one or more of Vlonwelv’s announcements echo throughout the dungeon, her words spoken in Elvish
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos
territory. House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors. Flying Horror
Medium aberration, neutral evil