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                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for
                                                
                                            
                                                
                                                     of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    .)
Gleam and Glister were born during such an event, and they are blessed with magical abilities tied to moonlight (Gleam) and sunlight (Glister), respectively. The twins are easily distinguished by
                                                
                                            
                                                
                                                     moonlight. She wears a crescent moon mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Glister, her sunny twin. Gleam wants to reunite with her twin and return to the
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Intro to Stormwreck Isle
                                                    
                                                
                                            
                                                    Halfling Rogue You fell in with a thieves’ guild called the Gilded Gallows at an early age. The guild has prospered in recent years, and its influence is spreading across the Sword Coast. You
                                                
                                            
                                                
                                                     went cold in Neverwinter, but recently you’ve learned of a remote island cloister called Dragon’s Rest. The cloister holds a temple to the dragon god Bahamut, who is a patron of heroes and a champion of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     visions delivered in your trances, your god has called you to a new mission. A goblin tribe has made its lair in an ancient ruin now called Cragmaw Castle, where they have defiled a shrine once sacred to
                                                
                                            
                                                
                                                     knowledge is for the benefit of all. Kingdoms and laws are useful so far as they allow knowledge to flourish. Tyrants who seek to suppress and control it are the worst villains. You share your knowledge freely, and use what you have learned to help where you can.
View Character Sheet Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Quest: Chug Champion The tavern’s signature game is a nightly contest called chug champion. Playing the Game  To play chug champion, participants—called “chuggers”—line up at the bar and pay 5 GP
                                                
                                            
                                                
                                                     Stein  
 Winning the Game The winner receives 25 GP. Second- and third-place chuggers win 15 GP and 10 GP, respectively.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     knowledge your friend never found. View Character Sheet Downloadable PDF Halfling Rogue You fell in with a thieves’ guild called the Gilded Gallows at an early age. The guild has prospered in recent years
                                                
                                            
                                                
                                                     a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF Elf Fighter Shawn Wood  Your parents lived
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     food to tables, and joke with the clientele. Flanking the entrance are two bouncers: a suit of animated armor called Klank and a gruff female half-ogre named Skoona. Both are here to protect the other
                                                
                                            
                                                
                                                     allowed anywhere in Elfsong Tavern, this lounge is a favorite hangout for members of a local smokers’ club called the Puffer Fishers. Most of the club members are local fishers and crab catchers. E3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Ideal Minions Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master. Although kenku can’t
                                                
                                            
                                                
                                                     noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     buzzing noise, the masked figures’ voices emanate from the contraptions, amplified over the cacophony of the crowd: “Down with tyrants! Let the embers light the way!”
 Five masked anarchists (use the
                                                
                                            
                                                
                                                     spy stat block), members of a group called the Ashen Heirs, have interrupted the festivities to antagonize the Brightguard. As they do so, their attempts to stand atop stalls cause booths and tents to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     smoothed. Unless they already responded to noise in area 7, this area contains six kobolds and six winged kobolds. They are off duty, so they aren’t being especially alert. Use their passive Wisdom
                                                
                                            
                                                
                                                     and amulets are carved from bone, soapstone, wood, and ivory. The workmanship on most of them is terrible, but four have a unique, if vicious, artistic flair. These are worth 50, 60, 70, and 100 gp respectively if sold to a collector of artistic oddities. To any other merchant, they are worth 10 gp each.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     smoothed. Unless they already responded to noise in area 7, this area contains six kobolds and six winged kobolds. They are off duty, so they aren’t being especially alert. Use their passive Wisdom
                                                
                                            
                                                
                                                    , 70, and 100 gp respectively if sold to a collector of artistic oddities. To any other merchant, they are worth 10 gp each.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     decent coin as a burglar, enforcer, or fence.  But you must have made an enemy among your fellow Redbrands. Someone set you up. On that person’s word, the head of the Redbrands—a wizard called Glasstaff
                                                
                                            
                                                
                                                     world a better place. But you have no interest in causing suffering or making things worse than they already are. View Character Sheet Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Dwarf MIKE PAPE  Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity
                                                
                                            
                                                
                                                     dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Dwarf Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone
                                                
                                            
                                                
                                                     were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     the goblin in area 5 spotted the characters and warned the goblins here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 can’t hear any fighting that takes
                                                
                                            
                                                
                                                     heart of the complex. If the goblin sentry in area 5 has called for the goblins here to release a flood, one or both of the pools are mostly empty and the stream is flowing unimpeded.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     otherwise noted. Doors Doors throughout the area are made of heavy stone with metal hinges. The cult keeps the doors well-oiled, so they don’t make noise when opened. All doors are unlocked unless
                                                
                                            
                                                
                                                    . Vestiges of the Waterclock Guild Part of the catacombs once belonged to an occult organization called the Waterclock Guild. The guild members are gone, though their bound elementals and clockwork
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Lingering fog 11–12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15–16 Clean streets and well-maintained buildings 17–18 Ancient ruins within the settlement
                                                
                                            
                                                
                                                       1d20 Type   1 Pawnshop 2 Apothecary 3 Grocer 4 Delicatessen 5 Potter 6 Undertaker 7 Bookstore 8 Moneylender 9 Armorer 10 Chandler 11 Smithy 12 Carpenter 13 Weaver 14 Jeweler 15 Baker 16 Mapmaker 17 Tailor 18 Ropemaker 19 Mason 20 Scribe  Olga Drebas  Joy Ang  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ” below).
 Rizzeryl likes to be invisible as he engages intruders in conversation, hoping to learn their intentions. Any noise here alerts the wererats in area 14b, who remain hidden until Rizzeryl
                                                
                                            
                                                
                                                     Undermountain (see level 6, area 34b, and level 8, area 3, for more information on each gate). Rizzeryl knows that levels 6 and 8 of Undermountain are called the Lost Level and Slitherswamp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
                                                
                                            
                                                
                                                     surprise their enemies.  Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     each other’s company while singing, dancing, and playing games. Argantle is playing a chess-like game called Crowns with her cousin, Jagu, when a howling wind warns her of the party’s approach, giving
                                                
                                            
                                                
                                                     hag fashions korred hair into iron ropes and uses them to manipulate her theater’s infernal contraptions. Bitter End uses a contraption called the Orrery of Tragedies to glimpse all possible futures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    23. Worg’s Eye Watch Post The Xanathar Guild maintains a watch post here, called “Worg’s Eye” by the bugbears that command it. The goblinoids stationed here, two bugbears and fifteen goblins, can’t
                                                
                                            
                                                
                                                     intellect devourer in its skull cavity.
 Noise. The goblins in the adjoining room (area 23a) are noisy enough to be heard here.
 Shattered Statue. The remains of a shattered statue lie in the middle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     disorganized attempts to douse the fires. Over the noise, a character who has a passive Wisdom (Perception) score of 18 or higher notices an eerie, whistling emanating from no place in particular. Sinkhole. The
                                                
                                            
                                                
                                                     figures appear within. These are creatures from the Far Realm called whistlers (detailed at the end of this adventure). They’ve teleported into the sinkhole and seek to feed on the trapped workers. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     and a loose poet’s shirt. He sails a swift sailboat called the Allure. Both heroes are respectful toward the characters but defend themselves if attacked. Off to Adventure Sytri and Tol want to be the
                                                
                                            
                                                
                                                    , respectively. The characters can travel to Grakenok however they like. It would take their walking castle days to circle the bay and reach Grakenok, so Bkol offers them use of the Courier. As with all places
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
                                                
                                            
                                                
                                                     areas 6b and 6c hear the noise and come to investigate. 6b. Rigged Secret Door Piled up against the west side of this secret door, undetectable from the east side, is a stack of old ceramic plates that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     outward from its circumference (Xanathar’s symbol).
 Noise. Sounds of mock battle emanate from the tunnel to the west (leading to area 20b).
 The beholder zombie attacks anyone who enters the room
                                                
                                            
                                                
                                                     alcoves: The two southernmost alcoves contain secret doors to areas 20b and 20d, respectively. The alcove to the north has an arch embedded in its back wall. Carved into the arch’s keystone is an image of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     star motifs and a grip of night-blue leather. Dried blood still coats the dagger from its use in killing and carving symbols on the murder victims in area T5. The dagger doesn’t make noise when it hits
                                                
                                            
                                                
                                                     speaks the name again. Development It’s only a matter of minutes before the Black Earth cultists in Red Larch — the so-called Bringers of Woe — hear about the characters’ exploration of the tomb. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Bargra Yefkos (human) Land of the Wolf Nomads—horse riders engaged in war against Iuz  Baklunish Nomads The Chakyik and Wegwiur—called Tiger Nomads and Wolf Nomads, respectively, by their neighbors—are
                                                
                                            
                                                
                                                     sign of wealth or accomplishment. Bruce Brenneise  Adventurers in the North Kingdoms help a frost giant’s pet mammoth find its way home The Hunting Lands The People of the Hunting Lands (called Rovers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
                                                
                                            
                                                
                                                     10-foot-deep troughs to the south and east, and forced westward and northward along troughs that lead to areas 12d and 12e, respectively. 12d. West Water Collector The ceiling in this chamber forms a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     1.8. L1. Exterior The characters approach the lodge from the east and have three entrances to choose from. These entrances lead to areas L2, L3, and L4, respectively. If the winter wolves are present
                                                
                                            
                                                
                                                     tunnel quietly by succeeding on a DC 15 Dexterity (Stealth) check. On a failed check, the noise alerts the mammoth in area L5. L5. Garagai’s Icy Tomb This oval chamber with high walls of glittering ice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    ’ recommendation.
 
   Advantage/Disadvantage. Sometimes a D20 Test is modified by special situations called Advantage and Disadvantage, which reflect positive and negative circumstances, respectively
                                                
                                            
                                                
                                                     flees toward area A4, yelping a call to arms.
 
   Ability Checks. When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. This is called a D20 Test. An
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    39. Big Ears Watch Post These chambers house the level’s main Xanathar Guild watch post, called “Big Ears” by the bugbears that command it. Instead of posting lookouts, the watch post’s defenders
                                                
                                            
                                                
                                                    , stairs descend 200 feet to level 2. (These stairs are not immediately visible to characters entering through the secret door.)
 Noise. The sound of squabbling goblins emanates from a tunnel leading
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Bobby  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
                                                
                                            
                                                
                                                     included above.) Barbarian Class Features Level 1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    . This is called a D20 Test. An ability check is one type of D20 Test. Here’s how to run the ability check in the “Looted Wagon” encounter:
  
Describe the Scene. Read the boxed text to paint a mental
                                                
                                            
                                                
                                                     approach, the elk lopes into the thorny thicket. “Blast!” cries a husky voice from somewhere in the brambles.
  A character can safely navigate the thicket to the source of the noise by succeeding on one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     patron deities of fire and frost giants, respectively—regularly send hulking subjects to pillage the wintry camp, darkening its skies with ash and snow. Meanwhile, nomadic groups of mountain bariaurs hold
                                                
                                            
                                                
                                                     they pop up. An absinthine-eyed human child, the so-called Lemming Boy, appears to mountain travelers, offering to guide them through the bluffs. Those who accept his services are quickly ambushed by
                                                
                                            
                                        






