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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ’s first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus’s schemes and interests in those realms. When Orcus sends devourers to the
                                                
                                            
                                                
                                                     telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer’s body to begin its new existence as an Undead servitor of the monster that spawned it.PoisonCold, Fire, Lightning
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
                                                
                                            
                                                
                                                     cities, the hatred against warforged and Cyran refugees, the calls for a return to war — all these things bear the mark of Rak Tulkhesh's malign influence.
Minions of Rak Tulkhesh. Any organization that
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     planted rumors in the storm giant court that the queen had been assassinated by the Lords’ Alliance, a confederacy of cities and settlements populated by small folk and scattered throughout the
                                                
                                            
                                                
                                                     abate within 1d10;{"diceNotation":"1d10","rollType":"roll"} days. Any sinkholes remain where they are.Lightning
                                                
                                            
                                        
                                                    Guild Artisan / Guild Merchant
                                                    
    
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp
Guild Business
Guilds are generally found in cities large enough to support several artisans
                                                
                                            
                                                
                                                     provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other
                                                
                                            
                                        
                                                    Kenku
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
                                                
                                            
                                                
                                                     sound they hear, from a halfÂling’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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     traveler’s clothes, and a pouch containing 15 gp
Guild Business
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild
                                                
                                            
                                                
                                                     provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a
                                                
                                            
                                        
                                                    Genasi
                                                    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
                                                
                                            
                                                
                                                     which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                    : Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
                                                
                                            
                                                
                                                     nature.
The Lords’ Alliance: On one level, the agents of the Lords’ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
                                                
                                            
                                                
                                                     toward the gate if alerted by noise in that area. Otherwise they remain here. 29 4 lizardfolk, 1 lizardfolk render,*
1 lizardfolk scaleshield* These lizardfolk go to 10 if a commoner escapes to warn them
                                                
                                            
                                        
                                                    Ancient Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
                                                
                                            
                                                
                                                     alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
                                                
                                            
                                        
                                                    Adult Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
                                                
                                            
                                                
                                                     with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Ephara as Campaign Villain A campaign with Ephara as the villain might be well suited to a wilderness-based campaign. Many people of the wilds see the patron of cities as inherently villainous—a
                                                
                                            
                                                
                                                     see cities as inherently superior to other locations, they are unmoved by simple pleas to leave the wilderness as it is, and the characters likely must stop them by force. Ephara’s Divine Schemes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Kenku Flightless, Noise-Mimicking Avian Habitat: Forest, Planar (Shadowfell), Urban; Treasure: Implements, Individual Kenku are birdlike folk who once soared the skies and sang enchanted songs, but a
                                                
                                            
                                                
                                                     curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they’ve lost. To some, this means seeking an end to their
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     mechanisms remain. A network of pipes runs through areas C7–C12 and C14–C15, indicated on map 1.1 by solid lines. The sound of dripping water echoes throughout these areas.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     enslaved. As a result, many burnt-out farms and abandoned villages have stood empty for decades. The broken paths of the lightning rail make travel into the interior difficult, and only the largest cities
                                                
                                            
                                                
                                                     empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
                                                
                                            
                                        
                                                    Orc
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
                                                
                                            
                                                
                                                     who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Genasi Lands As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their
                                                
                                            
                                                
                                                     own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                     the threat until they’ve disturbed the creatures by making noise or by pulling back the blankets under which they lay. Characters who are aware of the undead, or that want to remain undetected in
                                                
                                            
                                        
                                                     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->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     alignment. It’s a place where magic has been harnessed as a tool — used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp
                                                
                                            
                                                
                                                     entire nation, leaving terrible scars behind. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Aftermath of the Last War The war is over, but deep rifts remain between Thrane and its neighbors. Aundairian war magic created a blasted wasteland between the two nations. To the east, the conflict
                                                
                                            
                                                
                                                     with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     magic items, trade in these items might be more common. Even so, it’s likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract
                                                
                                            
                                                
                                                     metropolis of Sigil, or even in more ordinary cities. Sale of magic items might be highly regulated, accompanied by a thriving black market. Artificers might craft items for use by military forces or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Cities and Sites Thirty years ago, this region was part of Cyre. The goblins converted towns and villages and raised new settlements, but many ruins and abandoned farms remain. The region is also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Cities and Sites Aundair intersperses pastoral farmlands between densely populated cities.  Arcanix Arcanix This farming village on Lake Galifar provides food for the nearby floating towers of
                                                
                                            
                                                
                                                    , sage, or artificer, you might have learned your craft here.  Fairhaven The capital of Aundair is one of the most beautiful cities in Eberron. Stunning displays of magical light and other arcane wonders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     things occurs: The dragon is targeted by a spell or takes damage. Someone or something makes a noise loud enough to interrupt the dragon’s slumber. Noises that qualify include the clap of a thunderwave
                                                
                                            
                                                
                                                    , Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Decision As the characters begin their ascent, read: From high above comes a loud grinding noise as large sheets of ice break off the fortress walls and tumble down the mountainside. Suddenly, great
                                                
                                            
                                                
                                                     climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain
                                                
                                            
                                                
                                                     in their subterranean realm, where they feel secure and in control.
 Underdark Cities. The drow build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     any other noise. Without the use of magic, any creature walking through the tomb must succeed on a DC 12 Dexterity (Stealth) check to remain quiet. Moving through pottery shards imposes disadvantage on
                                                
                                            
                                                
                                                     with the weapon (+4 to hit), dealing 5 (1d6 + 2) piercing damage on a hit. If a critical hit is scored against a terracotta warrior, it shatters and is destroyed. The terracotta warriors remain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     conflict with the vile daelkyr. These flesh-warping lords of madness were eventually trapped in Khyber by wise orcish druids, but ruins are all that remain of that great empire.
 Modern civilization
                                                
                                            
                                                
                                                     is built on the bones of the past, and these ancient mysteries may have a dreadful impact on the future. Many of the modern cities of Khorvaire are built on the foundations of ancient goblin cities and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
                                                
                                            
                                                
                                                     area 31. 20 2 armored ogre The ogres remain here to watch over the prisoners. 21 1 fire giant The fire giant heads to area 20 if the wheel stops turning and raises the portcullis to area 22 if it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     more in common with a Thrane than they do with a Zil gnome or a Lhazaar pirate. Aside from Cyre—which was destroyed in the Last War—the Five Nations remain the largest and most powerful countries in
                                                
                                            
                                                
                                                     excellent system of roads, and travelers can always make their way by horse or coach. Major cities are tied together by the lightning rail of House Orien, which allows you to avoid the perils—and tedium—of
                                                
                                            
                                        
                                                    Kobold
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying
                                                
                                            
                                                
                                                     other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     devourer’s first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus’s schemes and interests in those realms. When Orcus sends devourers to the
                                                
                                            
                                                
                                                     body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                    Weird Magic Magical forces, strange interlopers, and tragic events can alter a smaller region within a Domain of Delight. While the flora, fauna, structures, and inhabitants might remain unaffected
                                                
                                            
                                                
                                                     half its hit points When a creature casts a spell of 1st level or higher When a creature activates a magic item When a creature makes an exceptionally loud noise or otherwise attracts attention When the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     demon to power the devourer’s first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus’s schemes and interests in those realms. When Orcus sends
                                                
                                            
                                                
                                                     body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it
                                                
                                            
                                        






