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Returning 35 results for 'noise common reasons pdf'.
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noises common reasons pdf
Magic Items
Phandelver and Below: The Shattered Obelisk
This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for
1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening
Monsters
Spelljammer: Adventures in Space
priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships, not only as emissaries
their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the
Backgrounds
Sword Coast Adventurer's Guide
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
;Disguise kit
Languages: One of your choice
Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this
Backgrounds
Sword Coast Adventurer's Guide
expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in
wonderful and important person in the world.
2
The common folk love me for my kindness and generosity.
3
No one could doubt by looking at my regal bearing that I am a cut above the unwashed
Backgrounds
Guildmasters’ Guide to Ravnica
, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice
A Flair for the Dramatic
Rakdos performance styles typically fuse
6
Noise musician
7
Nightmare clown
8
Master of ceremonies
Feature: Fearsome Reputation
People recognize you as a member of the Cult of Rakdos, and they’re careful not
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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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
kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the
races
common folk, these pale humanoids with manes of kelp-like hair are creatures of the sea, able to converse with the flora and fauna of the depths. Laneshi dwell within a culture that views the world in
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Pyrotechnics Wand, Common This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up
to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. Regaining Charges. The
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wand of Pyrotechnics Wand, common This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see
up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wand of Pyrotechnics Wand, common This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see
up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Pyrotechnics Wand, Common This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up
to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. Regaining Charges. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Hurricane Tower Features A number of features are common throughout Hurricane Tower. Ceilings The tower’s interior floors are long gone. The ceiling in the vestibule (area X1) is 15 feet high, and
Chittering The winds of Pandemonium aren’t audible within the tower, so they don’t impede hearing. However, noisy chittering from a million tiny vermin echoes throughout. The chittering masks noise from combat
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Hurricane Tower Features A number of features are common throughout Hurricane Tower. Ceilings The tower’s interior floors are long gone. The ceiling in the vestibule (area X1) is 15 feet high, and
Chittering The winds of Pandemonium aren’t audible within the tower, so they don’t impede hearing. However, noisy chittering from a million tiny vermin echoes throughout. The chittering masks noise from combat
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Far Traveler Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling
more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Far Traveler Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling
more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in
urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won’t be found. Magic Items Awarded by Level Character Level (Tier of Play) Common Items
Uncommon Items Rare Items Very Rare Items Legendary Items All Items 1–4 (tier 1) 6 4 1 0 0 11 5–10 (tier 2) 10 17 6 1 0 34 11–16 (tier 3) 3 7 11 7 2 30 17–20 (tier 4) 0 0 5 11 9 25 Total 19 28 23 19 11 100 Justyna Gil Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won’t be found. Magic Items Awarded by Level Character Level (Tier of Play) Common Items
Uncommon Items Rare Items Very Rare Items Legendary Items All Items 1–4 (tier 1) 6 4 1 0 0 11 5–10 (tier 2) 10 17 6 1 0 34 11–16 (tier 3) 3 7 11 7 2 30 17–20 (tier 4) 0 0 5 11 9 25 Total 19 28 23 19 11 100 Justyna Gil Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in
urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku
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->Dungeon Master’s Guide (2014)
selfish reasons. Technology and society are based on medieval norms, though the culture isn’t necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in
an effort to destroy monsters or villains.
This genre is also common in fantasy fiction. Most novels set in the Forgotten Realms are best described as heroic fantasy, following in the footsteps of many of the authors listed in the Appendices of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
selfish reasons. Technology and society are based on medieval norms, though the culture isn’t necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in
an effort to destroy monsters or villains.
This genre is also common in fantasy fiction. Most novels set in the Forgotten Realms are best described as heroic fantasy, following in the footsteps of many of the authors listed in the Appendices of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
aloud: “Three guests sleeping in the common room this evening requested to be woken before sunrise, but I have a morning errand to attend to, so I won’t be able to fulfill my promise to them. I’d like
arrive to wake the early risers, twelve people are asleep in the common room. The early risers are scattered about the room, dozing among other guests who don’t wish to be disturbed. To find and wake
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
aloud: “Three guests sleeping in the common room this evening requested to be woken before sunrise, but I have a morning errand to attend to, so I won’t be able to fulfill my promise to them. I’d like
arrive to wake the early risers, twelve people are asleep in the common room. The early risers are scattered about the room, dozing among other guests who don’t wish to be disturbed. To find and wake
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
sacrifice when it presents itself. This practice contributes to the reason why most common folk (and adventurers) think kobolds are stupid as well as weak; they’ve seen or heard of a lone kobold trying to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
sacrifice when it presents itself. This practice contributes to the reason why most common folk (and adventurers) think kobolds are stupid as well as weak; they’ve seen or heard of a lone kobold trying to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
happening. If a loud noise occurs, such as the clangor of combat or raised voices, 1d6 + 1 bullywugs converge on the source. These bullywugs crave gossip, not violence, and are indifferent toward strangers
. They will defend themselves and Downfall if they deem it necessary or politically advantageous. Bullywugs of the Soggy Court speak Bullywug, Common, and Sylvan. Use the Bullywug Names table and the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
General Features The following features are common throughout the catacombs and chambers. Broken Stone The old stones used to build the subterranean areas don’t fit together well, leaving space for
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
General Features The following features are common throughout the catacombs and chambers. Broken Stone The old stones used to build the subterranean areas don’t fit together well, leaving space for
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
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->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear