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Returning 14 results for 'noise consult relate pdf'.
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Species
Van Richten’s Guide to Ravenloft
Memories table to inspire its details.
Lost Memories
d6
Memory
1
You recall a physically painful moment. What mark or scar on your body does it relate to?
2
A memory brings
itchy straw stuffing inside you.
Reborn in the Domains of Dread
When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. “I’ve a mind to know about the rumblings and rumors about goings-on in the depths outside my city. If ye relate to me what ye know, we can talk about what ye might want to do next.”
King Bruenor
answers questions from the characters if they have any. However, if asked about his overall plans, he says simply that he must consider all the information presented to him and consult with advisors
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->Mythic Odysseys of Theros
left to you to choose, depending on the story you want to tell. Consult the Secrets of Phenax table, which presents several options for what divine secret Varyas’s eidolon might relate. The veracity
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
makes any sort of noise greater than angry shouting and clashing arms — particularly noisy magical effects like fireball or thunderous smite. Reinforcements. As soon as the fortress goes on alert
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spends an hour chipping away at the walls, roll percentile dice and consult the Mining Discoveries table to determine what, if anything, the character unearths. The tourmalines found in the mine are
. Because of the loud waterfall, characters must yell if they want to communicate with each other while in this area. Kobold Saboteurs. The cascading water drowns out the noise made by two Icewind
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
remain in the roost are Indifferent and fight only if the characters make a lot of noise nearby or ascend to the wyverns’ roost. If the characters get in a fight here, the hunting wyverns return to
Giant. They relate the same information as Heldalf, but add that they wish Ralvald would give up his impossible quest to defeat Challidax. D5: Ralvald’s Retreat A wide river crosses this cavern
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Garden for only two days, not the two years that have already passed on the island of Sybarate. Juliana and Orlando gladly relate their tragic tale of forbidden love with sincerity—if a touch
noise that doesn’t sound dangerous, preferring to give Juliana and Orlando their privacy. Key Leaves. Juliana and Orlando each carry a set of gilt silver keys to the sundials in areas G21 and area P2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
slot machine produces a sad trumpet noise. Two of a Kind. If the reels display two identical symbols, the participant wins the two-of-a-kind prize listed on the Slot Machine Results table for that
participant sits in the chair, inserts the chips into a slot in the pedestal, and pulls the lever. To determine the result, roll a d10 and consult the Outer Wheel column of the Fortune’s Wheel Results
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
story to relate and will assist the characters to the best of his ability in their undertaking. Oceanus speaks Aquan as well as Elvish. If invited to do so, he joins the characters with enthusiasm and
layer of wet sand (presumably ballast) on top of which is an inch or so of green, greasy water.
A scuttling noise toward the stern indicates there is some life down here — perhaps living off the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canals. Check for a random encounter once every per hour while the party is swimming or moving by boat anywhere on a canal. Roll a d20 and consult the following table: d20 Encounter 1 1d4 + 1 ghouls
symbol.
West and east of the bridge, and level with it, culverts carved in the shape of huge, yawning dwarven faces discharge streams of water into the canal. The small waterfalls make a lot of noise
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
golden eye swims into view in the stone’s writhing center. For each creature that sees the eye, roll a d12 and consult the following table. The creature is affected as if by a symbol spell of the
can freely pass through the wall. If any other creature touches it, the wall attacks and emits a hissing and champing noise to alert the occupants of the chamber beyond it. If its current hit points
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
his fee is paid, Lurg announces he must consult the stars for the answers the visitors seek. Of course, Lurg can’t access the Books of Prophecy, since Shalfey still has them locked away in his sanctum
noise awakens the three guards in the barrack (area T7), who join the fight after 2 rounds. Treasure. Captain Mainwaring wears a gold brooch worth 60 gp, and she carries a key to her chest in the barrack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
upward past the sahuagin. Two large and squirming sacks flank the altar.
A massive two-headed shark, its fins adorned with bands of pearl and gold, swims in circles above the altar.
Noise of combat
is attacked. If the characters observe the interaction for 10 minutes, they witness the baron rise and issue an angry judgment before turning to consult with the priestess on other matters. The two






