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Returning 17 results for 'noise consult renowned pdf'.
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Backgrounds
Guildmasters’ Guide to Ravnica
Contacts table.
Gruul Contacts
d8
Contact
1
One of my parents is a renowned warrior in my clan.
2
My sibling has the ear of the clan chief.
3
I have cousins in a
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Artifacts Miraculous relics fill the tales of Theros. Among these legendary items, none are more renowned than the weapons of the gods themselves. These artifacts embody divine will and the power of
their lack of proper devotion. Occasionally a god’s weapon might fall into the wrong hands or go missing entirely, sparking fantastic quests. Consult the Weapons of the Gods Adventures table for
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->Eberron: Rising from the Last War
adventures that overlap with their interests. For the more general kind of work you might carry out on behalf of any dragonmarked house, consult the General House Missions table. General House Missions
stealing its business. 6 Find a trove of dragonshards for your patron house to use. 7 Recruit a renowned sage to join the house’s team of researchers. 8 Persuade a hostile tribe to agree to a trade
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->Ghosts of Saltmarsh
. Unfortunately for treasure seekers, a giant crab makes its lair in the boat’s remains. Escape. This sailing ship was a renowned blockade runner before it was run down and destroyed by ships of the Sea Princes
during the day or night (equal chance of each); roll a d20 again and consult the appropriate table. The Azure Sea table includes entries for several of the most notorious pirate vessels that are
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
intimate Elloweth Theater and the prodigious Ren Hall. Elloweth Theater is renowned as Sigil’s preeminent venue for high-brow performance art, and performers from across the Great Wheel flock to Elloweth
odd jobs are posted to a board outside the hall. For more information, interested parties can consult a directory of municipal departments and pay any applicable fee to meet with an officer of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
XP equally among the characters if the party destroys these twig blights. 3. The Brown Horse This was formerly the Brown Horse, a tavern renowned for its excellent ale. A weathered signboard by the
contains dusty furniture draped in webbing, but nothing of value. If the characters make a lot of noise in the cottage, the dragon hears them and steels itself for a fight. Venomfang Treasure An old
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
depicting a blunted six-point crown. A character who succeeds on a DC 10 Intelligence (History) check recognizes this symbol as the crest of the Hallwinter family, whose lineage produced renowned knights
occupants of this room were lured to area N12 by noise there, omit the last sentence of the following boxed text: Makeshift cots are strewn about two adjoining caverns separated by an open doorway
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Noise in this cave doesn’t attract the attention of the djinni or of the giants outside the dragon’s lair. N12: Maestro’s Cave This cave lies hidden behind a secret door (see “Lair Features”). This cave
, bronze, copper, and gold dragons (worth 2,500 GP each) by the renowned dragonborn painter Zaemon Vedrak Pearl-studded, clamshell-shaped music box (worth 750 GP) Sending Stones Talking Doll that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
roots of a tree growing in the house. The chest contains 1,400 cp, 160 sp, and 90 gp. U3: The Brown Horse This was formerly the Brown Horse, a taproom renowned for its excellent ale. A weathered signboard
cottage contains dusty furniture draped in webbing, but nothing of value. If the characters make a lot of noise in the cottage, the dragon hears them and prepares for a fight. Treasure. A broken, old
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->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






