Pipes Of The Sewers Uncommon Dmg 185

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DESIGN OF SANITARY SEWERS A. Hydraulic Design: The following procedures and crit eria are to be used for sizing and hydraulic design of gravity sanitary sewers. Generally, sewer outfalls and trunk mains shall be sized for the future full development of the basin using the following criteria unless more specific data is available. Much of this is a port from an original document which I (Zibby ) did not write, but am putting in as a basis for how items are planned to function.Thank you to those who have contributed to this conglomerate both knowing and otherwise, which has ended up as the items and how items work in Voidhaven. The DMG describes a magical instrument, the Pipes of the Sewers (page 185), which seem intended to recreate the Pied Piper of Hamelin story but are extremely well-suited to a Rat King character. Merely being attuned to the pipes causes ordinary rats and giant rats to be indifferent to you.

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Pipes of the Sewers: These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. Download game counter strike 1.6. If they are called again within a day, the Perform check DC is 15.

Pipes Of The Sewers Uncommon Dmg 185 Download

If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.

Faint conjuration; CL 2nd; Craft Wondrous Item, charm animal, summon nature’s ally I, wild empathy ability; Price 1,150 gp;Weight 3 lb.


Pipes Of The Sewers Uncommon Dmg 185 2

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Pipes
Requires Attunement
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.
The pipes have 3 Charges. If you play the pipes as an action, you can use a Bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.
Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no Actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
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