Varnathar world illustration - Fantasy theme
Fantasy

Varnathar

F
Funkylocks

A desolate world of barren wastes and rock formations, where ruins tell of a lost civilization.


Author's Note: Varnathar is a world ravaged by millennia of neglect and destruction. Once a vibrant land teeming with life, it now lies in a state of perpetual desolation. The sky is often choked with swirling, ashen clouds, casting a dull, sickly light over the barren landscape. Jagged rock formations pierce the earth like the bones of a long-dead titan, and vast stretches of cracked earth are interspersed with deep canyons and dried riverbeds. The wind howls through the ruins of ancient cities, carrying with it the echoes of a forgotten civilization. Only the hardiest of creatures survive here, thriving in the shadows of the once-glorious peaks and crumbled monuments that dot the land. Few dare to venture into the wastes, for those who do are often lost to the endless, unforgiving expanse. The world’s fractured history is told through the scattered remnants of its past—ruined temples, crumbling libraries, and broken statues that hint at a time of power and prosperity, long since lost. There is a constant undercurrent of decay, with the very earth itself seeming to mourn the passing of its glory days. Only the desperate or the foolhardy seek refuge in Varnathar’s heart, believing that among the ruins lie the answers to a greater mystery, or perhaps the key to reversing the devastation that has marred the world for centuries.
Played5 times
Cloned0 times
Created
100 days ago
Last Updated
76 days ago
VisibilityPublic
Pipes of the Sewers
UncommonGear (Wondrous Items)
Pipes of the Sewers
Weight2.00 lb.

Description

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 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 GM). 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.

Details
TypeGear
CategoryWondrous Items
RarityUncommon
Weight2.00 lb.
Cost0 Gold Pieces
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service