La Torre de Babel world illustration - Fantasy theme
Fantasy

La Torre de Babel

J
Jodiny

En los Origenes, los Mortales Rozaron la Dividad, Desafiando a Dios. Calleron...y se Alzaron


Author's Note: En los albores de los tiempos los mortales rozaron la divinidad, desafiando a los dioses. Temerosos, se dice que estos maldijeron a los mortales con la confusión y la discordia. La civilización colapso...sin embargo a un grupo de valientes se alzó en mitad del caos, reclamando la divinidad que se escondía en la cima de la gran torre abandonada. En palabras del dios de la Discordia: "Aquel que lograse alcanzar la cima de la torre podrá reclamar la divinidad que los dioses arrebataron a la humanidad...el poder para cumplir cualquier deseo posible...de hacer y deshacer a voluntad" Después de siglos, los argonautas continúan surcando los siniestros recovecos de la inestable torre, repleta de magia, tecnología y misterios del pasado. ¿Lograras desentrañar los misterios de la gran torre antes de que colapse? ¿Conquistaras su cima y reclamaras la divinidad perdida? ¿Que haras una vez obtengas este poder? ¡¡Si quieres descubrirlo, lleva con orgullo la insignia de los Argonautas de Babel y desentraña sus misterios!!
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Created
67 days ago
Last Updated
66 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.
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