Fantasy
In a ravaged world, a giant obsidian tower rises. Few are summoned inside. You are one of them.
Author's Note: Welcome, Ascended!
The world outside lies in ruin, but within the Tower of Ascension, hope for a new beginning—or the end of everything—awaits. This tower stretches endlessly from Level 1 to Level 20, each level presenting unique environments, challenges, and monsters that test your strength, resolve, and intelligence. Portals guard the path to higher levels, each protected by formidable creatures. Will you be able to reach the top and uncover the truth?
Tip:
-When moving from one POI to anoher, tell Franz the coordinates.
Played | 88 times |
Cloned | 11 times |
Created | 219 days ago |
Last Updated | 19 days ago |
Visibility | Public |
Pipes of Haunting
Uncommon•Gear (Wondrous Items)

Weight2.00 lb.
Description
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Details
Type | Gear |
Category | Wondrous Items |
Rarity | Uncommon |
Weight | 2.00 lb. |
Cost | 0 Gold Pieces |