New Applacia world illustration - Steampunk, Noire theme
Steampunk, Noire

New Applacia

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A thriving metropolis with tall skyscrapers set in a 1920's magic steampunk era.


Author's Note: Multiple crime families control portions of the city with each one trying to out do the others for control. -The Iron Boys: A crime family that started gaining power during the construction of the city. They have been around since the cities founding and use brute force and numbers to control their territory -South District Fangs: The controllers of the drug and moonshiner routes into and out of the city. -The White Gloves: A neutral faction that is hired by every high end business and building in the city as bellhops. With a faction of magic users who have fallen into the role of peacekeepers the White Gloves have one guild memeber standing vigilant at every entrance waiting to hold the door for patrons and remove ruffians if need be where they are hired. -The Foundation: A faction of the New Applacia elite who believe it is their duty and right to control the flow of money and power in the city. The Foundation runs all the top end gambling dens and clubs in town as well as a large portion of the sex trade. -Sirens Lullaby: A faction that has their hands in every district of the city. Sirens Lullaby controls the slave market in New Applacia as well as a significant amount of the sex market. Sirens Lullaby has brothels and bars as well as poor houses and soup kitchens under their perview. They will use whatever means to pull someone off the street and sell them where they will make the most profit.
Played27 times
Cloned0 times
Created
373 days ago
Last Updated
89 days ago
VisibilityPublic
Horn of Blasting
RareGear (Wondrous Items)
Horn of Blasting
Weight1.00 lb.

Description

You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Details
TypeGear
CategoryWondrous Items
RarityRare
Weight1.00 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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