Pipes of Haunting

- Category: Wondrous Item
- Rarity: Uncommon
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.
Tactical Applications
Psychological Warfare: Creates fear effects for crowd control and battlefield manipulation. Exceptional for intimidation tactics and controlling enemy movement through psychological pressure.
Class Synergies:
- Bards: Perfect for performance-focused characters with musical expertise and crowd control abilities
- Fear Specialists: Essential for characters building around intimidation and psychological warfare
- Crowd Controllers: Excellent for characters requiring area denial and battlefield manipulation
- Support Builds: Outstanding for characters providing tactical advantages through debuffing enemies
Build Considerations: Requires attunement and has limited daily uses. Most valuable for characters specializing in fear effects and crowd control strategies.
Acquisition Methods
Crafting Requirements: Requires fear magic, haunting enchantments, and spectral essences. Creation cost 8,000-15,000 gp and takes 16 weeks.
Common Sources:
- Necromancers and fear magic specialists with haunting expertise
- Treasure hoards of legendary bards and musical enchanters
- Commission from enchanters specializing in psychological magic
- Found in the collections of intimidation specialists and fear practitioners
- Sometimes discovered in haunted locations or obtained from spectral encounters
Alternative Acquisition: Often found in locations with strong connections to fear and haunting magic.
Value & Trade
Estimated Value: 12,000-25,000 gp, with higher demand among bards and fear specialists.
Trade Considerations: Popular among characters requiring crowd control and anyone needing reliable fear effects.
Character Integration
Roleplay Elements: Suggests experience with musical magic, psychological warfare, or professional roles requiring intimidation capabilities.
Character Concepts:
- Fear specialist with haunting expertise and psychological warfare experience
- Musical enchanter using sound magic for crowd control and battlefield manipulation
- Character with extensive experience in intimidation tactics and fear-based strategies
- Performance artist combining entertainment with tactical psychological effects
Adventure Hooks
The Crowd Control: Adventures where fear effects enable crowd management and social control scenarios.
The Psychological Warfare: Military campaigns where intimidation tactics provide strategic advantages.
The Haunting Performance: Social encounters where musical fear effects advance plot objectives.
The Tactical Intimidation: Combat scenarios where fear effects enable tactical positioning and enemy control.
Variants & Customization
Greater Pipes of Haunting (Very Rare): Enhanced fear effects and additional uses with improved psychological impact.
Pipes of Terror (Rare): Stronger fear effects with longer duration and broader area coverage.
Bardic Haunting Pipes (Uncommon): Optimized for performance with enhanced musical and fear synergy.
Specialized Variants:
- Military Intimidation Pipes: Enhanced for battlefield use with tactical fear effects
- Social Control Pipes: Optimized for crowd management with subtle psychological influence
- Performance Terror Pipes: Specialized for entertainment with dramatic fear presentations
Lore & History
Origins: Created by ancient bards who needed reliable methods for crowd control and psychological warfare during performances and military campaigns.
Historical Significance: These pipes enabled crucial military victories through psychological warfare and the control of enemy morale.
Cultural Impact: Represent the darker applications of musical magic and the power of fear in tactical situations.
Magical Craft: Demonstrates understanding of fear magic and the complex processes required for psychological manipulation through sound.
Balancing Notes
Introduction Timing: Appropriate for levels 8-15 when fear effects become tactically important and crowd control is valuable.
Campaign Impact: Provides powerful psychological warfare balanced by attunement requirement and limited daily uses.
Fear Focus: Most valuable in campaigns featuring large-scale encounters and psychological warfare scenarios.
Encounter Design
Recommended Challenges:
- Large group encounters where fear effects enable crowd control and tactical advantages
- Social scenarios where intimidation provides strategic benefits and influence
- Military campaigns where psychological warfare determines battle outcomes
- Performance situations where fear effects enhance entertainment and social impact
Tactical Adjustments: Large encounters may need fear immunity or resistance when pipes are frequently used.
Related Items
Musical Items: Other instruments and items that enhance musical magic and performance capabilities.
Fear Equipment:
- Items that improve intimidation effectiveness and fear-based abilities
- Equipment for psychological warfare and crowd control
- Tools for professional intimidation work and fear magic
Complementary Equipment: Items that enhance fear effects or provide additional psychological benefits.
Roleplay Opportunities
Musical Mastery: Characters develop expertise in haunting music and fear-based performance techniques.
Psychological Leadership: Fear capabilities create opportunities for leading intimidation campaigns and psychological operations.
Performance Innovation: Musical fear effects enable creative combinations of entertainment and tactical advantage.