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	<id>https://www.ilmatar.net/~wiki/srd52/index.php?action=history&amp;feed=atom&amp;title=Pipes_of_the_Sewers</id>
	<title>Pipes of the Sewers - Revision history</title>
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	<updated>2026-05-05T08:15:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://www.ilmatar.net/~wiki/srd52/index.php?title=Pipes_of_the_Sewers&amp;diff=3582&amp;oldid=prev</id>
		<title>Np at 05:09, 15 May 2025</title>
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		<updated>2025-05-15T05:09:13Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;{{Wondrous Item}}, {{Uncommon}} ({{Requires Attunement}})&amp;#039;&amp;#039;&lt;br /&gt;
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While these pipes are on your person, ordinary [[rats]] and [[Giant Rat|giant rats]] are [[Indifferent]] toward you and won&amp;#039;t attack you unless you threaten or harm them.&lt;br /&gt;
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The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one [[Swarm of Rats]] with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren&amp;#039;t enough rats to form a swarm, the charge is wasted.&lt;br /&gt;
&lt;br /&gt;
Called swarms move toward the music by the shortest available route but aren&amp;#039;t under your control otherwise. Whenever a Swarm of Rats that isn&amp;#039;t under another creature&amp;#039;s control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can&amp;#039;t be swayed by the pipes&amp;#039; music for the next 24 hours. On a failed save, the swarm is swayed by the pipes&amp;#039; music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic 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 more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can&amp;#039;t be swayed by the pipes&amp;#039; music for the next 24 hours.&lt;/div&gt;</summary>
		<author><name>Np</name></author>
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