Whistles are cool.
Most of these whistles can be used as
simple musical instruments or for signaling. However, if they are played in a
special way, under special circumstances, they produce interesting and even
magical effects.
Non-magic whistles
These whistles don’t count (detect) as
magic items, but have special uses.
Bird call whistles
This covers a whole category of small whistles
that very closely imitate bird sounds. Most whistles can only reproduce one
given call. However, there are more advanced instruments that imitate a range
of sounds related to a single bird (e.g. a magpie’s distress call, mating song,
etc.). This type is commonly used by hunters to lure their prey.
When sounded, birds of the given type (and
also some other animals that might know the given call) in the vicinity react
in an appropriate way: gather at the sound’s source, flee, “answer” and so on.
Shriller-triller
Small, simple tin whistle.
The loud, piercing tone of this whistle is
unpleasant to most, but downright painful to creatures and people with
exceptional hearing (canines, most fey, characters with high Wisdom, creatures
with bonus/advantage on Perception checks related to sounds, etc.). Such
creatures instantly take 1 [1d3] damage. Additionally, they must save against
Paralyzation [DC 12 Wisdom save] or be deafened for 1 minute.
Pipe of a Thousand Shrills
Small metallic whistle, with a single
blowhole. But then the pipe is divided into many tubes, twisted, interlocking,
with many holes for the air to exit. This strange configuration produces a chaotic
mess of simultaneous sounds when blown.
Everybody who hears the whistle for the first time must save against
Paralyzation [DC 12 Wisdom save] or be confused for 1d6 rounds, suffering a -2
penalty [disadvantage] on all checks, saves, attack rolls. If somebody has
already heard this whistle, it has no effect.
Dream whistle
Medium-length bone whistle with three
holes. Adorned with engraved floral patterns.
If the eight possible notes of this whistle
are played quietly, in a rising-falling succession, for at least 30 minutes,
over a sleeping person, their dreams become exceptionally sweet and soothing.
This sleep facilitates natural healing, effectively doubling healing rates.
Furthermore, if the sleeper is tortured by recurring nightmares, night terrors,
sleep paralyzes or other similar natural or supernatural effects, going to
sleep with the Dream whistle playing negates them.
In the right (or rather – wrong) hands, the
Dream whistle can have detrimental effects as well. Different rhythmic patterns
can be developed through lengthy experimentation. They cause severe nightmares,
make the sleeper sensitive to hypnotic suggestion, bar the sleeper from waking
up…
Magic whistles
These whistles count (and detect) as magic items.
Hound-master’s whistle
Made from a piece of a deer antler, with a
silver mouthpiece. Its single mid-range tone is strong, audible at a long distance.
If sounded during dawn or twilight (20
minutes before/after sunrise/sunset), a blink dog (HD 4, AC 16, 120’, Morale 8,
bite +4, 1d6 damage, blink = teleport, range 40’, can attack once before or after
teleporting) [MM, p. 319] appears. It serves the sounder of the whistle loyally
in combat and hunt. It disappears after 1 hour.
The whistle holds 1d8 charges.
The Three Lovers
A set of three bulbous clay whistles, shaped
to resemble nude humanoid figures, with emphasized sex organs marking the place
where one has to blow into the whistle.
If three people play the three whistles
simultaneously for 10 minutes, they enter into a state of shared consciousness.
Roll 1d6 for the effect. Some forms of this connection are hierarchic. In such
cases, the person with the highest Charisma score becomes the “Center” of the
connection. Resolve draws by comparing Wisdom scores next, then by rolling.
1
|
A telepathic link is forged between the three
participants. The Center can freely send and receive messages. The other two
participants can only receive from and send messages to the Center.
|
2
|
Two participants are merged with the Center’s body,
essentially forming a new character. It retains the Center’s class/race, on
the Center’s level + 2. Take the highest Strength, Dexterity and Constitution
scores among all participants. Combine all their Hit dice and roll up hit
points. Retain the Center’s Wisdom, Intelligence and Charisma, spell-casting
ability, known spells, special features. One spell and one special ability/feature
can be added from each of the other participants.
|
3
|
For the duration of the spell, the physical appearance
and biological traits of the participants change to resemble each other. They
all take on a combined, merged look, which contains elements of all their
original features. Body type, sex, voices, pigmentation, etc. all move
towards a middle ground between the three of them. They cannot be
distinguished without magical means.
|
4
|
All participants can use the highest Wisdom,
Intelligence and Charisma bonuses among them instead of their own while they
are connected by the Three Lovers.
|
5
|
All participants perceive the world through the
Center’s five senses, but lose their own.
|
6
|
If the participants fall asleep during the effect of
the whistles, they enter a shared dream world. Here they are the Three
Lovers, a mythical love triangle.
|
After 1 hour, the connection is severed,
and all effects are reverted. All participants must save against Paralyzation
[DC 18 Wisdom save] or take 1d8 [1d12 psychic] damage. Furthermore, if the save
fails, there is a 3-in-6 chance that the participants fall in love with each
other, forming a complex and deadly love triangle.
* Stats/mechanics for LotFP [and 5e D&D in square brackets]