Season 8 D&D AL Magic Items, Tables, Rarity and TCP Costs. I've spent way too much time trying to dig up books and guidance and google docs. Pipe Diameter Mannings Roughness Coefficient D/d Max. 8” to 12 0.013 0.50 15” or greater 0.013 0.75 Required velocities at design flow (Q) for sewer pipelines shall be minimum 2 fps and maximum 10 fps. The maximum velocity at design flow allowed in any sewer pipeline is 10 fps. You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge. Very Rare, Rare, Rare, Uncommon, Uncommon, Uncommon, Legendary Pipes of the Sewers - I feel like this should summon an Italian plumber or a bunch of turtles, but rats will have to do. The usefulness of the pipes will be directly linked to the number of cats in the area though, so hopefully you don’t find yourself in ancient egypt.
- Adamantine Armor Armor Uncommon medium or heavy, but not hide dmg 150
- Mithral Armor Armor Uncommon medium or heavy, but not hide dmg 182
- Shield, +1 Armor Uncommon shield dmg 200
- Philter of Love Potion Uncommon dmg 184
- Potion of Animal Friendship Potion Uncommon dmg 187
- Potion of Greater Healing Potion Uncommon dmg 187
- Potion of Hill Giant Strength Potion Uncommon dmg 187
- Potion of Resistance Potion Uncommon dmg 188
- Potion of Water Breathing Potion Uncommon dmg 188
- Ring of Mind Shielding Ring Uncommon yes dmg 191
- Ring of Warmth Ring Uncommon yes dmg 193
- Immovable Rod Rod Uncommon dmg 175
- Rod of the Pact Keeper, +1 Rod Uncommon yes warlock dmg 197
- Spell Scroll, 3rd Level Scroll Uncommon dmg 200
- Staff of the Adder Staff Uncommon yes cleric, druid, or warlock dmg 203
- Staff of the Python Staff Uncommon yes cleric, druid, or warlock dmg 204
- Wand of Magic Missiles Wand Uncommon dmg 211
- Wand of Web Wand Uncommon yes spellcaster dmg 212
- Wand of the War Mage, +1 Wand Uncommon yes spellcaster dmg 212
- Ammunition, +1 Weapon Uncommon any ammunition dmg 150
- Javelin of Lightning Weapon Uncommon javelin dmg 178
- Sword of Vengeance Weapon Uncommon yes any sword dmg 206
- Trident of Fish Command Weapon Uncommon yes trident dmg 209
- Weapon, +1 Weapon Uncommon dmg 213
- Amulet of Proof Against Detection and Location Wondrous Item Uncommon yes dmg 150
- Bag of Tricks Wondrous Item Uncommon dmg 154
- Boots of Elvenkind Wondrous Item Uncommon dmg 155
- Boots of Striding and Springing Wondrous Item Uncommon yes dmg 156
- Boots of the Winterlands Wondrous Item Uncommon yes dmg 156
- Bracers of Archery Wondrous Item Uncommon yes dmg 156
- Brooch of Shielding Wondrous Item Uncommon yes dmg 156
- Cap of Water Breathing Wondrous Item Uncommon dmg 157
- Circlet of Blasting Wondrous Item Uncommon dmg 158
- Cloak of Elvenkind Wondrous Item Uncommon yes dmg 158
- Cloak of Protection Wondrous Item Uncommon yes dmg 159
- Cloak of the Manta Ray Wondrous Item Uncommon dmg 159
- Decanter of Endless Water Wondrous Item Uncommon dmg 161
- Driftglobe Wondrous Item Uncommon dmg 166
- Dust of Disappearance Wondrous Item Uncommon dmg 166
- Dust of Sneezing and Choking Wondrous Item Uncommon dmg 166
- Eversmoking Bottle Wondrous Item Uncommon dmg 168
- Eyes of Charming Wondrous Item Uncommon yes dmg 168
- Eyes of Minute Seeing Wondrous Item Uncommon dmg 168
- Eyes of the Eagle Wondrous Item Uncommon yes dmg 168
- Figurine of Wondrous Power, Silver Raven Wondrous Item Uncommon dmg 170
- Gauntlets of Ogre Power Wondrous Item Uncommon yes dmg 171
- Gloves of Missile Snaring Wondrous Item Uncommon yes dmg 172
- Gloves of Swimming and Climbing Wondrous Item Uncommon yes dmg 172
- Gloves of Thievery Wondrous Item Uncommon dmg 172
- Hat of Disguise Wondrous Item Uncommon yes dmg 173
- Headband of Intellect Wondrous Item Uncommon yes dmg 173
- Helm of Comprehending Languages Wondrous Item Uncommon dmg 173
- Helm of Telepathy Wondrous Item Uncommon yes dmg 174
- Instrument of the Bards, Doss Lute Wondrous Item Uncommon yes bard dmg 176
- Instrument of the Bards, Fochlucan Bandore Wondrous Item Uncommon yes bard dmg 176
- Instrument of the Bards, Mac-Fuirmidh Cittern Wondrous Item Uncommon yes bard dmg 176
- Keoghtom's Ointment Wondrous Item Uncommon dmg 179
- Lantern of Revealing Wondrous Item Uncommon dmg 179
- Medallion of Thoughts Wondrous Item Uncommon yes dmg 181
- Necklace of Adaptation Wondrous Item Uncommon yes dmg 182
- Pearl of Power Wondrous Item Uncommon yes spellcaster dmg 184
- Periapt of Wound Closure Wondrous Item Uncommon yes dmg 184
- Pipes of the Sewers Wondrous Item Uncommon yes dmg 185
- Robe of Useful Items Wondrous Item Uncommon dmg 195
- Saddle of the Cavalier Wondrous Item Uncommon dmg 199
- Slippers of Spider Climbing Wondrous Item Uncommon yes dmg 200
- Stone of Good Luck Wondrous Item Uncommon yes dmg 205
- Winged Boots Wondrous Item Uncommon yes dmg 214
Wondrous item, uncommon (requires attunement)
Pipes Of The Sewers D&d
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an 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 and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.