Showing posts with label Journal of Larina Nix. Show all posts
Showing posts with label Journal of Larina Nix. Show all posts

Monday, July 25, 2022

Monstrous Mondays: New & Old School Monster Books; Where the Basajaun lives

Basajaun
Basajaun
Today I want to talk about a few monster books coming up and their intersections and why that is all great.

I recently featured two new Kickstarters on my Kickstart Your Weekend post.  They are Twilight Fables and A Folklore Bestiary for 5E and OSE (less than 72 hours to go on this one!).  Both are for 5e with the Folklore Bestiary also for OSE.

Both of these books look fantastic and you should back them both.  

But you may ask, will there be overlap? Will I end up buying the same monster twice? And the answer to this is "Yes. Yes, you will."  This is not a bad thing.  Going through the two publicly available lists of the monsters both have the Bukavac and the Basajaun.  I'll even go a step further and point out that my own Basic Bestiary also has a Basajaun

That is three different versions of the same monster. I have seen the one from Twilight Fables and you have all seen mine.  They are very different from each other. While obviously the same creature, they do slightly different things. In truth, it is very much like how old bestiaries would describe animals. Even known animals would get slightly different treatments depending on the observer.  And these are not even the only ones. AAW Games has a monster card for the Basajaun for both 5e and Pathfinder. There very well could be a lot more.

The Basajaun here is a good example. This is a monster that exists in folklore and by all rights has a home somewhere in a fantasy game but has little coverage to date. That will change and he will get more exposure. If each monster book is like a medieval bestiary (and that is my starting point for the Basic Bestiary) then it makes sense there are differing views.  

To take it a step further, Twilight Fables uses the conceit of Rod Waibel's point of view character the sophisticated Gnoll Fleabag as the chronicler of these creatures. Likewise, I use my iconic witch Larina as viewed from notes from her Journal.  These two would obviously have different points of view on the same creature.

I have pretty much purchased every monster book I can for all versions of D&D and many for other games.  I always find more room on my shelves for more monster books.

Some monsters appear so often that I have no choice but to compare them. The Orc is a great example. Others also appear rather frequently. The Type I to VI demons from the original Monster Manual appear so often in demon books (thanks to the OGL) that I have been calling them "The Usual Suspects" as a nod to their frequency and to the 1995 film. 

For me, there is always room for more monsters and more monster books.

Saturday, April 17, 2021

#AtoZChallenge2021: O is for Orc, Desert

Given I kicked off this whole idea with a detailed round-up of the Orc across the editions, it behooves me to at least stat one up.  But which one?  I have a few.  In truth, there is one I have been sitting on for long while now and I should pull it out for a special occasion.  I think that day is today.  Plus I have done so many water-based creatures, time for something different.  

So here is a monster that I talked about in the first days of this blog nearly 12 years ago! The Desert Orc.

Orc, Desert

He was an orc. That was obvious. Though there was something different about him and the others.  What I had originally taken to be smaller, younger orcs were in fact elves. Orcs and elves! Traveling together across this great expanse of desert. More than that, they acted as if they were kin!  They invited us to their tents where one orc and one elf who referred to each other as “brother” went about an elaborate tea ritual where we were served first. The orc and the elf then presented to each other their cups of tea in something akin to prayer or benediction. Once they drank they turned and smiled at each other. Ritual satisfied, they turned to us. The orc, Nom’dosh Thurgash and his elven brother Nom’dosh Etain, both greeted us in the most cultured elven I have heard outside of the Silver Forests.

“Welcome fellow travelers. How may the humble members of the Nom’dosh Clan aid you?” 

- From the Journal of Larina Nix

Male Orc by Jacob Blackmon
Male Orc by Jacob Blackmon
Medium Humanoid (Orc)

Frequency: Rare
Number Appearing: 2d12 (3d20) with roughly an equal number of Desert Elves
Alignment: Neutral [Lawful Neutral (Good)]
Movement: 120' (40') [12"]
Armor Class: 6 [13]
Hit Dice: 1d8+2 (7 hp)
THAC0: 16 (+3)
Attacks: 1 weapon (halberd) 
Damage: 1d8+2
Special: Can move about in sunlight with no penalty
Save: Monster 1
Morale: 10 (12)
Treasure Hoard Class: I (P) 
XP: 15 (OSE) 15 (LL)

Str: 16 (+2) Dex: 12 (0) Con: 16 (+2) Int: 10 (0) Wis: 10 (2) Cha: 12 (0)

Desert Orcs appear to be normal orcs. However, these orcs have more than just a glint of intelligence in their eyes. While their faces are still animal-like, the fierce scowl has been replaced with a stoic set to their jaw, a purpose in their eyes, and a bearing that can't be described as anything else but noble.  These orcs, with their sandblasted faces and long pale hair strike you as something new and different. 

Desert Orcs are nomads, their ancestral homes in the deserts were destroyed centuries ago by humans. Though they fought back and shook off the yokes of slavery and tyranny by the humans.  They travel with the only other people that helped them in their great revolution, the desert elves.  Desert elves and desert orcs now consider themselves as one people.  They are brothers and every clan has orc and elf members that are equal in all things. 

Once united they then discovered that they had skills that were mutually beneficial to each other. Orcs are still militaristic with small war cadres connected to powerful elf families. For an orc, it is an honor to serve since the more powerful the elf family the stronger their own cadre is respected. The stronger the orc cadre, the more respected the family is and the more likely they will get goods to trade. An elf sultan will travel without his wife for example, but never without his orc escorts.

For every 10 desert orcs, there will be a cadre leader of the 2nd to 4th level.  For every 50 there is an additional war chieftain of 5th to 7th level. For every 100 there is a marshall and for larger groups a general.  Cadres will still fight against each other in mock skirmishes, and while damage will be done they are rarely fatal.  A desert orc will never raise a blade against an elf and likewise, a desert elf will never raise a blade against a desert orc.  Over 1000 years of mutual respect and fighting side by side has torn down the ancient hatred that has infected their rest of their brethren worldwide.

Tea Ritual

There is a ritual that all desert orcs and desert elves will practice.  When camp is made the sultan of the elves and the war chieftain of the orcs will meet in their open tent. The sultan will help the chieftain remove his armor while the war chieftain prepares the tea.  When both tasks are complete, and to do this correctly requires practice so both are done at the same time. The sultan and the chieftain offer each other the tea with the renewed promise that their lines will continue to fight and honor each other. Then the remaining elves and orcs will complete their camps.  If guests are present then they are served first but no elf or orc are allowed to drink until their respective leaders complete their oaths and drink.

The only species they truly distrust are humans. They both recall the tales of depredations at the hands of the Necromancer Kings.  Although humans approaching their camps or caravans with respect will be heard.

--

Ok. So yeah I did it. I made "Good" Orcs.  In fact, I made them 12 years ago.  I also did "Good" kobolds.

Orcs are like Klingons.  Yes, they were two-dimensional and evil in the TOS days, but now we are in the Next Generation and Orcs can be more.  Are violent? Of course! Do they still kill people? They sure can!  Are they inherently evil?  No. Not these orcs.  I have other orcs that are every bit as evil as are demons, but individuals can and do vary.

Likewise I am almost at a point in my games where Drow are going to split off into two separate factions, the evil demon-worshipping one and a less evil faction that wants reunification with the other elves.  

So if Orcs are my Klingons, then to use a metaphor I have been using since the early 80s, elves and drow are my Vulcans and Romulans.  Just like them the Vulcans and Romulans are now a new species, the Nivar.  I don't have a name yet for my combined elves.

I am also adding an occasional bit to some entries, "From the Journal of Larina Nix." Or how these creatures are from the point of view of an adventurer.  I figure my iconic witch is as good as any to present these details.

April 2021 A to Z


Tuesday, August 18, 2020

The Witch Queens Gather

"Every witch owns a clock. It is a special clock in that it never seems to be working until one night of the full moon every thirteen years. Then the clock chimes thirteen bells. Each full moon the clock chimes one less, counting down from thirteen. Until the night of the last full moon.  During this time of the 13 Moons, the Witch Queens gather to choose a new Witch High Queen."

- From the Journal of Larina Nix 

Still working on my War of the Witch Queens campaign. 

I have the adventures picked out. I have some "Background noise." I think I even have my Big Bad figured out.

Now I just need my main NPCs.  Thankfully HeroForge has me covered!

All my Witch Queens and a few extras.

Now I just need about $1,300* to get them all printed!
*Well...not really that much. I already have a few.

Sunday, August 25, 2019

#RPGaDAY2019: Calamity

Today's topic is Calamity.

In many ways, this post is a continuation of my post on Lost.


One of the things all my Lost Lands have in common is they are lost due to some calamity.

Atlantis, Doggerland and East Beleriand were taken back by the sea.  Their secrets hidden by the waves.

For the Suel Empire, it was the Rain of Colorless Fire.  And that makes it interesting.

I think flooding is something we can get.  We see it. Some have experienced it.  I  grew up near the Illinois River Valley.  My wife grew up near the Fox River Valley (it was her backyard).  We have both seen several "once in a lifetime" floods.   Flooding I get. I know what happens, even when it is terrible.

Fire from the sky?  That is some apocalypse-level shit.

I think that is also one of the reasons that attracted me so much to the whole Suel Empire.  Their world was just under a sea, in this case the Sea of Dust, but they were wiped out by fire.  Like Pompei.

A good calamity can add some gravitas to your world.  Plus it helps explain all those lost treasure hordes dragons seem to have.

Rain of Fire 
Level: Witch Ritual 6
Ritual Requirements: Minimum 3 witches, see text
Range: See text
Duration: See text

"It is said that only those that give life know the price of taking a life.  This is why originally only witches were given the power to destroy." 
- From the Journal of Larina Nix

The witches of old had powerful rituals both of creating life and creating death. This ritual is very much the latter.
Three or more witches are needed for the most basic version of this horrible ritual, more witches added the more devastating the effects.  Each witch must know this ritual.
The witches take a prepared focus item, an effigy made from the same materials of their target.  Usually a town or a locale. Each witch contributes a bit of blood (1hp worth) to item's creation since life must be given to take life
Once the ritual has begun the witches make a plea and summons to dark gods of vengeance, destruction, and fire.   The pleas, once heard, will be answered in kind, with vengeance, destruction, and fire.   

The witches then burn the effigy, each providing the flame via magic.  Once that is done the fire rains down on the actual location destroying it and anyone in it.  Victims can run from the location if they make it out of the area, they will be safe, but a save vs. Spells must be made or take 1d6 hp of damage per all the level of the witches involved, or half on a save.


Witches Participating
Minimum Damage
Area Sq. Miles
3
36d6
5
4
48d6
10
5
60d6
25
6
72d6
50
7
84d6
100
8
96d6
250
9
108d6
500
10
120d6
1,000
12
144d6
2,500
13
156d6
5,000

Material Components: The effigy of the place targeted, made with materials from the target. Each witch also uses a rod of ash that she uses to focus her energy on the effigy then they raise their rods to sky to direct the energy out to the target.  Each witch also contributes 1hp worth of blood in the casting.

This ritual is rare and all witches must know the ritual in order to cast it.

I wonder what lies in the Suel Cities of Dust?  Treasures? The Suel people preserved only as ashen shells?  One day I should find out.


Water was running; children were running 
You were running out of time 
Under the mountain, a golden fountain 
Were you praying at the Lares shrine? 

But oh your city lies in dust, my friend 

We found you hiding we found you lying
Choking on the dirt and sand
Your former glories and all the stories
Dragged and washed with eager hands 

But oh your city lies in dust, my friend 

Water was running; children were running
We found you hiding we found you lying 

But oh your city lies in dust, my friend 
Hot and burning in your nostrils
Pouring down your gaping mouth
Your molten bodies blanket of cinders
Caught in the throes 

And your city lies in dust

Monday, May 9, 2016

The Return of Monstrous Mondays: The Cailleach Bheur

For a while now I have been contemplating returning to an old feature here, Monstrous Mondays.
A few other bloggers I met in the A to Z Challenge also do it, tailored to their respective audiences.  The last one I did was just over a year ago (Yog, Monster from Space) but I never kept going.

Natasha Duncan-Drake
Part Time Monster
MindweaverRPG
Dispatches from Kickassistan,

For this blog, I would feature monsters that would likely appear in my games. I would likely focus on OSR stats.  Also, I am likely to release them all as "Open" via the OGl.  Art is excluded from that of course.  Wish to join me?  Let me know each Monday and post with the hashtag #MonsterMonday (Twitter) or #MonsterMonday on Google+.

So let's get going!

I think for my "OSR" stated monsters I am going to start using the format/stat block I used for some of the vampires I did last year.

The following text is considered Open for use under the OGL.

It was her eyes that still haunt me.

She was abnormally tall, at least 8 ft., though that is normal if you consider her species. She was ghastly thin, weighing maybe 12 or 13 stone at the most. Her skin was a dark blue, like that of a bruise. It left the impression of having been dyed in woad for countless nights. She appeared as many of her kind; hideous countenance, with her face and body a little too sharp and too many angles. Her hair was a chaotic nest of wiry and frozen strands. Her clothing, what little remained, was a tattered rag reminiscent of a peasant’s garb of a bygone age. She stood her ground holding her staff. If she were affected by the cold then we could certainly not see it. She spoke with a voice of ice-cracking tree limbs.

“Begone Witch. These are my lands to vanguard.”
She glared at us with those bright blue, all too human, eyes.
- From the Journal of Larina Nix


The Cailleach Bheur as a human witch
The Cailleach Bheur by Andrew Paciorek
used with permission
The Cailleach Bheur
AKA: The Blue Hag, The Crow of Winter
Frequency: Very Rare
No. Appearing: 1 (believed unique)
Size: Large 8" (L)
Armor Class: 2 [17]1
Movement
 Basic: 120' (40')
 Advanced: 12"/18"
 3e: 30ft
Hit Dice: 10d8+5 (50 hp)
% in Lair: 50% (roaming countryside in winter, dormant in summer)
Treasure Type: None
Attacks: 3 (claw/claw/bite) + cold, fear
Damage: 1d6+4/1d6+4/1d4
Special Attacks: Cold 6d6 (breath), once per day. Cause Fear once per day.
Special Defenses: Immune to cold based attacks
Save As: Witch 102
Magic Resistance: 25%
Morale: 103
Alignment: Chaotic evil
Level/XP: 10/5,530 + 15/hp

STR: 19 INT: 10 WIS: 17 DEX: 16 CON: 204  CHA: 75

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale. Multiply by 1.6667 for 1-20 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it.  I might just put a number in () like I do for Ghosts of Albion.
5 monster witches can use an "absolute value" for Charisma.  So a really bad CHA is just as good as a really good one.

Known as the Crow of Winter, The Cailleach Bheur is a very deadly hag. She appears only after Samhain/All Hallow’s Eve and stays till Beltane eve. While as evil as other hags, Cailleach Bheur is more interested in eating sheep and deer than children. In Ireland and Scotland, she is the personification of Winter. During the summer months, Cailleach Bheur turns to stone and is indistinguishable from the other standing stones of the area.

The Cailleach Bheur was cursed into her existence back in a time before writing came to Scotland. One tale, disturbing as it sounds, describes the Cailleach as the ancient Protector of Alba, maybe even a faerie queen or goddess.

In her previous life, the Cailleach Bheur was a lone protector of animals (a Ranger) and a follower of the Great Goddess. One night he fell asleep by a well. The well overflowed with the thaw and she nearly drown. She invoked powerful magics to move the water away, but in the process created Loch Awe (in Scotland) and drowning several villagers and cattle. As repentance, she is to walk the snowy earth till she can feel the mid-summer sun on her face, something that can’t ever happen since she is cursed to be stone from Beltane to Samhain.

The Cailleach Bheur still protects her lands as she did before, ignoring humans unless they tread on her domain, then she kills them with glee by freezing them solid. She blames humans for her current state.

The Cailleach Bheur is believed to be at least 400 years old.

Staff of Winter: Possibly a remnant of her former life the Cailleach Bheur carries a magical staff. The Staff of Winter is made up of holly and gorse branches intertwined to form a 7’ long staff of solid wood. It acts as a magical focus tool providing the Cailleach Bheur +2 magic to all magic related rolls, attacks, saves and checks.

Anyone in possession of this staff can command Cailleach Bheur to leave the area by holding the staff and saying “Bì falbh buitseach!” (begone (get out) witch!). Both Cailleach Bheur and her staff will disappear after the command is uttered. This would require research into Cailleach Bheur specifically or local lore.

Section 15: "The Cailleach Bheur". Copyright 2016 Timothy S. Brannan.

Friday, January 9, 2015

New Monster: Urhag

She came to me in a dream.  

I could tell by her voice that she was of regal bearing and intelligence, but at first I could not see her.  I was looking out over a darkend grey and cold plain.  In the far distance I saw mountains; mountains I know I had never beheld before with mortal eyes yet no less real.  In the sky above flew beasts, for that was the only world for them.  They appeared as mad paintings of Hieronymus Bosch, a mass of flying, winged semi-human creatures.  Their appearance was as women, save shamefully unclothed, though it was difficult to see this from the filth that covered them.  The smell was worse than any charnel house I could recall; the decay of death, the reek of excrement, and the sour odour of unwashed sweaty bodies.   Their hair was wild. Their teeth were long, yellowed and many were broken.  This is how I knew I was still in the dream. Such details would have escaped me given their distance. In truth, I wanted to be no closer to these hideous creatures.  Their eyes burned red like coals of hellfire.

I watched as they flew and they attacked and ate other beasts in sky.  They were aware of me and my companion, but made no move towards us.

"What are they?" I asked and I turned to meet my unseen companion.  To my shock she appeared as they did, save she was not a filthy degenerate creature, but a woman of regal bearing. She had the same clawed hands, the same large bat-like wings and most horribly the same eyes.

"They are Ur-hags." she had said.  "They are our sisters."

- From the Journal of Larina Nix

I have been rereading H.P. Lovecraft's "The Dream-Quest of Unknown Kadath" a story that both fascinated me and frustrated me in my youth.  For my group of gaming friends and our extended group of their older brothers, it was always an unspoken, but a well-understood rule that it didn't really matter what Lovecraft story you began with, but your last one had to be "Kadath".  So I am rereading it for the first time since 1987.

It is just as phantasmagorical as I recalled. Reading it now is also a treat that I have better understanding of the mythos and the creatures mentioned throughout are now well known to me.
But one creature captured my attention that I had not seen before and forgot.  The Urhags.
That night I had a dream about Maleficent, so I knew I had something here.

I checked various games that cover Lovecraft-type monsters such as The Realms of Crawling ChaosAstonishing Swordsmen & Sorcerers of Hyperborea and various Call of Cthulhu books but only found one mention of them in H.P. Lovecraft's Dreamlands.   They are interesting, but I kinda liek what I came up with a little more.  These urhags are released from their Dreamlands origins and brought closer to Ur-Hags.

"High over its jagged rim huge ravens flapped and croaked, and vague whirrings in the unseen depths told of bats or urhags or less mentionable presences haunting the endless blackness."
- H.P. Lovecraft, Dream-Quest Of Unknown Kadath

Here is my take on the urhag.  In "Basic Era" format to use with The Witch.

The follow is considered Open under the terms of the Open Gaming License.
OGL Section 15: "Urhag" Copyright © 2015, Timothy S. Brannan

Urhag


Degenerate  Noble 
Armor Class:                    3 [16] 4 [15]
Hit Dice: 5*+2 (25 hp) 8*+13 (50 hp)
No. of Attacks: 2 claw, 1 bite; stench   2 claw or weapon, spell
Damage: 1d4/1d4/1d6 1d4/1d4 or by weapon type
Special: Stench, Magic, see below      Magic, Harmed by iron, see below
Movement: 30' / 90' fly 30' / 90' fly
No. Appearing: 1 1
Save As: Witch 5 Witch 8
Morale: 7 9
Treasure Type: Special Special
Alignment: Chaotic (Evil) Chaotic (Evil)
XP: by system by system

Scholars debate the relationship between the races of hags. While many look to the vile and evil Night Hags as their progenitor, scholars who have pierced the veil between Reality and Dream claim that such a progenitor race is known as the urhags.

The Urhags are found in two basic varieties, the Degenerate and the far less common Noble.

The Degenerate Urhag appears to be a hideously ugly humanoid woman. She appears naked, but covered in filth, with long clawed fingers, wild hair and inhumanly long feet and toes. What is the most curious feature of the urhag are her large bat-like wings.  One is immediately reminded of a harpy; which scholars also claim are an offspring of this creature.  The urhag does not speak, but only screams and shrieks.  The urhag can attack with a claw/claw/bite routine which is their most typical attack.  They are also surrounded by a horrible stench. Characters within 10' of the Urhag must save vs. Poison (Constitution, Fortitude) or suffer a -2 on all attacks against the creature.  The urhag may also cast spells as a 3rd level witch.  Spells that attack and due damage are preferred over all others.
Urhags are immune to all cold-based effects and are immune to cold and cold based spells. Dengerate urhags are carnivorous and their preferred  source of meat is humanoid flesh.  They are able to enter the dreams of people sleeping in their territories; usually within 300 yards.  Through this special attack the urhag will Charm a sleeping male into breeding with them. Once complete the urhag will then wake thee male to kill and eat him.  They prefer to wake their victims because they enjoy hear the sounds of their screams.  Within 3 months the urhag will lay a leathery egg in which a juvenile urhag will emerge. The new urhag will not expect any care or succor from her mother; in fact the mother is just as likely to eat her offspring as she did her offspring's father.

The Noble urhag is a different creature, though no less evil.  Like the degenerate urhag, the noble appears to be a winged woman with long taloned hands and feet.  Noble urhags also have horns growing from their heads that often causes them to be mistaken for some sort succubus or other demonic creature.  While not demonic, the noble urhag is still quite evil.  While the degenerate urhag is hideous and covered in filth, the noble urhag is regal, attractive, and clothed in only the fines wares. Her features are sharp and possibly indicate a relationship to the fae that other, more common hags, share.   The noble urhag can be harmed by iron in the same fashion that fae are; iron weapons cause +2 damage and +1 to hit.
The noble urhags can cast spells as a 7th level witch.  She may also take the occult powers of a Malefic or Faerie tradition witch.

While the degenerate urhag is indiscriminate about her choice of mating partners, the noble urhag prefers only the finest quality human males.  They do not care for elves since elves do not dream in the same manner as do men.  Also noble urhags do not always eat the men the lay with.  Some prefering to return to the same male time and time again as instinct drives them to reproduce.

Unlike common hags urhagss of either sort are not tied to a particular locale or environment.  Degenerate urhags do prefer colder wastes and demon-haunted lands and the noble urhag prefers temperate forests there are no restrictions on either.
Unlike night hags, urhags are not interested in the transport of souls or the outer planes.
Urhags can, in theory form coveys as other hags do and maybe even with other  hags, but none have been observed doing so.

Tuesday, July 19, 2011

Pipes of the Susurrus: Sleeping not yet dead...

"I watched as the faerie woman produced a long flute that appeared to be carved from the leg bone of some animal.  At least I hoped it was animal.  She began to play the horrific looking instrument and despite her effort the music, if indeed it could be called that, never rose above the level of a whisper.  The small army of undead soldiers chasing us suddenly stopped and began to sway to her phantasmagorical playing.  She paused briefly and took the flute from her lips.
'Come now.' She said, winded from her playing. 'The dead do not sleep long under the susurrus.'"

- From the Journal of Larina Nix

In many role-playing games that feature vampires, zombies, and other forms of the walking dead, one feature is fairly constant.  The Undead are immune to sleep, charm, and other mind-affecting magic.  In Ghosts of Albion for example the dead do not sleep, in most fantasy RPGs you also can't charm them or use some form of mind-affecting magic to get them to do your bidding unless you are the necromancer that summoned them.

Given that undead are frequently encountered (even outside of horror games) and used as adversaries then it should stand to reason that someone would have found a way around this.  Well in my games it is the fae or maybe the elves in yours.

The following text is released as Open Text under the OGL.  No other part of this post or art is released under the OGL.

Pipes of the Susurrus
Pipes of the Susurrus or Susurrus Pipes appear as a variety of different woodwind instruments.  The most common is that of a flute, but pan pipes are also common enough.  Rumor persists of a greater Pipes of the Susurrus in the form of a set of bagpipes and created by the Queen of the Seelie Court herself.

In all cases, the pipes are made of bone.

In order to use the pipes, the wielder must have the appropriate skill (Perform, Music, Instruments, or what is acceptable in your system) and spend time practicing the unique music that comes from the pipes.
Once done then they may use the pipes to induce a sleep-like state in all undead that can hear the music.  The stupor remains with them for the duration of the playing and for half that time again.  If the undead are attacked then the spell is broken.

Alternately a spellcaster can spend some time with the pipes and use it as a new material component when casting spells that would normally be ineffectual against the undead.  This extends to sleep, charm, and hold spells, but not to ESP or other mind-reading spells.

Pipes of the Susurrus are very rare. The secret of their manufacture are not known to many and the ones that have been made are often destroyed. Intelligent undead (Vampires, Liches, Ghosts) know them on sight and will make all attempts to destroy them.  The undead fears the pipes since they induce not a sleep-like state for them, but a death-like state, and most undead fear death more than mortals do.

Section 15
"Pipes of the Sururrus" Copyright 2011, Timothy S. Brannan