Kupala 23 of the Whisper Pipe

Lore There are those who twist the joyous rituals of Kupala Night to serve darker, more insidious purposes. The Whisper-Pipe is a tool born from such a blasphemous rite. It is a secret known only to spies, cultists, and manipulators. On the eve of the solstice, the creator must find a hollow river reed from a place of sorrow—a spot where someone has drowned or where a great betrayal occurred. They carve this reed into a simple, crude whistle. They then collect herbs known for their mind-altering properties and the almost invisible dust from the wings of a Ghost-Moth, a creature drawn to the hypnotic dance of the bonfires. These ingredients are packed into the whistle and set smoldering with an ember from the main bonfire. The smoke is not allowed to escape, but is sealed inside, coating the whistle’s interior. The final act requires the creator to play a single, discordant note while focusing on a simple lie until they, themselves, believe it to be true. This act of self-deception imbues the whistle with the power to plant similar seeds of false belief in the minds of others.

Description The item is a simple, unassuming whistle, about the length of a finger, carved from a single, dark-colored river reed. It looks like a child’s toy or a cheap trinket. Closer inspection reveals faint, spidery burn marks on the interior surface. The whistle feels strangely light, almost weightless. When blown, it does not produce a clear or pleasant note, but a low, breathy, and slightly unsettling tone that seems to get lost in the ambient noise of a room. It has no discernible smell.

Slot Carried Item

Detailed Stats Tier: 1 Durability: It is as fragile as a dried reed and can be snapped easily if mishandled. Its magic is permanent. Combat-Related Bonuses: None Resistances: None

Passive Magic Seed of a Personal Thought: The magic of the whistle is insidious and subtle. A person affected by its active magic will not feel as though they have been magically compelled. Instead, they will rationalize the implanted idea or suggestion as a thought that originated from their own mind. The magical residue is faint and quickly fades, making it very difficult for even a skilled mage to determine that the target’s thoughts have been tampered with.

Clouded Mind: The user of the whistle is themselves subtly affected by its magic. While holding it, their own thoughts feel slightly hazy and disconnected, their own emotions muted. This serves as a form of mental defense, making it more difficult for telepaths or empaths to get a clear or accurate reading of the user’s true intentions and feelings.

Activable Magic Sow a Simple Lie: Once per day, the user may discreetly play a single, soft note on the whistle while focusing on a target who is able to hear it. The user must concentrate on a single, simple, and plausible concept (for example: “my password is weak,” “that person is following me,” “this drink tastes strange,” “I should trust this stranger”). The target does not become a puppet, but the seed of this idea is planted in their mind. They will treat the thought as their own, and it will influence their subsequent actions and perceptions. The suggestion must be believable; it cannot contradict an obviously known fact.

Fog of Conversation: Twice per day, the user can play a short, haunting three-note tune on the whistle while in conversation with a target. For the next five minutes, the target will have difficulty committing the specific details of the conversation to memory. They will recall the general gist of what was discussed, but names, numbers, dates, and exact phrasing will become hazy and unreliable. This allows the user to make promises or threats that the target will not be able to recall with any certainty later on.

Tags Common, Tier 1, Roleplay, Kupala Night, Carried Item, Subterfuge, Enchantment, Mind-Affecting, Deception, Magical, Utility, Tool, Folk Magic, Stealth, Auditory, Debuff, Influence, Organic

The Kupala 23 of the Whisper-Pipe is an item of dubious morality, and as such, it is never bought or sold in legitimate shops. Its trade is confined to the shadows, black markets, and the secret networks of those who deal in espionage, manipulation, and forbidden knowledge. Acquiring one is often as dangerous as using it.

The Black Market Fixer

In the underbelly of every major city, there are “fixers” who specialize in procuring items that are illegal, heretical, or simply too dangerous for open commerce. Their establishments are always hidden behind innocuous fronts—a quiet tobacconist shop, a dusty rug merchant, or a back-room bookie operation.

  • How It’s Sold: Business is conducted in a sound-proofed back room or basement, and only after the buyer has been thoroughly vetted or introduced by a trusted source. A password is required. The seller is a professional, a connoisseur of illicit magic who knows exactly what the Whisper-Pipe does. They will likely question the buyer on its intended use, not out of any moral concern, but to gauge the buyer’s competence and the potential for blowback. The transaction is tense, quiet, and carries the unspoken threat of betrayal from both sides. Payment is expected in full, and there are no refunds.
  • Cost: This is the highest price one would pay, reflecting the item’s potent utility and the extreme risk involved for the seller. A Whisper-Pipe would cost between 5 and 8 Gold Shards.

The Collector of Cursed Curios

There are shops in the less reputable districts that deal not in fine antiques, but in strange, unsettling oddities. These places are filled with haunted dolls, two-headed taxidermy, and other strange trinkets with dark histories.

  • How It’s Sold: The Whisper-Pipe would be found in a dusty glass case, lying on a velvet cloth next to a shrunken head or a “cursed” music box. The shopkeeper, a purveyor of the macabre, likely acquired it from an estate sale or a desperate adventurer. They do not know its precise function but can sense its wrongness. They would sell it based on its story: “The last person who owned this? Said it made people agree with him, right before he lost his mind to paranoid delusions. I’d be careful with it.” The sale is based on the item’s mystique and its reputation as a cursed object.
  • Cost: The price is based on how much the shopkeeper thinks they can spook the customer into paying. They might ask for 8 to 10 Silver Shards, but a savvy buyer feigning simple academic curiosity might be able to haggle the price down significantly.

The Gutter-Mage’s Network

This is not a shop but a loose network of information brokers, hedge-witches, and spies who operate in the city’s slums and sewers. They trade in secrets and favors, and occasionally, the tools of their trade exchange hands.

  • How It’s Sold: The transaction would take place in a pre-arranged, neutral location—a sewer junction, a crowded tavern, or a high rooftop. The seller is not a merchant but another operative. They would not be interested in coin. The Whisper-Pipe is a tool for creating secrets and leverage, and so it would be traded for something of equivalent value. They might trade it for a piece of blackmail on a city official, a map of a rival guild’s secret tunnels, or a pledge for a future service (“You will do one job for me, no questions asked”).
  • Cost: There is no currency price. The cost is a secret of equal or greater value, or an unbreakable favor owed.

The Secret Society Quartermaster

Within the hidden structure of a powerful thieves’ guild, an assassins’ league, or an esoteric cult, tools like the Whisper-Pipe are not sold but distributed.

  • How It’s Sold: A member who has proven their loyalty and skill might be “gifted” a Whisper-Pipe by their superiors from the organization’s armory. It is issued as a tool to be used in service of the guild’s goals. It is not personal property, and to lose it or sell it would be grounds for severe punishment. The transaction is a formal bestowment of trust and responsibility within the secret society.
  • Cost: There is no cost in coin. The cost is absolute loyalty and the successful completion of the missions for which the tool was given.

The Whisper-Pipe is a tool of subterfuge, not of force. Its use in “offense” and “defense” is a delicate game of psychological manipulation, where victory and survival depend on planting the right idea or erasing the right memory at the opportune moment, often without the target ever realizing a battle was fought.


In a Guarded Guild Hall or Government Ministry

In these environments of high security and low trust, the Whisper-Pipe is used to bypass gatekeepers and create opportunities by manipulating protocol and perception.

Roleplaying for Defense: You have been caught by a guard in a restricted archive. The guard puts his hand on his whistle to sound the alarm. You must act quickly. You adopt a look of mild annoyance and say, “Oh, finally! I was told you’d be coming.” As you speak, you discreetly play a single, soft note on your Whisper-Pipe and use Sow a Simple Lie, planting the thought: “This person has an appointment to fix the magical lamps.” The guard hesitates. He knows the lamps have been flickering. Your presence, while unexpected, now has a plausible explanation. His aggression turns to professional curiosity. This buys you a critical window to talk your way out of the situation, turning a certain alarm into a simple misunderstanding. Your defense was not to fight the guard, but to rewrite his reason for confronting you.

Roleplaying for Offense: You need to get past a notoriously diligent and unbribable secretary to access your rival’s office. You observe them for a time, noticing their absolute dedication to their superior, the Chancellor. You wait until a courier arrives with a package for another department. As the secretary is briefly occupied, you play a note on the pipe from a hidden position, using Sow a Simple Lie to implant the thought: “The Chancellor is asking for me.” The idea, originating in their own mind, will feel like a sudden, urgent realization. Their duty will compel them to leave their post to attend to the “urgent” summons of their superior, leaving their desk—and the key to the office you need to search—unattended for a few precious moments. Your offense was to weaponize the target’s own sense of duty against them.


In a Bustling Marketplace

Amidst the chaos of commerce, where reputation is everything and arguments are common, the pipe can be used to dissolve disputes or ruin a rival’s business without speaking a single word.

Roleplaying for Defense: A furious merchant accuses you publicly of using a counterfeit silver shard, drawing a crowd and the attention of the city watch. You know your coin is good, but the merchant is loud and convincing. You engage him, feigning concern. “Let us speak of this calmly,” you say, and as you do, you activate Fog of Conversation. You ask him to describe the transaction, to recall the exact feel of the coin, the other coins in his pouch. His memory of the specific details becomes hazy. His righteous anger falters into uncertainty. “Well… I thought it felt light…” he might stammer. With his certainty gone, the crowd loses interest, and the watch sees only a civil dispute, not a crime. Your defense is to unravel the memory of the accusation itself.

Roleplaying for Offense: You wish to sabotage a rival silk merchant whose quality is impeccable. You cannot compete on price or product. You mingle with the customers Browse their stall. One by one, from a short distance, you discreetly play a note from the Whisper-Pipe and use Sow a Simple Lie. On one customer, you plant the thought: “I think I see silverfish mites on that bolt of silk.” On another: “That dye smells… off. Almost toxic.” On a third: “I’ll bet this is second-rate material being passed off as high-grade.” The customers, struck by these sudden, “personal” insights and feelings of doubt, will hesitate and move on. The rival’s business withers under a plague of suspicion that has no discernible source.


In a Tense Interrogation or Negotiation

In a quiet room where words are weapons and secrets are treasure, the Whisper-Pipe is at its most potent, able to rewrite the very history of the conversation.

Roleplaying for Defense: You have been captured and interrogated by a rival spymaster. Under duress, you have been forced to give up a key piece of information—the secret password to a safehouse. As the spymaster gloats, you ask for a drink of water. In the moment it takes for them to turn and retrieve it, you use Fog of Conversation. The spymaster will still know they extracted a password, but the exact sequence becomes unreliable. Was it “Crimson-Falcon-7” or “Crimson-Griffon-9”? The specific detail, the most important part, is now corrupted in their memory, rendering the hard-won information useless and buying your allies time to change the codes. Your defense is retroactive, destroying the value of the information after it has already been given. Additionally, your Clouded Mind passive makes you a frustrating subject for any telepathic probing, shielding your deeper thoughts.

Roleplaying for Offense: You are interrogating a captured enemy soldier who is loyal and resistant to questioning. You need the location of their hidden camp. You begin by asking simple questions, and in a moment of silence, you use Sow a Simple Lie to plant a seed of potent paranoia: “My commanding officer knew this was a suicide mission.” You do not mention this aloud. You simply let the thought fester. As you continue your interrogation, the soldier’s resolve will be attacked not by your questions, but from within. Their loyalty will be shaken by the (false) belief that they were betrayed and left to die. Their will to protect their comrades crumbles, and they become far more susceptible to giving you the information you need, if only to spite the officers they now believe abandoned them.

Perception of Activation:

Sight

  • User’s Perspective: As you blow into the whistle, you see the air directly in front of the opening shimmer and distort for a split second. It is not a heat-haze, but its opposite—a cold, clear ripple, like looking through a drop of icy water.
  • Observer’s Perspective: There is no discernible visual effect. The magic is completely invisible to an observer.
  • Positives: The lack of any visual cue provides perfect plausible deniability, allowing the magic to be used in almost any situation without being seen.
  • Negatives: The user receives almost no visual confirmation that the magic has worked and must rely on their other senses.

Sound

  • User’s Perspective: You hear the low, breathy note that you play, but beneath it, you perceive a dissonant, whispering undertone that seems to coil around the main sound. Only you can hear this unsettling harmony.
  • Observer’s Perspective: A target or nearby observer hears only a very faint, low, breathy whistle. The sound is so quiet and unobtrusive that it is easily dismissed as a draft of wind, a distant sigh, or a figment of their own imagination.
  • Positives: The sound is quiet enough to be used in a crowded room without being obviously noticed, as it blends easily with ambient noise.
  • Negatives: In a completely silent environment, even the faint note might be detected, though its source would be difficult to pinpoint.

Smell

  • User’s Perspective: At the moment of activation, you are struck by a sudden, phantom scent of dust, wet stone, and stagnant river water. It is the cold, morbid smell of a forgotten, flooded tomb.
  • Observer’s Perspective: There is no perceivable odor.
  • Positives: It serves as a very distinct, personal sensory cue for the user, confirming the magic has been activated.
  • Negatives: The smell is unpleasant and deeply unsettling, a constant reminder of the item’s dark origins and manipulative purpose.

Touch

  • User’s Perspective: As you blow the note, the dry reed of the whistle becomes unnaturally cold and clammy in your hands. It feels as though it were just pulled from the bottom of a cold, deep river. The chilling sensation lingers for several seconds after you stop playing.
  • Observer’s Perspective: There is no effect unless the observer touches the whistle immediately after it has been used, in which case they would be startled by its strange and unnatural coldness.
  • Positives: This provides clear and unambiguous tactile feedback for the user.
  • Negatives: The cold, clammy feeling is unpleasant. If the user were to hand the whistle to someone immediately after using it, the unnatural temperature would be highly suspicious.

Taste

  • User’s Perspective: Activation leaves a dry, chalky taste in your mouth, like the dust of crumbled stone or bone. It is a flavorless, empty sensation that seems to absorb all moisture from your tongue.
  • Observer’s Perspective: There is no perceivable effect.
  • Positives: A unique sensory cue for the user.
  • Negatives: The taste is very unpleasant and extremely dry, which may cause the user to cough or reach for a drink, actions that could potentially draw unwanted attention.

Extra-Sensory: Magical (Mind’s Eye)

  • User’s Perspective: Through your “Mind’s Eye,” the magic feels invasive and unclean. You do not feel like you are casting a spell, but rather releasing a small, sentient wisp of “doubt” or “fog.” It feels like it eagerly seeks a mind to burrow into, and you feel a sense of psychic detachment as it leaves you.
  • Observer’s Perspective: A magically-attuned observer would not perceive a flare of magic, but rather a brief “void” or “hole” in the local magical field, as if the whistle momentarily “swallowed” the ambient energy. A very skilled observer might then see a thin, smoky grey tendril of enchantment magic snake from the user to the target. The signature is incredibly subtle and difficult to identify.
  • Positives: The magic is exceptionally difficult to detect and does not resemble any standard form of spellcasting, making it perfect for subterfuge.
  • Negatives: For the user, the sensation of unleashing something so parasitic can be psychologically taxing over time.

Extra-Sensory: Mental/Empathic

  • User’s Perspective: You feel a moment of cold, clinical detachment from your own emotions. Your mind becomes a blank slate upon which you write the lie or the command you wish to implant. This is a manifestation of the “Clouded Mind” passive, shielding you from the effects of your own magic and from outside mental intrusion.
  • Observer’s (Target’s) Perspective: The target feels a fleeting moment of mental static or mild confusion, like a thought that has just slipped their mind. This moment is instantly forgotten, and immediately afterward, a new idea or thought surfaces, which feels completely natural, organic, and self-generated. The target has no sensation of being magically influenced.
  • Positives: The effect is seamless and untraceable from the target’s point of view, making it a perfect tool for manipulation.
  • Negatives: The user’s temporary emotional detachment can make them appear cold, distant, or robotic if they are being carefully observed by a third party at the precise moment of activation.

The Rite of the Whispered Lie

Materials Needed

  • One Sorrow-Reed: A single, hollow reed harvested from a riverbank or marsh where a great tragedy or betrayal occurred. The reed must be naturally dark in color and feel cold to the touch, even in the sun.
  • A Pinch of Whisper-Moss: A rare, greyish moss that grows in places devoid of sunlight, such as deep caves or the undersides of ancient tombstones. The moss is known to cause mild confusion when handled.
  • Dust of a Ghost-Moth Wing: Ghost-Moths are pale, silent moths drawn to the light of Kupala Night bonfires. The almost invisible, silvery dust from one of their wings is required. It represents a thought that is seen but not truly noticed.
  • One Kupala Night Ember: A single, glowing ember taken from the heart of a communal bonfire on the summer solstice. It must be transported in a way that keeps it alive.
  • The Creator’s Deceitful Breath: The final component is metaphysical—a breath carrying a perfectly formed and temporarily believed lie.

Tools Required

  • A Sharp Whittling Knife: For carving the finger holes and mouthpiece. The cuts should be simple and functional, not ornate.
  • A Pair of Bronze or Wooden Tongs: For handling the live ember without touching it with one’s own hands or with iron.
  • A Small, Flat Stone: To serve as a fire-proof surface for the ritual.

Skill Requirements

  • Deception or Subterfuge (Practiced): This is not a craft of the hands, but of the mind. The creator must be adept at lying and must be able to achieve a state of temporary self-deception for the final step of the ritual.
  • Herbalism (Novice): Basic knowledge is required to identify and safely gather the Whisper-Moss.
  • Mind’s Eye (Focused Deceit): The creator must be able to focus their will into a single, pointed, and untrue concept, holding it with enough conviction to empower the enchantment. Raw magical power is irrelevant; mental control is everything.

Crafting Steps

  1. The Carving: Before the Kupala Night ritual, the creator must take the Sorrow-Reed and use their whittling knife to carve a simple mouthpiece and two finger holes. The whistle should be crude and unassuming. Any attempt at artistry will cause the enchantment to fail.
  2. Preparing the Charge: The creator must finely crumble the dried Whisper-Moss and mix it with the silvery dust from the Ghost-Moth wing on the small, flat stone. This mixture is the physical component of the whistle’s magic.
  3. The Smoking: At the height of the Kupala Night festival, the creator must find a secluded, quiet spot. They use the tongs to take a live ember from the main bonfire. They carefully place the ember on the herbal mixture on the stone, causing it to smolder and release a thin, grey, odorless smoke. The creator then holds the reed whistle over this smoke, ensuring the smoke is drawn up and through the pipe, thoroughly coating the interior.
  4. The Inhaling of Sorrow: Once the interior is coated, the creator must place the whistle to their lips and gently inhale through it, drawing the last of the magical smoke and the sorrowful essence of the reed into their own lungs. The ember must be extinguished at this point.
  5. The Whispered Lie: This is the final, crucial step. The creator must formulate a single, simple, and believable lie (e.g., “I am someone else,” “I did not steal the money,” “The sky is red”). They must close their eyes and meditate on this lie, turning it over in their mind until, for a single, fleeting moment, they achieve a state of perfect self-deception where the lie feels like the absolute truth. In that exact instant, they must exhale their breath through the whistle, playing one low, breathy note. This breath, carrying the essence of the smoke and the power of a genuinely believed falsehood, activates and seals the magic within the whistle forever.

King and His Two Shadows

And it is told in the annals of forgotten kings that there was a King named Leoric whose reign was a straight road and whose judgments were like well-built walls, strong and fair. His right hand was a man named Gavril, an advisor whose words were not sweet, but they were true. Gavril was the King’s first shadow, and he was a shield for the kingdom.

But a time came when a new man, Malakor, arrived at the court. Malakor’s words were like honeyed wine, but his heart was a coiled serpent. He saw the trust between the King and Gavril, and it was a wall he could not climb. He knew he could not defeat Gavril with truth, so he sought a different path.

On the night of the Kupala festival, when the world was bright with bonfires and magic, Malakor went not to the celebration, but to the riverbank where the reeds grew in a place of great sorrow. He did not seek healing herbs, but the moss of confusion that grows in darkness. He did not seek the purifying flame, but the deceiving smoke. He crafted a small pipe, a whistle of sorrow. He burned the moss inside and coated the pipe with its smoke. He then thought of a lie, a simple lie, and held it in his mind until it felt like a memory. He blew this belief into the pipe, and the magic was sealed.

Soon, an opportunity came. King Leoric was looking at the ledgers of the royal treasury. The winter had been hard, and Gavril, the true advisor, reported that the kingdom’s gold was low. This was the truth. Malakor, standing in the shadows of the great hall, put the pipe to his lips and played a note. It was not a sound, but a seed of a thought. The thought was this: Gavril is hiding gold for himself.

The King heard the note as a whisper of the wind, and the thought appeared in his mind. He believed it was his own. His heart, once a straight road, now had a sudden, twisting path. He did not act, but he began to watch Gavril with new eyes. He looked for proof of his own wise thought.

Malakor saw the seed had been planted, and he began to water it. When Gavril would give wise counsel against a foolish war, Malakor would later play his pipe, and a new thought would sprout in the King’s mind: Gavril is a coward. He fears the enemy. When Gavril would arrange a peace treaty, the whisper would come: Gavril has been paid by the other kingdom.

Malakor would also use the pipe’s other magic. After Gavril gave a long and detailed report full of facts and numbers, Malakor would ask a simple question. As the King listened, Malakor would play a different, short tune. And the facts and numbers in the King’s mind would turn to fog. The King would remember that Gavril spoke, but not the truth of what he said, only the doubt that Malakor had planted before.

The King’s mind, once a clean field, became a garden of poisonous weeds. And the day came when the weeds choked out the sun. The King called for Gavril. He did not ask questions. He spoke only accusations that had been born of whispers. He called Gavril a traitor, a coward, and a thief.

Gavril, whose heart was true, was a shield that could not defend against an attack from within his own king. He was stripped of his honors and banished from the kingdom. The King’s first shadow was gone.

And Malakor, the man of whispers, became the King’s new right hand. He became the King’s second shadow. And his whispers guided the kingdom down a crooked road, into darkness and ruin. For a lie planted in a king’s mind becomes a truth for the whole kingdom.

Moral of the story: Be careful of the thoughts you think are your own.

Suggested conversions to other systems:

Call of Cthulhu

The Reed-Pipe of Forgetfulness

A crude musical instrument carved from a single, dark river reed, found in the possession of a patient at the Arkham Asylum. The patient claimed it could make people believe whatever he wanted, right before he used it to convince an orderly to walk out into a blizzard. The pipe produces a low, breathy, and almost subliminal tone.

Game Mechanics: This artifact allows for the subtle manipulation of thoughts and memories, but it takes a toll on the user’s psyche.

  • Implant Suggestion: Once per day, the user may play a note while focusing on a target who can hear it. The user may implant a single, plausible idea into the target’s mind (e.g., “I can trust this person,” “I should leave this room,” “I don’t see anything unusual”). The target must make a Hard POW roll to resist the suggestion. If they fail, they treat the idea as their own and act accordingly.
  • Muddle Conversation: After a conversation, the user can play a short tune on the pipe. All other participants must make a successful INT roll. Those who fail find that the specific details of the conversation—names, numbers, exact phrases—have become hazy and unreliable in their memory.

Cost to Sanity: The pipe’s magic stems from a place of sorrow and confusion. Each time one of its powers is used, the Investigator must make a Sanity roll (0/1d2 SAN loss).


Blades in the Dark

The Whisper-Reed

A small, dark reed pipe that produces a barely-audible, breathy note. It is a prized tool for spies and manipulators in the grand manors of Brightstone, allowing the user to plant an idea in a target’s mind so subtly they believe it was their own brilliant thought. It takes up 1 Load.

Game Mechanics: This is a Fine item of espionage and social engineering.

  • Plausible Suggestion: When you attempt to Sway a target by planting a subtle idea, you may take +1d to your roll. If you succeed, the target will not realize they were magically influenced; they will believe the idea was their own.
  • Fog of Memory: Once per score, after a conversation has concluded, you can play a short, haunting tune on the reed. The other participants become hazy on the specific details of what was just said. You can leverage this to retroactively cover a lie you told or to cast doubt on a promise you made. This can act as a setup action for a future deception, granting Potency.
  • Mental Static: The pipe’s magic clouds your own thoughts, making them difficult to read. Any supernatural attempt to read your mind or discern your surface thoughts is made with lesser effect.

Dungeons & Dragons

Pipe of Whispers Wondrous item, common

This simple whistle is carved from a dark river reed. It feels strangely light and produces a low, breathy sound that is barely audible.

Game Mechanics: This pipe has 3 charges and regains 1d3 expended charges daily at dawn.

As an action, you can expend 1 charge and play a note on the pipe, choosing one humanoid you can see within 30 feet that can hear the pipe’s sound. You magically suggest a course of activity (limited to one or two sentences) to the creature. The suggestion must be worded in such a manner as to make the course of action sound reasonable. For example, you might suggest that a guard leave their post to investigate a strange noise, or that a merchant offer you a discount.

The target must make a DC 10 Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability for up to 1 minute. If the suggested course of action is obviously harmful to the creature, the effect fails.


Knave

The Liar’s Pipe

Item Slot: 1

A crude whistle made from a blackened river reed. Its note is unsettlingly quiet, getting lost in the noise of a room, but it carries a strange power.

Game Mechanics:

  • Plant Idea: Once per day, you can play a note and force one target who can hear you to Save versus Magic. If they fail, you can implant a single, simple, and believable idea in their mind (e.g., “I am very thirsty,” “I should check the back room,” “That man is suspicious”). The target will act on this idea as if it were their own.
  • Muddle Memory: Once per day, after having a conversation with someone, you can play a short tune. They must Save versus Magic or forget the specific details (like names, numbers, or places) of the conversation you just had.
  • Hazy Mind: Any attempt to read your mind with magic has Disadvantage.

Fate

The Reed of Plausible Thoughts

This simple, dark reed whistle is a potent tool for social manipulation. In Fate, it is best represented as an Item Aspect that grants the character special permissions and stunts related to deception and subterfuge.

Aspect: A Voice on the Wind

Game Mechanics: A character carrying the reed can use its aspect in several ways:

  • Invoke: A player can spend a Fate Point to invoke A Voice on the Wind for a +2 bonus or a reroll. This is perfect for Deceive checks when trying to plant a subtle idea in someone’s mind, or on Stealth checks when trying to use the whistle unnoticed in a quiet room.
  • Compel: A GM can offer a Fate Point to compel the aspect. For example: “The note you play is overheard by the wrong person, who now believes the lie you intended for someone else. That’s a complication because your whispers are A Voice on the Wind.”

Stunts Granted by the Reed:

  • Sow the Seed: Because I have The Reed of Plausible Thoughts, once per session, I can use my Deceive skill to Create an Advantage on a target by playing a soft note and implanting a simple, believable idea in their mind. The aspect created reflects that idea, such as This Place Isn’t Safe or I’m Forgetting Something Important.
  • Fog of Memory: Because I have The Reed of Plausible Thoughts, after a social interaction, I can make a Deceive roll against my target’s Empathy skill. If I succeed, I can declare one specific detail (a name, a number, a promise) from our conversation to be completely forgotten by the target. They remember speaking to me, but that one fact is now a total blank.

Numenera & Cypher System

The Subliminal Sound Emitter

This device appears as a simple, dark tube of a carbon-composite material, resembling a primitive whistle. It is actually a psycho-acoustic weapon from a prior age, designed to implant thoughts and erase memories through subliminal, patterned sound waves.

Level: 6 Form: A finger-length, dark reed-like whistle. Effect:

  • Passive: The device constantly emits a low-level “white noise” field that clouds the user’s surface thoughts. All tasks by others to read the user’s mind or emotions are hindered by two steps.
  • Active (Implant Concept): The user can aim the device at a creature who can hear its subliminal tone. The user makes an Intellect-based roll against the target’s level. On a success, the user can implant a single, simple, and plausible command or idea (such as “go away,” “I trust you,” or “drop your weapon”), which the target will rationalize as their own thought and act upon if it is not self-destructive.
  • Active (Memory Scour): The user can focus the device’s frequency on a target for one minute. The target must succeed on a level 5 Intellect defense roll or their memory of the last five minutes becomes hazy, unreliable, and filled with gaps.

Depletion: 1 in 1d20 (Check each time Implant Concept is used).


Pathfinder

Pipe of Muddled Thoughts Item 4 Uncommon, Auditory, Enchantment, Magical Price 100 gp Usage held in 1 hand; Bulk

This crude whistle is carved from a dark, sorrowful-looking river reed. Its note is a low, breathy thing that seems to carry a subtle, manipulative magic on the air.

Game Mechanics: Activate [two-actions] Interact, Command; Frequency once per day; Target one humanoid creature within 30 feet who can hear you; Effect You play a haunting tune on the pipe and give the target a single verbal command. The target must attempt a DC 18 Will save. This has the effects of a 1st-level suggestion spell.

  • Critical Success The target is unaffected and knows you tried to magically influence them.
  • Success The target is unaffected.
  • Failure For 1 minute, the target pursues the course of action you suggested to the best of its ability.
  • Critical Failure As failure, but the duration is 10 minutes.

Activate [one-action] Interact; Frequency twice per day; Target one creature you have just spoken to for at least a minute; Effect You play a short, discordant note. The target becomes unable to recall the specific details (such as names, numbers, or direct quotes) of your last conversation for the next 10 minutes. They still remember the general mood and topic of the conversation.


Savage Worlds

The Whisper-Whistle

A crude reed whistle that makes a sound like a sad sigh. Schemers, spies, and cult leaders say it can make a man doubt his own name with a single, quiet note.

Game Mechanics:

  • Power: This whistle has 5 Power Points that can only be used to activate the Puppet power, even if the user has no Arcane Background. The Power Points recharge once per day. The Trapping for this power is Auditory, Subtle, imposing a -2 penalty to any Notice rolls made to detect the power’s activation.
  • Muddle Memory: Twice per day, the user can play the whistle after a conversation. One designated target must make a Smarts roll opposed by the user’s Performance roll. If the target fails, they cannot recall the specific details of the conversation (names, numbers, promises), only the general mood. This can be used to negate a successful social Test like Taunt or Persuasion against the user, or allow the user to renege on a deal.

Shadowrun

The Subliminal Suggestor

A sleek, modern-looking whistle carved from a black, sound-dampening synthetic material. It does not produce a sound in the audible spectrum, but instead emits a low-frequency, magically-attuned vibration that directly interfaces with a target’s subconscious mind. It is a high-end tool used for corporate espionage and social engineering.

Game Mechanics:

  • Type: Enchanting Focus (Fetish)
  • Force: 3

Abilities:

  • Mental Static: The fetish’s passive aura makes the user’s surface thoughts hazy and indistinct. Any Assensing test made to read the user’s thoughts or emotions suffers a -2 dice pool penalty.
  • Implant Suggestion: Once per hour, the user can make a Spellcasting + Charisma [Mental] (3) test against a single target within line of sight. If the user gets any net hits, they can implant a single, plausible suggestion (e.g., “You should go check the security office,” “You don’t recognize my face,” “That’s a fair price”). The target will treat the idea as their own, unless it is directly self-harming.
  • Memory Fog: Twice per day, the user can activate the fetish after a conversation. The target must succeed on a Willpower + Logic (3) test or forget specific details (names, numbers, faces) from the last five minutes of the conversation.

Starfinder

The Mnemonic Agitator Level 5; Price 3,000 credits Slot none; Capacity 20; Usage see text Bulk L

This small, dark grey tube appears to be a personal listening device or a high-tech musical instrument. When activated, it emits an almost inaudible, low-frequency hum that causes cognitive dissonance and memory impairment in living creatures, making them susceptible to suggestion. This item is highly illegal in most Pact Worlds systems.

Game Mechanics:

  • Implant Suggestion (4 charges): As a standard action, you can target one living creature within 30 feet who can hear the device. You may then suggest a course of action. This functions as the suggestion spell (caster level 5th), but the Will save DC is 14.
  • Memory Wipe (2 charges): As a standard action, you can target one living creature within 30 feet. The target must succeed on a DC 14 Will save or their memory of the last minute is completely erased. This does not remove learned information like passwords if they were written down, but it erases the memory of the event where they learned them. The device’s charges cannot be replenished.

Traveller

The Zhodani Mind-Weaver

This appears to be a simple, elegant flute carved from a black, psionically-resonant crystal. It is a common tool for Zhodani intelligence agents and diplomats, allowing them to subtly shape a conversation by focusing their innate telepathic abilities into a nearly undetectable “sound.” It is considered TL-14 psionic technology.

Game Mechanics:

  • Tech Level: 14
  • Telepathic Static: The device passively generates a low level of psychic static around the user’s mind. This grants the user DM+1 on any checks made to resist psionic intrusion, interrogation, or mind-reading.
  • Implant Thought: A psionic user can make a Difficult (10+) Psionics (Telepathy) check to implant a single, plausible suggestion into the mind of a non-psionic target within 10 meters. The target will believe the thought is their own. A non-psionic character cannot use this function.
  • Blur Memory: Twice per day, a psionic user can make an Average (8+) Psionics (Telepathy) check against a target. If successful, the target’s memory of the past five minutes becomes unreliable, hazy, and lacks specific detail.

Warhammer Fantasy Roleplay

The Piper of Lies

A simple, crude-looking whistle carved from a dark, warped reed that grew in the cursed soil near the Chaos Wastes. It is always cold to the touch, and the unsettling, breathy note it plays seems to whisper lies directly into the listener’s soul. It is an object of insidious and corrupting magic.

Game Mechanics:

  • Encumbrance: 0
  • Qualities: Magical, Tainted (Major), Corrupting

Effects:

  • Subtle Suggestion: Once per day, the user can play a note and target one person who can hear it. The target must make a Difficult (-10) Cool Test. If they fail, the user can implant one simple, believable idea into their head (e.g., “The captain is a heretic,” “This food is poisoned,” “That noise was nothing”). The target will believe this idea is true until presented with undeniable proof to the contrary.
  • Fog of Memory: Twice per day, after a conversation, the user can play a short tune. The target of the conversation must make a Challenging (+0) Intuition Test or be unable to recall any specific details (such as names, numbers, or promises) from that interaction.

Corruption: This is a tool of Tzeentch, the Great Deceiver. Every time a character uses one of its powers, they must gain 1 Corruption Point. If a character Fumbles while attempting to use one of the pipe’s powers, they must immediately make a Test against gaining a Mutation.