Leaving the Hut


Reign of Winter

RPG Superstar 2013 Top 32

So how did people get their players to leave the hut (post book 2)?

The sorcerer in my party was already pumping ranks into UMD before they got there so was able to roughly figure out what the DC was to use the hut after they found it.

As they level up it's only going to get easier to use, so I fear them wandering the fields of russia in a hut with giant chicken legs.

It doesn't really feel like the adventures are designed to handle this (unless I'm missing something).


The hut has a UMD DC 30 to control if I remember well. Your players probably cannot use it before the 4th adventure (mine didn't despite pumping up use magic device).
In most locations you cannot take the hut along.

Spoiler:
MMC: the hut does not fit in the 3 statues of Artrosa. It cannot climb the statues. It is allowable to use it in the wilderness in most cases.
In TFS it cannot enter Spurhorn or Ivoryglass (or the crevasse for that matter).
In RMD the hut runs off on its own at the beginning of the adventure and the PCs have to run after it. The hut has a will of its own there.
In the final adventure everything takes place inside the hut, so there it is no problem at all.
My players are in TFS at the moment and the hut has been more of an impediment than a help so far (since it is so large and unwieldy and you cannot exactly use it to sneak up on people. It is not invisible and cannot fly).
If you are really worried about this, play up the hut as having a will of its own from the beginning and increase the UMD check (it is an artifact after all).

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