[Reign of Winter] The shackled Hut : the Dawn pipers


Reign of Winter


Hello,
A choir of dawn pipers can use their elemental fonts to absorb a part of the Material Plane into the First World by creating a reality siphon. To open a reality siphon, at least three dawn pipers must perform a musical
ritual lasting 8 hours. Each piper must have its own elemental font prior to the start of the ritual, and no font can be more than 400 feet from another. At the conclusion of ritual, the reality siphon appears, creating a 10-footradius hemispherical area of twisted reality that functions as an antilife shell (CL 9th). After the ritual is complete, the pipers are free to take other actions until the reality siphon fully manifests . Over the course of a week, t h e reality siphon gradually expands until it encompasses a 400-footradius area, at which point everything in the area encompassed by the reality siphon is fully subsumed First World.

Are there a mean to reverse the part of the Materiel Plane that is in the First World ?

This part will come in other place in the Material Plane.

At the GM's discretion, certain more powerful choirs may have additional spelllike abilities, similar to the abilities a hag's coven possesses .

What could the abilities a hag's coven be in this case?

Could the world engine from "Rasputine must die !" come back the part of the Material Plane that is in the first World in other place in the Material Plane ?

Thanks for your future answer.


Nobody ?


I have put this under a spoiler button, since this is basically not a DM thread, so players might read this.

Spoiler:
The abilities for the hag's coven you can find in the bestiary. I guess you can use the same or similar abilities.
I do not really understand what you mean by the second question. Do you mean that the monastery in the first world is returned to the material plane? Then yes, that is the case. When the PCs calibrate the world anchors, the monastery from the first world basically replaces the ruins on the material plane. I hope this answers your question.


Waldham wrote:
Nobody ?

I am sorry, I cannot help you with your questions, but have some of my own.

The encounters with the Dawnpipers seem awfull easy, but could be very funny because they have alot of CC but hardly any dmg. My party consists of 5 PC s with a 22 point buy equivalent. I am just worried that these encounters will be ended very quickly without giving the pipers the chance to act.
What have other Gm s done to beef up these encounters?

Dawnpiper encounter buffing:
The obvious weak point is that a whole group will all be targeting the piper and it will struggle to get any action off. The Spriggan with the Water encounter will do very little to draw some focus fire.
1st idea, was to make the Aura permanent, so as soon as the pc s move into range(maybe reduce it) they ll have to do a safe or get blinded.
2nd I was thinking of giving the Elemental sources(shrine) it s own action, which consist of the spells that the piper gains from them. example: raising Waterballs for cover, pushing melee s with waterjets, the flying stones grease themselfs randomly, after they opened the murderpit below them.

3rd I was thinking of adding the redcap fey(CR7) at the end of the book to the earth or wind shrine, the creature is to greaT to not be used... is this a too strong upgrade of the piper encounters? Should I use the redcap on it s own, if the party does retreat from the marketplace refill their ressources, before they go the final encounter?

Dark Archive

I'll be getting here, hopefully, in a few weeks.

1-Maybe just make it a move action, so it can still cast a spell on its turn. Though, this could make the fight significantly tougher and I probably wouldn't make this change while also adding an ally as potent as you suggest in 3.

2-I actually really like this idea and will almost certainly use it, though probably only the less deadly abilities. Hydraulic push, gust of wind, grease. Fire can be deadly, though. It's FIRE.

3-That would make the encounter a bit above a CR 8, if you left the twigjack in. A tough but manageable encounter for a group of 4 level 6 PCs. With 5 PCs it shouldn't be too bad at all.

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