About a forest


Reign of Winter


So...in book two. There's the enchanted forest and what it contains.

My question is....Why can't the players simply let the forest get taken away to the first world?

If the players rescue all them which need to be 'left behind', why can't they just wait in the forest....Jump into the hut once the thing is in the first world and then push the button to send the hut off to where ever it is in book 3?

Just curious as to people's thoughts on this. Because I am dang sure my players will quickly put two and two together and put that idea forward as viable.

Very much cheers to all.


Because the PCs will be turned into trees or toads or the like in doing so. The DC to resist this is 40, and they need to make three consecutive saves so there's practically no chance of making it.

You know, sort of like the movie "Troll" ;)


Ah.......but what checks would they need to know that such is the fate of those dragged into the First World?


Myths that bad things happen to those who get sucked into that world.

Or you could have one of them threaten them with a Jabberwocky when they get back to the First World. ;)

Dark Archive

Spellcraft or Knowledge Nature should tell them it's a bad idea. Actually, I take that back. Common sense should tell them.

This is one of those situations where I'd tell my PC's that their characters are experienced adventurers and absolutely positive that the First World is not a place where they want to be.


Pathfinder Rulebook Subscriber

Sorry, I'm missing something. Can I get a page on the transformation stuff? I must be just glazing over it...


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I was joking about the transformation bit. Even added the movie "Troll" as a hint on that. :) Though "Troll" was a cool movie, I'll say.

Still, the First World is a dangerous place. Waiting for the Hut to go there is a fool's errand as how long before something really nasty shows up? Personally if the PCs let it happen? I'd wipe them all out with a Jabberwocky and say "Game over. Hmm, feel like making some characters for "Wrath of the Righteous?"


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Tangent101 wrote:
I'd wipe them all out with a Jabberwocky and say "Game over. Hmm, feel like making some characters for "Wrath of the Righteous?"

Not a good tactic. This way, you'll be depriving yourself of running Rasputin Must Die!


The Dawn Pipers have a LOT of control in the First World. I mean, c'mon - they shape their surroundings with their EMOTIONS.

However, to answer your question, I do think it's totally plausible that a party could let that forest slip over with them into the First World. It just might be harder to gain access to the Hut once they're in the Dawn Pipers playground.

Also, there's the dimensional shackles to think of. . . they're artifact power level, so they may prevent the Hut from transitioning over even if everything else in the area does. Wouldn't that be a pain if the party thought they'd be clever and let the Hut go to the First World, only to find that they were stranded there themselves with no way out?


I'm uncertain why the PCs would think this is a good idea. What does it accomplish? For you, it doesn't have to change anything in the adventure. All of the set encounters can still happen in roughly the same order, with maybe only a few changes to motivation - the Dawn Pipers have to maintain their fonts to keep the Hut here, perhaps opposed by Nazhena's magic. Pushing the button in the hut should still take them away to the next adventure.

Aside from all the crazy stories the PCs might have heard about the First World, the first reason I can think of not to do this is one of practicality. If things go bad, you don't have anywhere to fall back to. Whitethrone may be an evil, corrupt aristocracy, but at least you have some friends there. Not necessarily so in the First World.

That said, if you and them are up for a challenge, you might let them do this and see what kind of craziness you can throw at them while they take an impromptu vacation in crazy-fey-world. It should still end with the fight with Nazhena (for closure) and taking the hut to its next destination.

The Exchange

The problem with going to the first world, is that after you do that you are in the first world. Now, if you fail to enter the hut, you are in a truly alien place where there are many unfamiliar dangers. Who's to say you'll ever find your way back to your own plane?

As many others pointed out, going to the first world doesn't accomplish much and might even be a greater risk. That's not to say the PCs can't do it.


The First World is a nasty, dangerous place. If you have a copy of Death's Heretic, let one (or all) your players read the chapter(s) in which the main characters go there.

The creatures there are terrifying.

Space doesn't work the same way.
-You might walk for 10 minutes and cover 50 miles.
-You might walk for 50 minutes and cover 10 feet.
-You might walk "North" for 2 hours and find yourself arriving back at your campsite from the "East."
-You might camp in a sheltered glade for the night and wake up in a rocky ravine.


*Nods* All very true...BUT the players will (Should) be within sight of the hut upon translation.

(Yes, yes, I get the whole 'Time/dimensions/reality is skewed here bit)

So I shall go with

"Oh...so you want to wait and end up where the Jabewokies are? Riiiight."

*DM picks up and opens said Bestiary and lets players know in NO uncertain terms which page they are p[perusing...*

>:)


I haven't really read this far into the AP to have the context, but... am I alone in thinking that this actually kind of sounds like an awesome development in a campaign devoted to dimension hopping?


Run with it if it happens.

The pipers could have a whole fey court they are returning to however which would mean more fey encounters in feyworld environment before the PCs can get to the hut.

Perhaps Nazhena holes up in the Hut or is swallowed by it's beak and they have to fight her inside there.

Perhaps the PCs stealth around and then pop out in the fey court wearing a giant overcoat("Oh, what I wouldn't give for a holocaust cloak."), plague mask, and giant beard disguise where they interact with summer fey. They give a doctor who speech to the villainous Queen of Summer before disappearing into the impossible to operate hut which then works for the PCs and they dematerialize out to Iobaria before the menacing court closes on them.

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