The Dwarven Pipes

Copyright Steve Kellison © 2009

Edited by Peter Mork for The Guild Companion

"The pipes are enchanted, and will cast constant Inspirations when played in battle."

Dwarven Pipes provide a +10 bonus to Play Instrument maneuvers. The pipes are enchanted, and will cast constant Inspirations when played in battle. The character must make a successful Play Instrument maneuver to gain this benefit. The degree of benefit will depend on the success of the piper:

Failure or Absolute Failure: Nothing but noise.

Partial Success: Cool music, but no special bonus.

Near Success: Inspirations I with a 50' radius as long as the piper plays.

Success: Inspirations II with a 100' radius as long as the piper plays.

Absolute Success: Inspirations III with a 150' radius as long as the piper plays.

Unusual Success: Inspirations IV with a 200' radius as long as the piper plays.

Unusual Event: As Absolute Success, but you also summon the legendary Dwarvish Pipers. One to five spectral Pipers will arrive and begin playing along with you. Each one will cast a different spell on your enemies or allies within 150'. The Pipers will continue to play until one round after you stop playing, then they will fade away. Roll randomly for which pipers show up:

  • Fear: All enemies within range must resist vs. 10th level Fear.
  • Confusion: All enemies within range must resist vs. 10th level or be confused.
  • Protection: All allies gain +15 to all DBs and RRs.
  • Pain: All enemies within range must resist vs. 10th level or lose 40% of their remaining hits. The pain continues as long as the target is in range and the piper continues to play.
  • Frenzy: All allies must resist vs. 10th level each round (until Frenzied) or make a Frenzy maneuver at +10. An ally may choose not to resist, in which case he gets +25 to his Frenzy maneuver.