Piping of the Veil

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Revision as of 16:18, 28 June 2026 by Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Piping of the Veil== The Pipes played softly create a peculiar effect, not silence exactly but a kind of blurring. The wandering things of a dungeon have ears, and ears can be confused. Piping of the Veil doesn't hide the Hero so much as make them easy to dismiss. The patrol passes. The sound doesn't quite resolve. Nothing happens. ==Music Type== Wind ==Restricted Keywords== *Bard ==Song== Requires a '''Wind''' inst...")
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Dicey Dangers, Core Rule Game by Joel Hills

Piping of the Veil

The Pipes played softly create a peculiar effect, not silence exactly but a kind of blurring. The wandering things of a dungeon have ears, and ears can be confused. Piping of the Veil doesn't hide the Hero so much as make them easy to dismiss. The patrol passes. The sound doesn't quite resolve. Nothing happens.

Music Type

Wind

Restricted Keywords

Song

Requires a Wind instrument equipped in the Bag slot. Counts as 1 of the Bard's 3 Songs per day. Uses reset after a Darkfall rest or resting in Town. When the Hero checks off a Time box marked with a W, play the Piping of the Veil before rolling the Wandering Monster check. Hero makes a Social Skill Check and checks the result against the table below.

Social Skill Check Result
1 or 2 No effect. Roll the Wandering Monster check normally
3 or 4 Skip this Wandering Monster check entirely
5+ Skip this Wandering Monster check and remove 1 Threat Die from the current pool


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