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Welcome to Orn – a complex Dungeons and Dragons campaign which offers a whole series of adventures in a strange and remarkable setting

The Amphitheatre

 

Following the events of the Caravan of Mysterythe village is in shock.  Nigel (if he survives) is slowly recovering, with the support of friends.  

Gerion and his council work to understand where the villainous spies and killers came from.  They learn (from something Aldo said before he left, or from the farmers or forest dwarves), that they joined the party of refugees a mile or so north of the Old Amphitheatre.  

(Referees Notes:  They were both actually acolytes of the witches from the Wyldwoods.  However, realising that misdirection could be useful, the Amphitheatre has been set up as a diversion and a possible trap for any who came looking for their origin).

The characters are asked to quietly explore the old amphitheatre to see if there is any sign of the witches or other remaining malignant evil.  It isn't that far away.

The Journey

Travel there is easiest if an angle is taken through the Taiga.  If requested, a small patrol of five elves will go with the party to the edge of the forest and point them in the right direction.  They explain it is only four to five miles or so away, and has stood desolate and untenanted since the Great Winter, or so they believe.  Even in the mists, it shouldn't be hard to find.  In any case, the mists have faded somewhat over the last week or so, and visibility is now around 500-600 feet.

En route, at DM’s discretion, the players may encounter  a grazing Adolescent Stegosaurus.

The beast will attack any who come near it, but the characters can give it a wide berth if they prefer.  Alternatively, the Ring of Lesser Dinosaur Control (from the Goblin Heist) could gain them a useful ally.

Notes for Referee

The Backstory.  

The Amphitheatre was originally a place of entertainment built during the times of the Gith Empire.  They staged many plays and musical events there, as well as hosting speakers on subjects such as philosophy and the nature of the multiverse.  However that was all a long time ago, the Empire has vanished, although some of the structures they built remain (see also the Ziggurat).

As noted above, the amphitheatre has been set up as a trap for nosy adventurers by the witches of the Wyldwood.   The notion is that the gargoyles will deter weaker creatures and beasts from entering the old gith backstage area.  Any group than can defeat or bypass the gargoyles will fairly quickly trigger the sophisticated Magic Mouth (see (1) in the underground map). 

This will alert the witches and an attack force will head for the amphitheatre by broomstick, arriving in 40 minutes or so.  Any group entering the underground area is expected to be delayed by some or all of the creatures or constructs that have been left there. and so be trapped.

The Adventure.

This is essentially a traditional dungeon crawl, albeit small.  The characters will require skill and judgement to escape without harm, and to also defeat the waiting phalanx of witches.

It is targeted at parties of 4-6 individuals of levels 5-7.  If the characters attempting this adventure are much weaker, the DM may wish to reduce the level of challenge, to avoid the entire party being wiped out!

The Amphitheatre Outside 

The amphitheatre is a semi-circular bowl carved into a low hill.  There is a half-circle of tiered stone seats, which look down upon a stone stage.  There is a doorway behind the stage, which allowed the actors to enter and exit, and once lead to backstage areas. These are now mostly tumbled down and lost.  But there is also an underground area that was once used for storage, dressing rooms and related purposes.

There are columns still standing on the stage.  On top of these are statues of various creatures, such as dragons, hippogriffs and griffons.  Two of these are actually Gargoyles -see  5e MM.  

The gargoyles are stationary at the start, at opposite ends of the stage.  They will look to make surprise  attacks of opportunity unless they themselves are challenged, in which case they will retaliate until below 50% HP, when they will fly into the underground complex and aim to trigger the alarm (see 1 below).

The gargoyles have been set here as sentries, to deter random visitors.  However, any concerted party attacking is intended to get in, in order for the trap to be triggered.   

In the yellow stone wall behind the stage is a large entrance – 12’ high by 15’ across.  It used to be employed to bring scenery and larger constructs onto the stage.  This entrance leads to a series of chambers that originaly served the theatre.

Behind the Scenes

The diagram below shows the changing rooms (C) and Toilets (T) that were used by the actors long ago, along with the rooms for storing scenery and props for current shows (8, 10). There are also larger areas used for larger, more historic scenery, costumes and so forth.  Room 10 also once included some office space for management and admin.


1

Entrance to the theatrical backstage areas, from the stone stage of the amphitheatre.  Helpful words are written on the inside of the lintel in old Gith.  They say ‘Lof Ϸe Crowed’ and ‘Make Ϸem lust for more’.

Just beyond the first crossroads is a higher-level  Magic Mouth spell which will trigger an alert to some Wyldwoods witches  nearby. These are about 2 miles to the south in a stand of trees. 

C

Rooms marked like this were changing rooms for the cast and chorus.  The remnants of  clothes racks, tables and chairs, mirrors, water basins, oils, chalks and dyes (makeup) may be found.  Now sadly unuseable.

T    

Rooms marked like this are old and dried-up toilets.

2

A larger changing room.  Had many tables, chairs, mirrors and racks of clothes.  Cressets on the walls used to hold torches. 

 Nesting in a pile of clothes in the near right corner is a Giant Scorpion, see 5e MM, which will climb the wall to attack any creatures entering the room, and will try to follow them out.  

3    

  Although empty of creatures, this room contains a lot of choking dust, which if disturbed will billow up and cause any character that enters to choke and their eyes to run.  Characters will need to make a Constitution ST (DC 12) or be partially blinded for 5 minutes.

4

This room holds a Shrieker, see MM 5e – placed there to cause the alarm to be raised if disturbed.  

NB Because of the muffling effect of the doors it will not be sufficient to wake the hydra or alert the animated snake lady (see below).

 

5

A small, single actor changing room.

 Trapped in this room by the witches is a Mummy, see 5e MM, which will rise and attack when disturbed. 

6

This grotty toilet contains an Ochre Jelly - see 5e MM.  If the characters open the door, this will attempt to climb out of the midden pit to attack the players.  Closing the door will not prevent it following them, of course.

  

7

 Similar to room 2, this was originally a larger changing room.  It now contains contains a lot of old timber and canvass, along with painted backscenes and props.  It would take a long time to search.

8

On opening this door, the characters will realise they have disturbed a barracks-room of sixteen Orcs, see 5e MM, which will quickly start rising and arming themselves.

However, this is an illusion.  If the door is closed the illusion is reset, and any time the door is opened again, the phantasmal orcs will go through the same motions.

If the character believe in the orcs and enter combat with them, they will appear to fight as real orcs, including receiving and delivering wounds. 

Passive perception 16 or better to see the apparitions are false - a chance that improves by 5 each subsequent time the door is openedOr the DM may prefer a save against Wisdom DC 16

 

9    

An  intellect devourer see 5e MM, is lurking near the ceiling. and if not spotted will attack the rearmost character when the adventurers pass by.

 

10

This room is dominated by the nest of a cockatrice - see 5e MM

 The nest is made from shreds of canvas and wood, with the occasional bone protruding from the sides.

 

11

At this point there is a picture in the curved alcove of the stage in full production, with a Gith declaiming to a packed audience. 

 Above the centre of this area, lurking in the 20’ high ceiling is a Piercer, see 5e MM, which will drop on any unwary creature below it.

  

12

This is an old, musty store room.  Full of old costumes, backdrops, scenery and props.  In particular there is a full-size animated statue of the demon Marilith.  Originally created as a prop by the giths it has been partially restored and reanimated by the witches.

 This will be alerted by the adventurers opening the doors.  It has been programmed to attack on sight.

To quote the 5e MM

Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.

 These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.

 For other descriptions and appearance, see 5e MM

 The ‘creature’ is automated, but can be brought back under control by a more senior witch within line-of-sight.

If the animated horror can be defeated, a hunt through the theatrical detritus left behind in room 12 will uncover a bag of holding and a potion of fire giant strength (4 doses).


13

Double doors, closed lead to this large storeroom of multiple objects, including large statues of Gith Gods and Goddesses, and backscenes.  The witches have successfully trapped a huge monster in this room, luring it with fresh meat.  It is now sleeping, but hungry.

The doors are finely balanced, and open inwards.  If one is opened, both do.

In this room, sleeping, is a Hydra, see 5e MM. Note that one of its heads will be awake, so it cannot be surprised.  In any case, all of its heads will be awoken by the scrape of the doors opening.

 The Hydra will move to attack the adventurers, and once alerted to their presence, will attempt to demolish the doors if they are closed against it.

 


Outside the amphitheatre, within 40 minutes or so an attack phalanx of witches will arrive.

These all look the same, being black-cloaked constructed humanoids on broomsticks, but are of diverse levels and abilities.

Referees Note:

Except where otherwise stated, the witches do not have control of the creatures in the passageways and rooms of the auditorium.  If the player characters can so arrange things that the inhabitants of the underground maze can be induced to venture outside and attack the witches. they may have a chance of surviving.

Witch Phalanx

A group of nine witches, comprising: two first level, two second level, two third level, one fourth level, one fifth level and a seventh level (commander) witch.

In the table below, only spells prepared are shown (P), and the witches are not carrying spell books.




 

HP

AC

S

D

C

I

W

Ch

Lvl

G

Equip

Spells

Elen

7

14

15

+2

18

+4

12

+1

16

+3

11

0

6

-2

1

M

Poisoned dagger

(C3,2) P4

MM, Ch P, Sleep, Shield

Elabo

7

 

12

13

+1

14

+2

13

+1

17

+3

8

-1

5

-3

1

M

Poisoned dagger

(C3,2) P4

MM, Ch P, Sleep, Shield

Eglant

15

 

11

13

+1

12

+1

16

+3

15

+2

5-3

3

-4

2

 

M

Sling, dagger

(C3,3) P5

MM, Ch P, Sleep, Shield Web

Emmy

14

 

13

12

+1

16

+3

15

+2

14

+2

6

-2

2

-4

2

 

F

Poisoned dagger

(C3,3) P5

MM, Ch P, Sleep, Shield Web

Enatic

16

 

12

11

0

12

+2

13

+1

13

+1

8

-1

1

-5

3

 

F

Poisoned dagger, Potion of invis (2)

(C3,4,2) P4

MM, Prot from Good, Cloud of daggers, Ray of Enfeeblement

Ensavor

22

 

13

10

0

17

+3

10

0

18

+4

9

-1

6

-2

3

 

M

Poisoned dagger,

Ring of feather fall

(C3,4,2) P6

MM, Prot from Good, Cloud of daggers, Ray of Enfeeblement, Web, Misty Step

Ebla

35

 

12

9

-1

14

+2

16

+3

15

+2

11

0

5

-3

5

+3

F

+2 dagger, poisoned, +3 vs good

(C4,4,3,2) P7

MM, Prot from Good, Sleep, Cloud of daggers, Scorching Ray, Web, Animate Dead, Fireball

Ellis

24

 

13

12

+1

16

+3

15

+2

17

+3

7

-2

4

-3

4

 

M

Displacer cloak,

Potion of cloudbreath (as s. cloud) (3),

 +1 dagger, poisoned

(C4,4,3) P7

MM, Prot from Good, Charm P. Cloud of daggers, Ray of Enfeeblement, Web, Invisibility

 

Era

40

14

11 0

15

+2

14

+2

20

+5

11

0

2

-4

7

+3

F

+3 dagger, poisoned ring prot +2,

Wand of dancing lights (3),

Ring of animate dead (3/day).

(C4,4,3,3,1) P11

MM, Prot from Good, Charm P. Cloud of daggers, Ray of Enfeeblement, Web, Invisibility, Bestow Curse, Animate Dead  Wall of Fire, Conjure Minor  elemental

 

 

All witches are dressed in black, and ride broomsticks.

The poison is a yew derivative, which will cause further HP to be lost at a rate of 4 per day until cured or expunged.

If it looks as though they are losing badly, the most senior witch remaining will lead the survivors back, to try and report to the Wyldwoods.

The witches will not take prisoners.

This is the last adventure of Phase I.  If the adventurers can make it back safely to Bar-Alda, they will find that an elf from the Village Above is able to cure their wounds and illnesses, including the Mummy's Curse, should anyone have fallen to it.

Phase II is mostly concerned with The Great Race.

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