KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Opera House
2 XP for defeating this encounter.
2 XP for killing the Mummy.
(3 XP if this is the final Mummy to be defeated.)
11) This chamber is a large natural cave. The ceiling and walls were left rough hewn as
an aesthetic touch, but the rest has been thoroughly worked upon for style and
comfort (Dwarvish comfort, which is to say, uncomfortable for anyone
else). Ornately carved stone benches
provide the audience seating in this natural auditorium. The stage and backstage are likewise stone
works. Only the small box seats had any
metalwork done on them and comfortable cushions (long since ruined). Here, the Keeper Hill Dwarves put on small
operatic productions and hosted a few traveling companies. The acoustics were terrible, but that’s okay,
so was the singing, so it didn’t really matter.
Unfortunately, when the end came, many of the nobles were
“enjoying” (not really) a performance and, because of the cacophony, they were
caught unawares and massacred. This is
where most of the Ghouls in Keeper Hill came from, as the nobles just couldn’t
give up meat during the siege, no matter where it came from.
Currently the occupants of the hall are the undead. The focus is on stage. The Mummy
Tau is belting out something like Ave
Maria, as sung by an undead, tone-deaf Dwarf. A disinterested audience of 20 Skeletons in the seats and 6 heckling Ghouls and 6 Ghasts in the boxes are taking in the
performance. The characters will hear
(and wish they couldn’t) the terrible singing well before entering the
chamber.
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