Tuesday, February 23, 2016

Fantasy Ireland Adventure: Keeper Hill-Opera House

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. 

Unless they simply blunder in and charge at these creatures, the party, taking some precautions to hide and be quiet, will not be noticed above the awful din and ghoulish jeers.  This would be a great spot for one of Mara’s “Light Bombs.”  She would also mention that the Mummy is controlling the rest of the undead.  Killing him will disorient them for 2 rds and then disperse them (perhaps to join the other Mummy, if still around, or attempt to flee the hill altogether).  (This is assuming Mara is with the group.)  Killing Tau the Mummy will give anyone wearing armor a +1 enchantment added to it.  

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