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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > Out of the Box D&D Encounters, Series 2, #4: Calliope

Out of the Box D&D Encounters, Series 2, #4: Calliope

Out of the Box D&D Encounters, Series 2, #3: Ascension
Out of the Box D&D Encounters, Series 2, #5 - Spider Mine

I have personally looked through a Monster Manual and told myself that a particular monster could not be used to its potential without me being accused of being a “dick Dungeon Master.” One of those creatures is a Harpy. They may have a low intelligence, but they’re smart enough to use the Luring Song to cause grievous harm to a target and then fly away if things get too tough. If Harpies were ever paired with something to take advantage of a target incapacitated by the Harpies’ song, then things could get pretty rough in a very short while. This will lead to bad player-DM relations in a very short span of time, especially if the source of that Charm effect keeps leaving and flying away at range. Harpies need to fly away because they have a very soft AC and are not that formidable in combat. They rely on numbers and evasion.

I would prefer to use a Harpy-like effect without the source being a a creature that will fly away and wait to try the attack again. That’s not to say that genuine harm still cannot be suffered. I would prefer to combine this Luring Song ability of a Harpy with something more grounded, and certainly less predictable by those accomplished in Greek mythology. If a creature, trap, or puzzle had this same Luring Song attached to it, but allowed for access – even at the players’ peril – then there’s a chance for heroics, teamwork, and actual accomplishment. That’s what it’s all about, isn’t it?

Environment: Dungeon
Level: 5-6

Description: The player characters enter into a room of unusual shape and size. The room itself is 50 foot square with the ceiling rising another 10 feet above. The floor descends equally from each wall to a central square, recessed floor 20 feet below the entrance, with a final flat platform 10-foot square. The descending floors do so like a descending dais or steps. This gives the descending floors the appearance of either a reversed pyramid or stadium seating.

The walls are covered in mosaics depicting pastoral scenes, although age and neglect has resulted with many of the tiles missing.

The central lower platform has an unusual feature. Standing in the middle of this platform is what appears to be a hulking humanoid figure either made from or wearing black metal. Its features are squared and look like they may have been built or carved to resemble some living creature (similar to the styles of ancient Mezzo-American carvings from Mayan, Aztec and Toltec cultures). Its massive upper body arches forward and rests its weight in two large squared hands thanks to two massive and long arms. Shorter-than-normal legs support the rest of its weight. Its cubical head has two large goggle-like “eyes” which stare blankly ahead. Six tubes of varying lengths from one to three feet rise from where its “back” would be, each ending in a conical cap like that of a castle turret.

Once the first character enters the room, the encounter will begin. The “eyes” will light up with a pale blue light and the machine will begin to play music. The music is quite loud and is easily audible outside the room if the door to the room is left open. Feel free to double the chances for any random encounters within the dungeon for a period of time (DM’s discretion) should care not be taken to isolate the sound.

When The Calliope plays, it has a similar effect to the Harpy’s “Luring Song” (Monster Manual page 181 except where noted hereafter). Therefore, every humanoid (or Giant) within 300’ of the source of the music must make a DC: 13 Wisdom saving throw or be Charmed until the song ends. The Calliope then must use a bonus action to continue its song. The song ends if the Calliope is incapacitated or reduced to 0 hit points. Any target Charmed by the Calliope must use a Dash action on its turn to move toward the construct by the most direct route. A charmed creature can repeat their saving throw at the end of each turn, or when the Calliope damages them – whichever occurs first.

When one or more targets, Charmed or not, approach within 10 feet of the Calliope, it raises its large fists and slams them into the floor, forcing every target within a 10-foot radius to make a Constitution saving throw (DC: 15). Targets will take 3d8 Thunder damage, saving for half.

Additionally, those who fail their initial saving throw will be Stunned until the end of their next turn. Calliope can only do its Thunder Strike once every two turns. Otherwise it will attack by slamming with its large metal fists (a preference given to Stunned targets).

The Calliope will not leave the room, so if the player characters retreat out of the room, it will not pursue but will return to its starting spot if possible, and continue to play music for the next ten turns after all surviving characters leave.

Calliope musicMonsters: “Calliope” (see entry at right)
Treasure: None.

Complications: It’s hard to say if the biggest complication will be if the entire party falls to the initial Charm, or if the DM uses the optional Wandering Monster rule and add-on monsters show up during or after the encounter. This can be a tricky thing to balance, so I would suggest the DM add monsters only if the party somehow avoids being charmed and quickly gangs up on Calliope and defeats the construct. There exists a chance that a particular target might end up perpetually stunned and then beaten to a pulp by Calliope. Be aware of this possibility and adjust accordingly.

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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

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