Out of the Box D&D Encounters, Series 2, #4: Calliope
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.
Monsters: “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.
Related articles
[amazon_link asins=’0786965614,B014DXUSQK,B01MG38GR7′ template=’ProductCarousel’ store=’nerdarchy-20′ marketplace=’US’ link_id=’ceeacd3a-5484-11e7-ac76-e9fa66122501′]
No Comments