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57

The Split Herd

RoomGauntletHardRevel of Hoof and Horn (W06)4 exits
Illustration: Room 57 — The Split Herd

You hear it before you see it: hooves on stone at a gallop, a set of pipes being played badly and very loudly, and somebody laughing in a way that has gone past funny. The cavern in front of you is eighty feet across and there is a brawl happening in it.

Two centaurs are working the long axis at a canter, loosing arrows and shouldering anything that gets close. Three others — a piper and two women with vine in their hair and no armour at all — are holding the broken ground at the near end, throwing stones and screaming abuse. Nobody has noticed the doorway you are standing in.

DM summary. One warband having an argument with itself. The party can pick a side, cross the middle, buy both sides off with wine, or start something with everybody — and only the last of those is a mistake.

Terrain & Features

Battle-map thumbnail: The Crossroads

Battle map: The Crossroads — pages 13 & 14, 110 × 75 ft

The crossroads reads as the cavern floor: the long east–west road is the 80-ft trample lane, packed and clear. Chalk the northern third as fallen-ceiling blocks (difficult terrain), put the bonfire at the junction, and use the fence clusters as the herd's windbreaks.

Encounter

Hard · Revel of Hoof and Horn (W06) · Budget at APL 9: 9,600 XP

Five bodies in two factions, already fighting each other, and the party's decision is which of those numbers it wants to add itself to.

Count Creature XP each
2Centaur of the Split Herd2,300
1Satyr Piper1,100
2Maenad of the Vat700

Base 7,100 XP; ×2 for five bodies = 14,200 adjusted — which is a hair under the APL 9 Deadly line of 14,400, and the reason this room is rated Hard rather than Deadly is that it is built so the party never faces all five at once. Say so at your table if they announce they are attacking everybody; then let them, and let the number be what it is.

The intended shapes:

Either faction fight sits under the Hard budget on paper and lands on it in play, because the crossfire never stops: arrows down the lane, thrown stones out of the rubble, and a bonfire in the middle that everybody is willing to use.

Why they are fighting. The centaurs came for the casks. The satyrs got here first and have been drinking them. Neither side wants a war and both sides are enjoying this more than they will admit. Nobody here has died yet and it has been going twenty minutes — which is the single most useful thing the party can notice, and Insight DC 12 hands it to them: this is a brawl about wine, not a battle.

Round 1, whatever the party does. The brawl carries on with or without them. Run the factions as a standing hazard on their own initiative count: on count 20, one centaur charges the length of the lane; on count 10, the piper's tune shifts and one maenad throws something heavy. The party may act around that. The moment any party member attacks either faction, that faction's whole strength turns on them and the other faction cheers.

Tactics. The centaurs are mobile archers with a trample and will parley mid-fight if offered wine or a fair word, right up to the last hit point. The pipes are the satyrs' entire advantage and the piper is the softest target in the room (see Checks). Maenads do not surrender and do not pursue, because they will not leave the casks.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Pay in wine

Both factions want the same thing and the party may be carrying it.

  • What works: any real wine — a wineskin, an amphora, a skin of anything strong. No check if the party has genuine drink and offers it in the open; Persuasion DC 13 to broker it with words alone, or DC 10 if the offering is set down in the middle of the floor first.
  • Success: the brawl stops in two rounds. The centaurs take the drink as the concession they were after, the satyrs take the fact that they were not made to hand over the casks, and the party is adopted by both — passage, and one faction will walk them to an exit of their choice.
  • Cost: you lose the wine, and you will spend ten minutes being toasted. If your party has no wine, the maenads will take any consumable offered in good faith (a potion counts, and hurts, and they will drink it anyway).
  • Failure: a fumbled offer insults the centaurs, who are the proud half of this argument. They break off from the satyrs and put themselves between the party and the exits — the two-centaur fight, on their terms, in the lane.
Bypass — Cross behind the charge

The centaurs run the lane on a rhythm and the rhythm has a hole in it.

  • The cadence: a centaur charges the length of the cavern on initiative count 20 of every other round, and spends the round between wheeling at the far end. Perception DC 11 or one round of watching gives the party the beat.
  • Crossing: move on the wheel-round, along the south wall under the ledge, at half speed: group Stealth DC 13 — the brawl is deafening and nobody is looking at the walls — or Athletics/Acrobatics DC 14 to simply sprint it and accept being seen.
  • One failure: a maenad spots them and shouts, which is not the same as being attacked. The party has one round before the nearest faction takes an interest.
  • Two failures: a centaur wheels early. Trample save, and then whichever faction the party is closest to decides they are with the other one.
  • Cost of doing it under the ledge: single file and no bulky loads, and the party passes within 15 ft of the casks without being able to stop and take any.
  • Withdrawing instead: the party may back out of the doorway and leave the way they came. Neither faction follows — leaving the cavern means leaving the wine — and the cost is a wandering-threat roll and this room's loot.

Traps / Puzzles / Checks

Stopping the pipes is not a bypass; it is a lever on the fight, and it works for whoever pulls it. The pipes are an object: AC 13, 10 hit points, and any effect that silences a 10-ft area does the same job. When they stop:

Exits

AObviousThe wide passage at the far, west end of the cavern, past the trample lane. No check.
BObviousA second passage in the north wall, behind the satyrs' broken ground. No check to find, but the rubble is difficult terrain the whole way.Rider: you leave through the satyrs' side, and if the party parted from them on good terms, one of them presses a vine-wound cup on you — worth nothing, and the next member of this warband who sees it treats the party as guests for one round.
CConditionalThe ledge at the south wall runs to a chimney at its east end that climbs out. Requires getting onto the ledge (Athletics DC 12) and a Athletics DC 13 chimney climb.Rider: you leave above the smoke line with soot in your throats — for one room, disadvantage on any check that needs a raised voice, and advantage on Stealth, because you are all breathing quietly on purpose.
DConditionalThe centaurs' own way in, at the east end of the lane, blocked by a hurdle of stacked benches they jump and the party cannot climb quickly. Opens if the brawl ends, by any means, or if the party spends two rounds and an Athletics DC 12 clearing it under fire.Rider: you leave the way the herd came, on a beaten track — the party may travel at a run for the first minute in the next room without the usual noise penalty, because this passage is worn smooth.
Loot

One roll on the loot table, and it comes off the casks.

The four full casks are the argument, and whoever the party ends up on good terms with will let them tap one. Conditions, any of which earns the roll:

A hauled-out cask is the best bargaining chip in this maze. It has bought the party a bypass in some later room, and you should honour that when they try it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One centaur, one piper, one maenad. No trample hazard on the lane — the single centaur charges but does not knock prone. DCs −2
9As written
12Three centaurs, one piper, three maenads, and the bonfire is being fed: at the end of every third round it flares and the middle 15 ft of the cavern becomes hazardous. DCs +1
15Four centaurs, two pipers, four maenads, and the brawl has spread — the trample lane is charged every round, from alternating ends. At this scale the crossing bypasses are the only sane play and the arithmetic of joining in is openly Deadly. DCs +3
DM Notes

Creature Cards

All three belong to the Revel of Hoof and Horn (W06) and recur across the deck, so the numbers live in the bestiary. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Centaur of the Split Herd, Satyr Piper, Maenad of the Vat. Every mention above opens the numbers here on this page.

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