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58

Cellar of the Wine-Dark Vat

RoomAvoidable ThreatHardRevel of Hoof and Horn (W06)3 exits
Illustration: Room 58 — Cellar of the Wine-Dark Vat

The stair comes down into a cellar with a ceiling you can touch, and the whole of it smells of must and crushed fruit and something sweeter underneath. In the middle, sunk into the floor, is a vat twelve feet across, and it is full — black in this light, moving slightly.

Five women are in the cellar. One is sitting on the vat's rim with her feet in the wine. Two are dancing in a space too small for dancing. One is asleep against the casks with her mouth open. The fifth is standing very still, looking straight at you, and she is smiling, and she has not said anything yet.

Somewhere behind the casks, badly and continuously, somebody is playing the pipes.

DM summary. Six revellers in a low cellar, five of them beyond caring and one of them watching the door. The way onward is behind a wall of stacked casks: the party can drink its way through, or move sixty casks without waking anybody.

Terrain & Features

Battle-map thumbnail: The Taproom

Battle map: The Taproom — page 37, 55 × 75 ft (one half of The Roadhouse)

The taproom's keg corner is the cellar: wall off 40 × 30 ft around it, draw the 12-ft sunken vat flush with the floor, and stack the cask wall along the east third. Note the 7-ft ceiling out loud.

Encounter

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

Six bodies in a room with a seven-foot ceiling.

Count Creature XP each
5Maenad of the Vat700
1Satyr Piper1,100

Base 4,600 XP; ×2 for six bodies = 9,200 adjusted, against the APL 9 Hard budget of 9,600. The room does the last 400 itself: no cover, no range, no room to spread out, and a twelve-foot hole in the floor full of wine.

Why they are not attacking. They are not guarding, patrolling, or hunting. They are in the middle of a rite that has been going on for days and they are a very long way from sober. Four of the five have not registered the party as anything at all. The fifth has, and she is the room's clock: she watches, she smiles, and she says nothing for three rounds. At the top of the fourth she will ask the party, cheerfully, whether they have come to drink or to steal — and the answer they give is the room.

Round 1, if it goes wrong. All five maenads are on their feet in the same round; they are not slowed by drink and they are not afraid of anything. Two come over the vat rather than around it. The Piper does not move from behind the casks and keeps playing, because the pipes are worth more than his hands are. In a 7-ft cellar with a full party this is a grapple-and-scramble fight — expect people in the vat by round two, and expect the lamps to go in with them.

The centaur is not in that arithmetic. He cannot get into the cellar, he knows it, and he does not fight or block the stair. He has one offer: roll one full cask up to him and he names a route — he knows this quarter at a canter and answers two questions honestly. If the party attacks him on the stair, add 2,300 XP and run it one character at a time, which is a bad idea for everyone including him.

Tactics. Maenads have no armour, no plan, and no fear: they close, grapple, and try to put people in the wine, and they do not stop while the pipes play. Stopping the pipes matters more than killing anybody, and the Piper is behind the casks at the back of a cramped room, which makes reaching him the fight's real problem. Nobody pursues up the stair.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Drink with them

The correct answer to "have you come to drink or to steal" is the first one, and the cellar becomes friendly the moment it is given honestly.

  • Being accepted: Performance DC 13, or Persuasion DC 12, or simply taking a cup off the shelf and filling it — which needs no check at all and is the best version.
  • The drink itself. This is unwatered and it is not only wine. Every character who drinks makes a Constitution save DC 14:
    • Success: they keep their feet, and for the next hour they have advantage on saves against being frightened. The maenads' fearlessness is real and it is contagious.
    • Failure: merry — disadvantage on Dexterity and Intelligence checks and on attack rolls, until the party's next short rest.
    • A character may refuse to drink and still be accepted, provided somebody else in the party drinks. Nobody has to poison themselves for the group.
  • Success at the room: the maenads move the casks for them, cheerfully and loudly, in about ten minutes. Full passage, both loot rolls, and one of them tags along for a room before getting bored. Cost: twenty minutes, and the party leaves audibly merry, which the next room may notice.
  • Failure: two failed checks and the fifth maenad decides they came to steal — that is initiative. The drink offer stays open right up to somebody's first hit, though, and a party that puts down its weapons mid-standoff still gets the good outcome.
Bypass — Move the casks quietly

Sixty-one casks, five courses, a low ceiling, and five people who are not paying attention. This is a heist against furniture.

  • The work: clearing a person-sized gap takes eleven casks moved. That is four rounds of two characters working, or eight rounds of one.
  • The checks: Athletics DC 13 to handle a course of empties without dropping one, and group Stealth DC 14 for the operation as a whole. Rolling casks down the drain channel gives advantage on the Stealth, and a party that works that out should be told they have just halved the difficulty of the room.
  • One failure: a cask goes over with a boom like a drum. The fifth maenad's three-round patience resets to one round, and she comes to look. A Deception DC 13 — "we are helping" — buys the work another two rounds.
  • Two failures: the stack shifts. Everyone within 10 ft makes a Dexterity save DC 14 or takes 2d6 bludgeoning from falling empties, the noise wakes the sleeper, and it is initiative in a room now half full of rolling casks (difficult terrain everywhere).
  • Withdrawing instead: the stair behind the party is clear the entire time and nothing in this cellar will follow them up it. The cost of withdrawing is a wandering-threat roll and both loot rolls, and it is a perfectly sound call for a party with no Athletics and no interest in drinking.

Traps / Puzzles / Checks

No trap. The hazards are a hole full of wine, a low ceiling, and a stack of barrels that has already fallen on somebody once — there is a broken cask at the bottom of the third course with a very old stain under it. Two checks worth having:

Check What it gets
Insight DC 12 on the watching maenadShe is not deciding whether to attack. She is deciding whether the party is rude, and that is a much easier test to pass
Investigation DC 13 on the chalk marksThe four full casks are marked for delivery, with a destination and a date. See the clue drip

Exits

AObviousBack up the cellar stair: the stair-head has two doors and only one was open. No check, and the centaur stands aside — he wants wine, not a stairwell brawl.Rider: if the party paid him a cask he walks them into the next room and leaves at the first hostile sign, which is worth one free Perception check on entry.
BConditionalThe onward passage behind the cask wall. Opens when eleven casks have been moved, by the party or by the maenads.Rider: you leave through a gap in a wall of wine casks and everybody smells of the cellar — for one room, any creature of the Revel of Hoof and Horn treats the party as its own and will not open hostilities first.
CHiddenThe vat's overflow: a 2-ft pipe at the bottom of the vat's north side, which is only visible with the wine drawn down or by somebody standing in it. Investigation DC 15, or free to anybody who ends up in the vat.Rider: you arrive wine-soaked and sticky-cold — resistance to fire damage for one room, disadvantage on Stealth against anything with a nose, and every insect in the next room is delighted.
Loot

Two rolls on the loot table.

If the party is welcomed, hand over three days of very good wine for free. It is a bargaining chip in a maze that has a whole room of centaurs in it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three maenads, no piper. The vat is half empty and the cask wall is nine casks rather than eleven. Constitution save against the wine is DC 12, DCs −2
9As written
12Seven maenads and two pipers, one of them on top of the cask wall where nothing can easily reach him. The wine save is DC 16. DCs +1
15As APL 12, plus the vat itself is the second phase: at the top of round three of any fight, something in it stands up — a maenad who has been under the surface, unharmed, for a day and a night. Treat her as a maenad with +50% hit points who cannot be frightened or charmed by anything. 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 — including the centaur, who is stuck on a stair and is a negotiation rather than an encounter.

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

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