The Show Must Go On
One-Shot · 6 Players · Level 10 · ~3–3.5 Hours · Greek Mythology Setting
📜 Session Summary
| Style Investigation / Skill Challenge / Stage Combat |
| Win Condition Survive all three acts of the play. Defeat Komos. Summon Dionysus with the Golden Mask to end the chaos and receive the God's blessing. |
| Players 6 × Level 10 |
| Est. Duration 3–3.5 hours |
| Encounters 3 — Enc 1: Easy-Medium brawl (non-combat option); Enc 2: Backstage farce + timed opera cues (Noises Off / FFVI-inspired); Enc 3: Hard boss combat on stage |
| Setting The Theatre of Dionysus — an ancient open-air stone amphitheater on the city's southern slope. Stage orchestra, tiered limestone seating, two-story skene, and upper gallery walkways. All three encounters take place here, from dawn rehearsal to torchlit finale. |
| Atmosphere Greek theatrical tradition at its most alive — the smell of warm stone and pine resin, the hush before the chorus strikes up, the trembling edge between comedy and divine intervention. The god of theater is in the audience. |
| Materials Polished limestone stage, painted wood props, bronze oil-lamp brackets, clay theatrical masks, silk and linen costumes, braided rope rigging, ceramic vases as improvised weapons. |
| Tone Theatrical chaos shading into genuine peril — every brawl looks like performance until someone bleeds. The crowd's laughter is a resource. Dionysus is watching, and his approval is the only prize that matters. |
Session Mural — The Goat-Song Frieze
The Theatre of Dionysus remembers the night in three tiers: the god and his panther above the architrave, the company holding the stage around a mouse-hero on his pedestal, and the satyr chorus driven toward the wings below. Hover the thumbnail to preview it, open the table version in a new tab, or print the clean handout. All artwork lives in the Murals gallery.
Description
A celebrated troupe of thespians is about to open a new play at the great Theatre of Dionysus, and Dionysus himself — God of Theater and Revelry — has taken a personal interest in the performance. He wants it uninterrupted, flawless, witnessed by a full house. But Komos, a Satyr Captain nursing a grudge about the play's script (which thinly caricatures his father), has rallied a warband of satyrs and fauns to crash the stage before curtain even rises.
The session unfolds in three movements across the same theater. The dress rehearsal teaches the party the layout and introduces the threat; the live show flips them into a backstage farce — silent door ballet, cues whispered on the beat, a weight waiting in the rafters — while fifty oblivious spectators applaud every near-miss; and the finale brings Komos himself thundering onto the stage while the crowd cheers what it believes is the greatest theatrical climax it has ever witnessed. The table will feel the pressure of keeping up appearances while managing real violence in plain sight of an audience that must not panic.
The Golden Theatrical Mask of Dionysus threads through all three encounters: it weakens the Fey's resolve in Enc 1, detects magical sabotage in Enc 2, and summons the god himself in the finale. A party that keeps the mask central will find doors opening at the right moments. A party that loses or ignores it will find Enc 3 harder and the deus ex machina unavailable — Komos then has to be defeated by mortal means alone, which is possible but costly.
DM-facing note: Thalia, Papadakis, and Pipes each offer something the party needs. Thalia has the theater's intelligence; Papadakis has the prop layout that cracks Enc 2's investigation; Pipes, if recruited, grants the party a meaningful edge in both Enc 2 cover-recovery and Enc 3 crowd management. The session rewards players who treat these NPCs as collaborators rather than obstacles.
The Hook — Misthaven Tavern
The party finds themselves at Misthaven, the fog-shrouded crossroads tavern. A charismatic stranger — well-dressed, olive-crowned, clutching a goblet that never seems to empty — slides into the seat across from them. He introduces himself as "Dion, a passionate patron of the arts." He explains, with a smile that feels like warmth and thunder at once, that the finest theatrical troupe in all of Greece opens tomorrow night — and that a gang of intemperate satyrs intends to ruin the show before it begins. He would consider it a great personal favor if the party were to ensure the performance goes off without incident. He places a small golden mask on the table and slides it toward them.
Any PC who succeeds on a DC 14 Religion or Insight check notices: the goblet has been full for the entire conversation, the ivy crown glows faintly gold, and the stranger smells unmistakably of grapes and divinity. He winks if confronted. The party steps through the mist of Misthaven's door and arrives outside the amphitheater at dawn, the day of the dress rehearsal.
Handout — The Golden Mask
A palm-sized golden theatrical mask on a cord — comedy on the front, tragedy on the back. The following is engraved on the inside rim in tiny letters:
Key NPCs
Dionysus — Quest Giver & Deus Ex Machina
God of Theater, Wine, and Revelry. Appears at Misthaven as "Dion," a wealthy theatergoer. Appears again at the end of Enc 3 in full divine glory to end the chaos and congratulate the party. Secret: He wrote the play's subject matter himself and is rather annoyed that Komos has a grudge about it.
Thalia — Lead Actress & Playwright
Fiery, dramatic, absolutely will not cancel the show. Knows every inch of the theater. Will fling props at satyrs if given the chance. Secret: She knowingly wrote a thinly-veiled caricature of Komos's father into the play's villain. She is not sorry.
Papadakis — Stage Manager
Harried, sweaty, perpetually holding a wax tablet. He knows exactly where every prop is and where every actor should be. Will faint if he sees blood on stage. Secret: He hired a satyr as a stagehand last season and was publicly humiliated by the prank they pulled. He suspects this attack is revenge.
Session Rewards
Keepable prizes earned by completing (or excelling at) this session. One character claims each reward unless noted. Full cards are under Reward Cards.
| Reward | Description | Criteria |
|---|---|---|
| Golden Theatrical Mask of Dionysus | Comedy/tragedy mask that softens fey tempers and sniffs out stage sabotage. | Keep the show running and humble Komos without exposing Dionysus in the audience. |
Creature / Enemy List
| Creature / Enemy | CR | Enc 1 | Enc 2 | Enc 3 | Notes |
|---|---|---|---|---|---|
| Komos, Satyr Captain | 4 | — | — | 1 (Boss) | Enters stage at start of Enc 3 |
| Silenos, Satyr Sorcerer | 3 | — | 1 (hidden) | 1 (if not stopped in Enc 2) | Hiding in backstage compartment during Enc 2 |
| Pipes, Satyr Bard | 2 | 1 | — | 1 (if not recruited) | Recruitment opportunity in Enc 1; can become an ally |
| Nettles, Satyr Archer | 2 | — | 1 (upper gallery) | 1 (if not stopped in Enc 2) | Lurking on upper level during Enc 2; critical to find |
| Satyr Hoplite | 1 | 3 | — | 2 + 2 (wave) | Reinforcement wave arrives end of Round 2 in Enc 3 |
| Faun Reveler | 1/4 | 4 | 2 (backstage) | 4 (in audience seating) | In audience seating during Enc 3; each disrupts patrons |
Major Beats
- Misthaven Hook: "Dion" hires the party, hands them the Golden Theatrical Mask, and sends them to the amphitheater before dawn.
- Enc 1 — Dress Rehearsal: Satyrs crash the rehearsal; party must drive them off or talk them down. Pipes can be recruited if spared and charmed. Thalia and Papadakis are introduced.
- Between Enc 1 & 2: Party can scout the theater, speak with Thalia about the script, and identify potential sabotage entry points before the show opens.
- Enc 2 — Noises Off / The Aria: Perspective flips backstage (farce doors, silent quarrels, wrong props) while the party hits timed opera cue-beats and races the rafters to stop a dropping weight — all without the house noticing. Disruption Counter tracks failures.
- Disruption Threshold: If the party accumulates 3 Disruption Points during Enc 2, the audience starts booing and Komos storms the stage immediately (skipping the "prepared" start of Enc 3).
- Enc 3 — Curtain Call: Komos and his remaining crew tear onto the stage for an all-out brawl. The audience believes it's part of the show and cheers. The party must defeat Komos and protect the patrons from Faun Revelers in the stands.
- Deus Ex Machina: Once Komos is defeated, any PC holding the Golden Theatrical Mask on stage may raise it aloft (Action, DC 12 Performance). Dionysus descends in golden light, freezes the remaining satyrs, and the audience erupts. The show is a success.
Encounter 1 — A Rowdy Rehearsal
Overview
The theater smells of fresh paint and pine torches — the cast has been here since sunrise. Thalia is drilling the final scene on the polished stone orchestra when a crash echoes from backstage and the side-door bangs open: Pipes capers through first, panpipes shrieking, wine-soaked and grinning, followed by a tumbling wave of Satyr Hoplites and Faun Revelers carrying smashed prop barrels. Instruments blare over each other; a ceramic mask shatters against the stage. The theater acoustics make it deafeningly loud. They're here to wreck the rehearsal, humiliate the actors, and deliver a message: cancel the show, or face worse tonight.
- Style: Social-first brawl — non-combat options are prominent
- Win Condition: Drive off, incapacitate, or convince the satyrs to leave the stage
- Location: The amphitheater stage (orchestra) and immediate backstage — rehearsal in progress
Creatures
- 5× Satyr Hoplite — CR 2 (450 XP ea.)
- 6× Faun Reveler — CR 1/2 (100 XP ea.)
- 1× Pipes, Satyr Bard — CR 3 (700 XP)
Total XP
- Raw: 3,550 XP
- Adjusted (×3.0): ~10,650 XP
- Threshold (6× L10 Hard): ~10,800
- Rating: Hard (non-combat still viable)
🗺 Terrain & Features — Stage & Backstage
Stage (Orchestra): 30 ft diameter circle, polished stone. Backstage (Skene ground floor): ~40×25 ft behind curtained archways, cluttered with props, costume racks, and set pieces.
- Prop racks & set pieces: Provide half cover; knocking one over (Athletics DC 12) creates a 10 ft square of difficult terrain
- Stage trapdoors (×2): Each is a 5×5 ft hatch, DC 13 Perception to notice when closed; creatures can open/close as an action. Fall deals 1d6 bludgeoning.
- Curtain archways (5 below, 3 above): Passing through counts as normal movement; curtains can be torn down (Strength DC 10, bonus action) to block passage or blind opponents until the next round
- Stone seating (empty during rehearsal): Tiered amphitheater extends 50 ft from stage edge in a 180-degree arc — unoccupied today, but terrain is difficult to run through quickly
- Upper gallery walkway: 10 ft above stage level, accessible via stairs on each side of the skene — useful for ranged attackers or sneaking behind satyrs
Harder (APL 10): Add 2 more Satyr Hoplites. Pipes casts his Panpipe Melody on round 1 before entering, making 1d3 PCs Frightened at the start of combat.
Mechanics
- Show the Golden Mask (no check required): Any PC who holds up the Golden Theatrical Mask causes all satyrs to hesitate — Fey recognize Dionysus's symbol. Pipes looks visibly nervous. Grants advantage on all subsequent Persuasion/Intimidation checks this encounter, and Faun Revelers will not advance on that PC until ordered to.
- Persuasion DC 14 (one PC leads, others can Help): Appeal to Pipes or a Satyr Hoplite. Failure just means they laugh; the check can be retried after a new argument. If the mask was shown first, DC drops to 10.
- Performance DC 13 (improvised theater trick): A PC can attempt to redirect the chaos into a "bit" — making the audience (Thalia and crew) cheer and making the satyrs look foolish. On success, all satyrs lose their next turn in embarrassment and 1 Faun Reveler is so delighted they defect to watch (non-hostile).
- Intimidation DC 15 (with mask) / DC 18 (without): Invoke the wrath of Dionysus directly. On success, Faun Revelers flee immediately. Pipes and Hoplites still require a second check or combat.
- Pipes uses Panpipe Melody (Comedy variant) on round 1 if in combat, targeting as many PCs as possible. He stays on the upper gallery walkway if he can reach it.
- Satyr Hoplites use Ram Charge whenever they can move 20 ft straight at a PC — they prefer to knock people into props or off the stage edge.
- Faun Revelers scatter into the backstage and throw rotten figs, prioritizing Thalia and the other actors. If Thalia takes damage, Papadakis wails audibly from offstage.
- The satyrs are here to cause mayhem, not die. When 2 Hoplites and 3 Fauns are incapacitated, the rest break and run off the stage — they'll be back tomorrow.
Resolution
- Party may speak with Thalia for lore on the play's story and where Komos's grudge comes from — she is unapologetic about the script.
- Papadakis gives the party a brief tour of the backstage, confirming the 5 lower + 3 upper archway entrances, the trapdoors, and the prop storage rooms.
- A PC searching the upper gallery (Investigation DC 12 OR a free clue from Pipes) finds signs that someone has been there recently — a discarded wineskin, fresh hoof-marks in the dust.
- Party has from dawn to dusk to prepare. Show opens at sunset. At sunset, read-aloud: "The amphitheater fills with the chatter of fifty spectators. Torches are lit along the stone walls. The chorus strikes up from the wings. The show is about to begin."
Creature Cards
Satyr Hoplite
Medium Fey, Chaotic Neutral · CR 2 (450 XP)
AC 16 (leather, shield) | HP 45 (7d8+14) | Speed 40 ft.
Skills: Athletics +4, Perception +2 | Senses: Darkvision 60 ft., PP 12
Magic Resistance. Advantage on saving throws against spells and magical effects.
Ram Charge. If the Satyr Hoplite moves 20 ft. straight toward a target before attacking it, the attack deals an extra 2d6 bludgeoning damage, and the target must make a DC 12 Strength save or be knocked prone.
Spear. Melee or Ranged Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.
Headbutt. Melee Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning.
Faun Reveler
Small Fey, Chaotic Neutral · CR 1/2 (100 XP)
AC 14 (natural armor) | HP 22 (4d6+6) | Speed 40 ft.
Skills: Performance +4, Stealth +4 | Senses: Darkvision 60 ft., PP 10
Magic Resistance. Advantage on saving throws against spells and magical effects.
Fruit Fling. Ranged Attack: +4 to hit, range 30/60 ft. Hit: 4 (1d4+2) bludgeoning. The target's face is obscured with fruit pulp (no mechanical effect, but great flavor).
Trip Kick. Melee Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning. Target makes DC 10 Strength save or is knocked prone.
Pipes, the Satyr Bard
Medium Fey, Chaotic Neutral · CR 3 (700 XP) · Recruit potential
AC 13 (natural armor) | HP 52 (8d8+16) | Speed 40 ft.
Saves: DEX +4, CHA +6 | Skills: Deception +6, Performance +8, Persuasion +6
Senses: Darkvision 60 ft., PP 10
Magic Resistance. Advantage on saving throws against spells and magical effects.
Panpipe Melody (Recharge 5–6). Each creature of Pipes's choice within 30 ft. must make a DC 14 Wisdom save. Pipes chooses the effect — Comedy: fail = Incapacitated (laughing) until end of next turn; Tragedy: fail = Frightened of Pipes until end of next turn.
Shortsword. Melee Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Vicious Mockery (Cantrip). One target within 60 ft. makes DC 14 Wisdom save. Fail: 2d4 psychic and disadvantage on its next attack roll.
Discordant Note. One concentrating creature within 60 ft. makes DC 14 Constitution save or loses concentration.
As an Ally (Enc 2–3): Grants one PC advantage on a Performance or Deception check per scene. In Enc 3, can use Panpipe Melody against enemy satyrs (they do not get Magic Resistance against it — he knows their weaknesses). Fights at range, will not charge into melee.
Encounter 2 — Noises Off / The Aria
Overview
The house lights are the torches along the limestone; fifty voices hush as the chorus strikes its opening chord. Then the world turns. From the audience's side you would see actors, doors, and a love story. From where the party stands — behind the flats, among ropes and costume trunks — you hear the same dialogue filter through painted wood while bodies hurtle past in absolute silence. Entrances and exits are a ballet. Someone's laurel wreath is in the wrong hands. Two actors are mid-quarrel with knives made of mime. And somewhere above the kiss cue, a weight waits to fall.
- Style: Concurrent backstage stealth-farce + timed cue assists + light combat (risky)
- Win Condition: Hit enough Cue Beats to keep the aria alive, neutralize all three sabotage threats before the final act, with 2 or fewer Disruption Points
- Failure Condition: 3 Disruption Points → Encounter 3 begins immediately, mid-act
Two Clocks
- Cue Clock: 3 Opera Cue Beats (aria line, dance block, balcony offering) — keep the onstage show coherent
- Sabotage Clock: Rigged Weight (rafters) · Nettles (gallery) · Silenos + 2 Fauns (compartment)
Disruption Counter
- Max: 3 points before Enc 3 triggers
- 1 pt: Missed Cue Beat or unaddressed sabotage threat
- 1 pt: Failed Recovery check / failed Silent Rule
- 1 pt: Visible/audible PC action to the house AND failed cover check
- 0 pts: Cue nailed; threat prevented; chaos sold as theater
🗺 Theater Layout — Backstage View
Treat the skene as the real stage for this encounter. The orchestra is heard, not seen — unless a PC steps through an archway into the light.
- Backstage (Skene, ground floor): 40×25 ft behind 5 curtained archways; dim torchlight; props, costume trunks, ropes. Actors cross constantly — this is the door ballet.
- Upper Gallery / Rafters: 10 ft above stage; walkways, rope winches, and the weight-crane. Nettles lurks left curtain; the drop-weight hangs above the kiss mark.
- Hidden Compartments: Three false-wall rooms (DC 15 Investigation; DC 12 after Papadakis's tour). Silenos: rear center.
- Audience: 50 patrons — cannot see into dark backstage. Movement through stands is difficult terrain.
- Trapdoors: Chalk-marked from backstage (DC 10); useful for silent crossings under the orchestra.
- Silent Rule: Above a whisper backstage → Stealth DC 12 or a Disruption Check. Gestures and mouthed cues are free.
- Door Ballet: Each time a PC moves through an archway while an actor is entering/exiting (DM flags 1–2 crossings per beat), Acrobatics DC 12 or collide — actor drops a prop / yelps; Disruption Check unless Recovery succeeds.
- Wrong Prop: Once during Enc 2, a PC ends up holding the comic goat-mask or oil amphora meant for the next entrance. Sleight of Hand or Performance DC 13 to get it into the correct hands mid-swap without the house noticing. Failure = +1 DP (or Recovery).
- Lovers' Spat: Two cast members block a wing in silent, furious mime (jealousy over who gets the balcony kiss). Persuasion or Performance DC 12 to clear the lane, or spend an action squeezing past (Athletics DC 14) — failure makes noise.
Harder (APL 10 as written+): Silenos starts with Mage Armor. Weight Race needs 4 successes before 3 failures (not 3/3). Nettles's shot = automatic +1 DP (no Recovery). Cue Beats are DC +1.
Opera Cue Beats — Keep the Aria Alive
Interleave these with the sabotage beats below. Announce each cue as a musical/stage moment. A PC must spend an action (or reaction, if already in position) and succeed on the check. Fail or ignore a Cue Beat = +1 Disruption Point (Recovery allowed). Nail a Cue Beat: the house sighs/applauds, and one PC of your choice gains advantage on their next sabotage or Recovery check this act.
Correct Line
- Thalia (as the heroine) freezes — Silenos's whisper-hex stole her next lyric. From the wings, feed the right line.
- Offer the table three whispered options (DM invents; one is correct — romantic, not comic). PC chooses and rolls DC 13 Performance or History (knowing the script). Pipes grants advantage once if recruited.
- Wrong line / fail: Audience laughs at the wrong joke — Recovery DC 14 or +1 DP. Success: aria soars; advantage token as above.
On the Music
- Hero and heroine must circle each other downstage. A PC in the wing guides blocking with hand-signals / a gentle shove of a rolling prop.
- DC 14 Acrobatics or Performance. Door Ballet may trigger if they cross an archway this beat.
- Fail: dancers collide with a column; Recovery or +1 DP.
Fetch the Laurel
- The prop laurel (or violet bouquet) meant for the balcony toss is missing — Silenos's Mage Hand left it on a trunk. Retrieve it and get it to the upper balcony mark before the music resolves.
- DC 14 Athletics or Acrobatics (stairs/rafters), or DC 13 Sleight of Hand if tossing it to an actor already in place.
- Fail / too slow: awkward pause; Recovery or +1 DP. Success: laurel arcs into torchlight; house erupts — and the DM immediately springs the Weight Race (below).
Backstage Sabotage
Threats are timed to the play, not initiative. Announce each beat. The party should feel they are racing both the music and the farce.
A painted "boulder" (80 lb wood) has been re-rigged above the kiss mark. When Cue Beat 3 resolves — or at the start of Act II if the party skipped it — Papadakis finds a scrap letter in the prop basket:
Weight Race — 3 successes before 3 failures
- Group skill challenge across rafters/winch: Athletics, Acrobatics, Investigation, Sleight of Hand (DC 14; −2 if Enc 1 scouting). Advantage with the Golden Mask on Investigation near the sabotaged rope (mask grows warm).
- Each failure: rope slips 1 notch — DM narrates the weight creaking lower. Third failure: drop triggers (see below).
- Alternate single-action path (if already at the winch): DC 12 Sleight of Hand or DC 16 Athletics to brace/cut silently. Cutting without finding the sabotage first = automatic noise (Disruption Check).
- If the weight drops: 22 (4d10) bludgeoning to whoever is on the kiss mark (Thalia or a PC; Dex DC 14 half) — prop wood, deadly enough. Audience gasps; Papadakis screams. +1 Disruption Point (Recovery: sell it as "the wrath of the gods" stagecraft).
While the farce doors slam below, Nettles crouches behind the left upper curtain, lined up for a Tangling Shot on the lead mid-monologue. Full cover from the house; visible from the gallery stairs.
Finding & Stopping Nettles
- DC 13 Perception from gallery stairs, or DC 15 from backstage, to spot the silhouette.
- DC 14 Stealth to approach — fail: he looses one Tangling Shot (auto-hit on the actor; Restrained) before combat.
- Silent grapple (Athletics vs. +4 Acrobatics). Open weapon clash without Recovery = Disruption Check. Door Ballet may apply on the stairs.
- If unaddressed: mid-Act II Tangling Shot; +1 DP; Nettles flees to Enc 3 upper-right gallery.
Silenos hides in the rear compartment, warping chorus sound with Minor Illusion and sliding props with Mage Hand — the engine of the backstage farce. 2 Faun Revelers are lookouts; a bleat = automatic Disruption Check.
Finding & Stopping Silenos
- DC 14 Arcana (chorus warp) or DC 15 Investigation (trace Mage Hand). Advantage with the Golden Mask.
- Bypass fauns: DC 13 Stealth, or DC 10 Persuasion / offer a fig.
- Compartment: confined; verbal spells risk noise. He tries silent Hold Person. Grapple or Counterspell ends him quietly.
- If unaddressed: two actors take wrong doors at once — classic farce pile-up on stage. +1 DP. Silenos moves to Enc 3 backstage-left.
- Skill-primary path: Nail Cue Beats + disarm Weight / Nettles / Silenos with Investigation, Stealth, and Performance — no open combat.
- Hard pressure: Weight drop 4d10; Nettles Tangling Shot; Silenos Hold Person; Lovers' Spat blocking the only stairs to the rafters.
- Thalia stall: If consulted, she can improvise a monologue to buy one extra "round" on the Weight Race (DM discretion).
🎭 Disruption Points (Click to Mark)
→ ENC 3 NOW
When chaos hits the house — weight, scream, wrong door, visible spell — a PC may attempt DC 14 Performance or Deception to incorporate it into the show. Success: audience applauds; no DP. Failure: +1 DP. Pipes (if recruited) grants advantage on one such check per act.
Resolution
- Nettles's quiver contains 3 Tangling Arrows (on hit, target DC 13 STR or Restrained until end of next turn) which PCs can use in Enc 3.
- Silenos's compartment contains a Potion of Greater Healing (4d4+4 HP) and a wax-sealed note: "Once the audience panics — the mask. Don't lose it." (Komos's operational note; he may specifically target the mask-bearer in Enc 3.)
- If Silenos is subdued rather than killed, he bitterly reveals that Komos plans to enter through the center-left archway with two hoplites at his flanks.
- If all three Cue Beats were nailed: Thalia dedicates the next night's aria to the party (roleplay boon); one PC gains inspiration.
Creature Cards
Nettles, the Satyr Archer
Medium Fey, Chaotic Neutral · CR 2 (450 XP)
AC 14 (leather) | HP 35 (7d8+7) | Speed 40 ft.
Skills: Perception +4, Stealth +6, Survival +4 | Senses: Darkvision 60 ft., PP 14
Magic Resistance. Advantage on saving throws against spells and magical effects.
Nimble Escape. Nettles can take the Dash or Disengage action as a bonus action.
Trick Shots. When Nettles makes a Shortbow attack, he may choose one additional effect: Tangling Shot — target DC 13 STR save or Restrained until end of its next turn; Blinding Shot — target DC 13 CON save or Blinded until start of Nettles's next turn.
Multiattack. Two Shortbow attacks.
Shortbow. Ranged Attack: +6 to hit, range 80/320 ft. Hit: 7 (1d6+4) piercing. May apply one Trick Shot.
Shortsword. Melee Attack: +6 to hit, reach 5 ft. Hit: 7 (1d6+4) piercing.
Silenos, the Satyr Sorcerer
Medium Fey, Chaotic Neutral · CR 3 (700 XP)
AC 12 (15 with Mage Armor) | HP 45 (10d8) | Speed 40 ft.
Saves: WIS +3, CHA +6 | Skills: Arcana +4, Nature +4, Persuasion +6
Senses: Darkvision 60 ft., PP 11
Magic Resistance. Advantage on saving throws against spells and magical effects.
Spellcasting. CHA-based (DC 14, +6 to hit). Cantrips: Mage Hand, Minor Illusion, Shocking Grasp (+6, 3d8 lightning, target can't take reactions until its next turn). 1st (4 slots): Mage Armor, Thunderwave (DC 14 CON, 2d8 thunder, push 10 ft.). 2nd (3 slots): Shatter (DC 14 CON, 3d8 thunder), Hold Person (DC 14 WIS). 3rd (2 slots): Hypnotic Pattern (DC 14 WIS), Fear (DC 14 WIS, 30 ft. cone).
Cast a Spell. See Spellcasting above.
Quarterstaff. Melee Attack: +2 to hit, reach 5 ft. Hit: 3 (1d6) bludgeoning.
Faun Reveler
Small Fey, Chaotic Neutral · CR 1/2 (100 XP)
AC 13 | HP 13 (3d6+3) | Speed 40 ft.
Skills: Performance +4, Stealth +4
Magic Resistance. Advantage on saving throws against spells and magical effects.
Fruit Fling. Ranged Attack: +4 to hit, range 30/60 ft. Hit: 4 (1d4+2) bludgeoning.
Trip Kick. Melee Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning. DC 10 STR save or knocked prone.
Encounter 3 — Curtain Call (Boss)
Overview
The torches roar along every tier. The crowd is on its feet — fifty voices cheering what they believe is the most extraordinary theatrical finale in living memory. The stone stage shakes with the impact as Komos vaults the backstage arch, two Satyr Hoplites at his flanks, shields crashing against the polished floor in a sound like war drums. His grin is enormous. He believes he has won before he has thrown a single blow. At the same moment, four Faun Revelers erupt from the stands — but the crowd applauds harder, convinced the horned figures scattering between seats are part of the show.
The party must defeat Komos, protect the patrons from the fauns in the stands, and ultimately use the Golden Theatrical Mask to call Dionysus down in a literal deus ex machina. APL 10 baseline: Komos (CR 8, 110 HP) with 2 Legendary Actions per round; Silenos (if he survived Enc 2) opens with Hypnotic Pattern already concentrated. Round-3 reinforcement: 2 additional Satyr Hoplites CR 3.
- Style: Stage combat + crowd protection; audience is collateral risk throughout
- Primary Win Condition: Reduce Komos to 0 HP or otherwise incapacitate him
- Secondary Objective: Keep at least 20 of 50 audience members in their seats (patrons are not killed but Faun Revelers cause them to flee)
- Finale: Once Komos is down, any PC with the Golden Mask on stage may raise it aloft as an action (DC 12 Performance, or DC 10 if 30+ audience members remain) to summon Dionysus
Starting Creatures
- 1× Komos, Satyr Captain — CR 8 · 3,900 XP · stage center
- 4× Satyr Hoplite — CR 3 (700 XP ea.) · flanking Komos
- 6× Faun Reveler — CR 1/2 · audience seating
- +1× Silenos (if not stopped in Enc 2, backstage left)
- +1× Nettles (if not stopped in Enc 2, upper-right gallery)
XP Budget (baseline)
- Komos: 3,900 XP
- 4× Hoplites: 2,800 XP
- 6× Fauns: 600 XP
- Wave (round 3): 2× Hoplites CR 3 = 1,400 XP
- Raw Total: ~8,700 XP
- ×2.0 (11+ creatures): ~17,400 XP
- Rating: Deadly (threshold: 16,800)
🗺 Full Theater — Stage Combat Map
Stage (Orchestra): 30 ft diameter circle, center. Backstage (Skene): 40×25 ft, 2 floors, 5 lower + 3 upper archways. Audience seating: ~50 ft deep × 130 ft arc (180°), stone tiered rows. Total battle space: ~130×80 ft.
- Stage Trapdoors (×2): Action to open/close. A creature shoved through a trapdoor falls 10 ft to the understage (1d6 bludgeoning). Komos knows they exist — he may try to shove PCs through them.
- Hanging Backdrop Curtains (3 upper archways): Bonus Action + DC 12 Athletics to tear down, creating a 5×10 ft area of difficult terrain and revealing the upper gallery.
- Upper Gallery Walkway: 10 ft above stage level; provides three-quarters cover against attacks from the stage. Nettles (if present) starts here. Accessible via stone stairs at each side of the skene (~20 ft of movement).
- Stage Ropes & Rigging: Several decorative ropes hang from the upper set frame. Athletics DC 14 to swing across 20 ft of horizontal distance (landing on stage edge or in backstage); failure means fall to stage (1d6).
- Audience Seating: Tiered stone — all movement through occupied seating is difficult terrain. Every 5 ft of movement through the stands risks a patron being jostled (DM discretion — generally fine if the PC is graceful; a failed DEX save DC 10 causes a patron to flee, counting as a lost audience member).
- Torches along the walls: A torch can be thrown (improvised ranged attack) as a bonus action for 1d4 fire damage; if a fire catches on a curtain, it spreads 5 ft per round unless doused (Action + water/cloth).
- Actors still on stage: For the first 2 rounds, 2 actors remain on stage (they think it's the show). They have AC 10, 8 HP. If either is downed, Papadakis screams from offstage and 10 audience members flee (−10 to patron count).
Round 3: 2 additional Satyr Hoplites burst from the two outer lower archways — Komos called for reserves. (If Enc 2 was failed, these arrive on Round 1 instead.) Also, first 2 Faun Revelers in seating have driven 1d4 patrons each to flee.
Round 4+: If Komos is still up, he uses Stage Crash on its first available recharge, targeting as many PCs as possible in a line across the stage. From Round 4, audience members start realizing something is wrong — each uncontrolled Faun Reveler causes 1d4 patrons to flee per round.
Harder (APL 11+): Add Silenos (CR 4) and Nettles (CR 3) at full HP even if stopped in Enc 2; round-3 wave is 3 Satyr Hoplites CR 3 instead of 2.
Mechanics
- Round 1: Komos taunts the party loudly (the audience cheers) and charges the nearest PC using Ram Charge movement + Multiattack.
- Round 2: Rally the Revel bonus action to give the flanking Hoplites advantage on their attacks. Focuses on the PC with the Golden Mask — Komos's note indicated that mask is Dionysus's, and he wants to destroy it.
- Round 3+: Stage Crash at first available recharge; targets a line from backstage archway to stage edge, catching as many creatures as possible. Uses upper gallery stairs if cornered on stage.
- Komos does not flee unless all other satyrs are down AND he is below 15 HP. Even then, he must succeed on a DC 15 WIS save (Fey stubbornness) to actually retreat.
- Starting count: 50 patrons in the stands (subtract any lost in Enc 2 if applicable).
- Each uncontrolled Faun Reveler in the audience causes 1d4 patrons to flee per round (starting Round 3; before that, the audience is still cheering).
- Any clearly damaging or "real" combat effect that visibly strikes the audience area (e.g., Silenos's Fear reaching the stands, a Hoplite's thrown javelin sailing into the crowd, a fireball) causes 2d6 patrons to flee and the remainder to panic for 1 round (they start shouting, blocking sight lines, creating difficult terrain in stands).
- A PC can spend their action to "direct" up to 10 patrons toward an exit (DC 10 Persuasion), removing them safely — this does NOT count as patrons "fled" (they leave orderly, protecting them without penalizing the party).
- Result at encounter end: 30+ patrons remain = standing ovation, show is a hit. 20–29 = respectable success, Dionysus is pleased. Fewer than 20 = show was a disaster, but satyrs are still defeated. Dionysus still appears but is noticeably less cheerful about it.
Triggering the Mask (Finale Condition)
- Trigger requirement: Komos must be at 0 HP or otherwise incapacitated (the primary win condition must be met first).
- Any PC holding the Golden Theatrical Mask must be on the stage (within the 30 ft orchestra circle).
- The PC uses their Action to raise the mask aloft and makes a DC 12 Performance check (representing the theatrical gesture). DC drops to DC 10 if 30+ audience members are still present and cheering.
- On success (or after one retry — Dionysus won't let the party fail here for long): Dionysus descends.
- On a critical success (natural 20 or total ≥ 20): Dionysus arrives in a spectacular burst of golden light and thunderous applause — the audience considers it the greatest theatrical moment of their lives. Every PC gains the Blessing of Dionysus (see below).
Resolution
- Captured/Subdued: Dionysus lifts the freeze on Komos specifically. He is mortified to have been defeated in front of a crowd. Dionysus offers him a choice: leave Greece entirely for a decade, or be personally turned into a particularly loud goat. Komos, humiliated, chooses exile.
- Killed: Dionysus nods. "A tragedy in the classical sense." The remaining satyrs, freed from the freeze, bow once to the party and leave quietly.
- Spared and allowed to leave: Dionysus quirks an eyebrow. "Generous. He'll be back, you know." He turns to Komos: "Next time, buy a ticket." Komos slinks off, furious.
Creature Cards
Komos, the Satyr Captain
Medium Fey, Chaotic Neutral · CR 8 (3,900 XP) · Boss
AC 17 (ring mail, shield) | HP 110 (13d8+52) | Speed 40 ft.
Saves: STR +6, CON +4 | Skills: Athletics +6, Intimidation +5, Performance +5
Senses: Darkvision 60 ft., PP 10
Magic Resistance. Advantage on saving throws against spells and magical effects.
Revel's Fury. When Komos has advantage on an attack roll and hits, he deals an extra 7 (2d6) damage.
Ram Charge. If Komos moves 20 ft. straight toward a target before attacking, the attack deals an extra 2d6 bludgeoning and target makes DC 14 STR save or is knocked prone.
Multiattack. Two Shortsword attacks.
Shortsword. Melee Attack: +6 to hit, reach 5 ft. Hit: 7 (1d6+4) piercing.
Javelin. Melee or Ranged Attack: +6 to hit, reach 5 ft. or range 30/120 ft. Hit: 7 (1d6+4) piercing.
Stage Crash (Recharge 5–6). Komos charges in a straight line up to 30 ft. Each creature in the line makes DC 14 DEX save. Fail: 14 (3d6+4) bludgeoning + knocked prone. Success: half damage, not prone.
Rally the Revel. One satyr or faun within 30 ft. gains advantage on its next attack roll.
Headbutt. Melee Attack: +6 to hit, reach 5 ft. Hit: 6 (1d4+4) bludgeoning.
Parry. When hit by a melee weapon attack, Komos reduces the damage taken by 1d6+2.
Headbutt (Cost 1). One Headbutt attack against a creature that ended its turn within 5 ft.
Rally (Cost 1). One ally within 30 ft. makes one weapon attack.
Satyr Hoplite
Medium Fey, Chaotic Neutral · CR 2 (450 XP)
AC 16 (leather, shield) | HP 45 (7d8+14) | Speed 40 ft.
Skills: Athletics +4, Perception +2
Magic Resistance. Advantage on saving throws against spells and magical effects.
Ram Charge. Move ≥20 ft. straight before attacking: +2d6 bludgeoning damage, target DC 12 STR save or knocked prone.
Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing.
Headbutt. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning.
Faun Reveler
Small Fey, Chaotic Neutral · CR 1/2 (100 XP)
AC 13 | HP 13 (3d6+3) | Speed 40 ft.
Skills: Performance +4, Stealth +4
Magic Resistance. Advantage on saves vs. spells.
Audience Harassment (Enc 3). On its turn, a Faun Reveler in audience seating can use its action to harass nearby patrons — 1d4 audience members flee. This does not trigger Disruption Points (the party is in open combat now) but does reduce the patron count.
Fruit Fling. +4 to hit, range 30/60 ft. Hit: 4 (1d4+2) bludgeoning.
Trip Kick. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning, DC 10 STR save or prone.
⚖️ Difficulty Scaling
As Written ★ — 6 Players, Average Level 10
- Baseline for this guide. Encounter 1–2 are Hard; the final encounter is Deadly for six PCs at average level 10.
- XP budgets (6×L10 thresholds): Hard ≈ 10,800 · Deadly ≈ 16,800. Prefer adding elite pressure, legendary actions, or terrain danger over bloating minion counts past the choke.
Library Standard — 6 Players, Average Level 8
- Dial back: reduce boss HP ~20–25%; cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1; drop one minion wave or −2 CR1–2 creatures from Hard openers.
Easier
- APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave or remove one recharge ability.
Harder
- APL 11–12: boss HP +20%; +1 legendary; final encounter gains one extra elite or lair pulse; skill DCs +1.
📋 Appendix — Cards
Full stat blocks and reference cards for every creature, NPC, and item in this session.
Creature Cards
Komos, the Satyr Captain
Medium Fey, Chaotic Neutral · CR 8 (3,900 XP) · Boss
AC 17 (ring mail, shield) | HP 110 (13d8+52) | Speed 40 ft.
Saves: STR +6, CON +4 | Skills: Athletics +6, Intimidation +5, Performance +5
Senses: Darkvision 60 ft., PP 10 | Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Revel's Fury. When Komos has advantage on an attack roll and hits, he deals an extra 7 (2d6) damage.
Ram Charge. Move 20 ft. straight before attacking: +2d6 bludgeoning, DC 14 STR save or prone.
Multiattack. Two Shortsword attacks.
Shortsword. +6 to hit, reach 5 ft. Hit: 7 (1d6+4) piercing.
Javelin. +6 to hit, reach 5 ft. or range 30/120 ft. Hit: 7 (1d6+4) piercing.
Stage Crash (Recharge 5–6). 30 ft. straight-line charge. DC 14 DEX save. Fail: 14 (3d6+4) bludgeoning + prone. Success: half, not prone.
Rally the Revel. One satyr/faun within 30 ft. gains advantage on next attack.
Headbutt. +6 to hit, reach 5 ft. Hit: 6 (1d4+4) bludgeoning.
Parry. When hit by a melee weapon attack, reduce damage taken by 1d6+2.
Headbutt (Cost 1). One Headbutt attack against a creature that ended its turn within 5 ft.
Rally (Cost 1). One ally within 30 ft. makes one weapon attack.
Silenos, the Satyr Sorcerer
Medium Fey, Chaotic Neutral · CR 3 (700 XP)
AC 12 (15 with Mage Armor) | HP 45 (10d8) | Speed 40 ft.
Saves: WIS +3, CHA +6 | Skills: Arcana +4, Nature +4, Persuasion +6
Senses: Darkvision 60 ft., PP 11 | Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Spellcasting. CHA-based (DC 14, +6 to hit). Cantrips: Mage Hand, Minor Illusion, Shocking Grasp (+6, 3d8 lightning, no reactions until target's next turn). 1st (4 slots): Mage Armor, Thunderwave (DC 14 CON, 2d8 thunder, push 10 ft.). 2nd (3 slots): Shatter (DC 14 CON, 3d8 thunder, 10 ft. radius), Hold Person (DC 14 WIS). 3rd (2 slots): Hypnotic Pattern (DC 14 WIS, 30 ft. cube), Fear (DC 14 WIS, 30 ft. cone).
Cast a Spell. See Spellcasting above.
Quarterstaff. +2 to hit, reach 5 ft. Hit: 3 (1d6) bludgeoning.
Pipes, the Satyr Bard
Medium Fey, Chaotic Neutral (potential Ally) · CR 2 (450 XP)
AC 13 (natural armor) | HP 38 (7d8+7) | Speed 40 ft.
Saves: DEX +4, CHA +6 | Skills: Deception +6, Performance +8, Persuasion +6
Senses: Darkvision 60 ft., PP 10 | Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Panpipe Melody (Recharge 5–6). All chosen creatures within 30 ft. make DC 14 WIS save. Comedy: fail = Incapacitated (laughing) until end of next turn. Tragedy: fail = Frightened of Pipes until end of next turn. As Ally in Enc 3: Enemy satyrs do not benefit from Magic Resistance against Pipes's Panpipe Melody (he knows their weaknesses).
Shortsword. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Vicious Mockery (Cantrip). DC 14 WIS save. Fail: 2d4 psychic, disadvantage on next attack roll.
Discordant Note. Concentrating creature within 60 ft. makes DC 14 CON save or loses concentration.
As Ally: Grants one PC advantage on one Performance/Deception check per encounter. Will not charge into melee without prompting. Fights from range only.
Nettles, the Satyr Archer
Medium Fey, Chaotic Neutral · CR 2 (450 XP)
AC 14 (leather) | HP 35 (7d8+7) | Speed 40 ft.
Skills: Perception +4, Stealth +6, Survival +4 | Senses: Darkvision 60 ft., PP 14
Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Nimble Escape. Can take Dash or Disengage as a bonus action.
Trick Shots. On each Shortbow attack, choose one: Tangling Shot — DC 13 STR save or Restrained until end of next turn; Blinding Shot — DC 13 CON save or Blinded until start of Nettles's next turn.
Multiattack. Two Shortbow attacks.
Shortbow. +6 to hit, range 80/320 ft. Hit: 7 (1d6+4) piercing. May apply one Trick Shot per attack.
Shortsword. +6 to hit, reach 5 ft. Hit: 7 (1d6+4) piercing.
Satyr Hoplite
Medium Fey, Chaotic Neutral · CR 2 (450 XP)
AC 15 (leather armor, shield) | HP 22 (4d8+4) | Speed 40 ft.
Skills: Athletics +4, Perception +2 | Senses: Darkvision 60 ft., PP 12
Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Ram Charge. If the Satyr Hoplite moves 20 ft. straight toward a target before attacking it, the attack deals an extra 2d6 bludgeoning damage, and the target must make a DC 12 STR save or be knocked prone.
Spear. Melee or Ranged Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.
Headbutt. Melee Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning.
Faun Reveler
Small Fey, Chaotic Neutral · CR 1/2 (100 XP)
AC 14 (natural armor) | HP 22 (4d6+6) | Speed 40 ft.
Skills: Performance +4, Stealth +4 | Senses: Darkvision 60 ft., PP 10
Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Fruit Fling. Ranged Attack: +4 to hit, range 30/60 ft. Hit: 4 (1d4+2) bludgeoning.
Trip Kick. Melee Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning. Target DC 10 STR save or knocked prone.
Audience Harassment (Enc 3 only). Action while in audience seating: 1d4 audience members flee (no attack roll).
NPC Cards
Dionysus
God of Theater, Wine & Revelry · Quest Giver & Deus Ex Machina
See the full profile: Dionysus, Gods & Immortals
Appearance (Disguised). "Dion" — strikingly beautiful, dark curly hair, an ivy crown that glows faintly, a goblet of wine that is always full. Wears the fine clothing of a wealthy theater patron. Smells of grapes and warm honey.
Appearance (Divine). Barefoot, vine-draped in purple silk, carrying a thyrsus (fennel-stalk staff tipped with a pinecone). Eyes the color of wine at dusk. Light radiates from him in golden waves. The audience will go silent, then erupt.
Motivation. He wants to see the play — his festival play, with his chosen troupe — performed flawlessly, without a single satyr-related interruption. He considers this a reasonable request.
Secret. He wrote the thematic material for the play himself and gave it to Thalia. He knew Komos would be outraged. He was hoping the party would make it interesting.
If asked if he is a god. "All who truly love theater are divine, are they not?" He winks. He will not confirm until the mask is raised.
Divine Power (Enc 3 Finale). On arrival, Dionysus freezes all remaining enemy creatures with a gesture — no save. They are Paralyzed until he releases them or leaves. He will not fight on the party's behalf during the encounter itself — only at the finale, after the win condition is met.
Divine Gift. Grants the Blessing of Dionysus to each PC (see Enc 3 Resolution). Wealthiest: pays in old wine. Most dramatic: he's genuinely delighted if any PC made a particularly theatrical maneuver.
Thalia
Human, Lead Actress & Playwright · Non-combatant NPC
AC 10 | HP 12 | Speed 30 ft.
Skills: Performance +8, Persuasion +5, History +4 | PP 13
Motivation. The show must go on. Non-negotiable. She will physically try to remove satyrs from the stage herself if the party is slow to act (and fail, spectacularly).
Secret. She wrote a thinly-veiled caricature of Komos's father as the play's buffoonish villain. She is unapologetic. She was, in fact, pleased when Komos showed up — "free publicity."
Useful Information. Knows the full layout of the backstage and all hidden compartments. Can tell the party which specific prop markers have been moved (Investigation advantage for the rigged crane if consulted). Will personally stall the audience with improvised monologues if the party needs more time during Enc 2 (buys one extra round on any Disruption Point timer at DM discretion).
In Combat (if it comes to that). Can throw a ceramic prop vase (improvised: +2 to hit, 1d6 bludgeoning) and will do so with great drama. She announces each throw as if it's a line of dialogue.
Papadakis
Human, Stage Manager · Non-combatant NPC
AC 10 | HP 8 | Speed 30 ft.
Skills: Investigation +5, Perception +4, Sleight of Hand +3 | PP 14
Motivation. To not be blamed for whatever goes wrong. To get through one performance without a catastrophe. To possibly retire.
Secret. He hired a satyr stagehand two seasons ago as a goodwill gesture. The satyr reorganized every prop cue, replaced the chorus's water with wine, and painted all the masks upside-down. He suspects Komos is that satyr's cousin.
Useful Information. Has a complete map of backstage in his wax tablet. Knows exactly what props are where (automatic success on any Investigation check related to prop locations if he is consulted). Carries a Potion of Healing in his satchel "for emergencies" — will share it if a PC he likes is badly hurt.
Fainting Condition. If he witnesses open bloodshed on or near the stage, he must make a DC 10 CON save or fall unconscious for 1d4 rounds. He finds this as embarrassing as the players do.
Item Cards
Golden Theatrical Mask of Dionysus
Wondrous Item (McGuffin) · Requires Attunement by any creature · Given by Dionysus at Misthaven
Description. A palm-sized golden mask on a braided leather cord — comedy face on the front, tragedy on the back. Warm to the touch. The inside rim bears a tiny inscription in old Greek: "When the curtain falls for the last time — raise me aloft upon the stage, and the God of Theater honors his word."
Enc 1 — Fey Hesitation. Displaying the mask openly causes all Fey creatures within 30 ft. to hesitate — they recognize Dionysus's symbol. Grants advantage on Persuasion and Intimidation checks made against satyrs or fauns this encounter. Faun Revelers will not approach the mask-holder without being ordered to.
Enc 2 — Sabotage Sense. While holding the mask, a creature has advantage on Investigation checks made to locate magically tampered objects, hidden magical effects, or creatures using illusion magic within 60 ft. The mask grows warm and vibrates faintly near active magical sabotage.
Enc 3 — Deus Ex Machina. Once the primary win condition is met (Komos incapacitated or at 0 HP), a creature holding the mask while standing on the stage (the orchestra) may use their Action to raise it aloft and make a DC 12 Performance check. On success, Dionysus descends to the stage immediately. On failure, the check may be retried on the next turn (Dionysus won't let the party fail indefinitely). On a result of 20+, Dionysus arrives in spectacular fashion and every PC present gains the Blessing of Dionysus at full potency.
Properties. The mask cannot be destroyed by non-divine means. It does not count as a magic item for the purposes of attunement limits. It is worth approximately 500 GP to a collector but will not be sold — it simply reappears at the holder's side the next morning if sold or lost.
Reward Cards
Post-session keepables. Reward is the first tag. Mechanics below are for ongoing use after this oneshot.
Golden Theatrical Mask of Dionysus
Reward · Wondrous · Requires Attunement
Mechanics. While worn or held, you have advantage on Charisma (Persuasion or Intimidation) checks against satyrs, fauns, and other revel-fey. Once per long rest, as a bonus action, you can sense illusion magic and magically tampered objects within 60 feet until the end of your next turn (they shimmer faintly to you). Once per short rest, when a creature within 30 feet fails a Charisma saving throw against being charmed or frightened, you can use your reaction to let it reroll that save.
Appearance. A palm-sized golden mask on a braided leather cord — comedy on the front, tragedy on the reverse, warm to the touch.
Lore. Dionysus leaves it with the troupe that kept his night uninterrupted, a backstage blessing for future curtains.
Quote. "When the curtain falls for the last time, wear the face that still laughs." — Dionysus
Earn when: Keep the show running and humble Komos without exposing Dionysus in the audience.