The Show Must Go On
One-Shot · 6 Players · Level 5 · ~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 5 |
| Est. Duration 3–3.5 hours |
| Encounters 3 — Enc 1: Easy-Medium brawl (non-combat option); Enc 2: Skill Challenge with combat sub-threats; Enc 3: Hard boss combat on stage |
| Setting The Theatre of Dionysus — an ancient stone amphitheater. All three encounters take place here. |
Description
A celebrated troupe of thespians is about to open a new play at the great amphitheater, and Dionysus — God of Theater and Revelry — wants to enjoy a perfect, uninterrupted performance. But Komos, a boisterous Satyr Captain who feels personally mocked by the play's script, has rallied a warband of satyrs and fauns to crash the stage and ruin the show entirely.
The party must muscle through a chaotic dress rehearsal, then navigate a web of backstage sabotage during the live show — all without tipping off the oblivious audience — before clashing with Komos and his remaining crew in a spectacular finale witnessed by the entire crowd, who believe every moment of it is the most thrilling theater they have ever seen.
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.
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 — The Show: Three real threats hidden throughout the theater during the live performance. Party must neutralize them without the audience noticing. A 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 party arrives at the amphitheater the morning before opening night. Thalia is running a full dress rehearsal on the round stage when a crash echoes from backstage — Pipes leads a rowdy band of Satyr Hoplites and Faun Revelers onto the stage, instruments blaring, wine sloshing, props flying. They're here to wreck the rehearsal, humiliate the actors, and send a message: cancel the show, or face worse tomorrow.
- 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
- 3× Satyr Hoplite — CR 1 (200 XP ea.)
- 4× Faun Reveler — CR 1/4 (50 XP ea.)
- 1× Pipes, Satyr Bard — CR 2 (450 XP)
Total XP
- Raw: 1,250 XP
- Adjusted (×2.0): ~2,500 XP
- Threshold (6× L8): Medium = 2,700
- Rating: Easy–Medium
🗺 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 1 (200 XP)
AC 15 (leather, shield) | HP 22 (4d8+4) | 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 1/4 (50 XP)
AC 13 (natural armor) | HP 13 (3d6+3) | 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 2 (450 XP) · Recruit potential
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
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 — The Show Must Go On
Overview
The amphitheater is full. Fifty spectators fill the tiered stone seats. The chorus strikes up, and the actors take the stage. Meanwhile, the remaining satyrs have slipped back in before the doors opened, hiding throughout the theater. While the performance unfolds onstage, the party must hunt down three real threats hidden in the backstage, wings, and gallery — all without letting the audience know anything is wrong. Any action that is visibly or audibly disruptive to the audience triggers a Disruption Check.
- Style: Concurrent investigation + stealth + improvisation; light combat available but risky
- Win Condition: Neutralize all three threats before the final act of the play begins, with 2 or fewer Disruption Points accumulated
- Failure Condition: 3 Disruption Points → Encounter 3 begins immediately, mid-act (see Enc 3 for consequences)
Hidden Threats
- Rigged Prop Crane — backstage storage
- 1× Nettles — upper gallery, left wing
- 1× Silenos — hidden compartment, backstage
- 2× Faun Revelers — backstage wings
Disruption Counter
- Max: 3 points before Enc 3 triggers
- 1 pt: Unaddressed threat triggers
- 1 pt: Failed Recovery Performance check
- 1 pt: PC action clearly visible/audible to audience (fireball, shouting match, open melee on stage, etc.) AND failed cover check
- 0 pts: Prevented threat; successful improvisation
🗺 Theater Layout During the Show
Stage (Orchestra): 30 ft diameter — actors performing, audience watching. Going on stage means the audience can see you.
- Backstage (Skene, ground floor): 40×25 ft behind 5 curtained archways; dim torchlight; props, costume trunks, ropes. Actors move through constantly.
- Upper Gallery (Skene, 2nd floor): 10 ft above stage; 3 curtained archways face outward; accessible via stone stairs at either side. Nettles is here, behind the left curtain.
- Hidden Compartments (Skene): Three small rooms behind false walls (DC 15 Investigation to find without a tip; DC 12 if Papadakis's tour was taken). Silenos is in the rear center one.
- Audience Seating: Full — 50 patrons on tiered stone. Cannot be traversed quickly; movement through stands is difficult terrain. Audience cannot see into the dark backstage area.
- Stage Trapdoors: Both trapdoors are marked with chalk (Papadakis's doing) — DC 10 to notice from backstage.
Harder (APL 10): Silenos has already cast Mage Armor on himself. The Rigged Crane requires two separate actions to fully disarm (find + brace). If Nettles gets off a shot before being stopped, it counts as 1 automatic Disruption Point regardless of the Recovery check.
Backstage Threats
The three threats do not act on a strict initiative order — they are timed to the acts of the play. Each threat becomes "active" at a narrative beat the DM announces. The party should feel like they are racing the clock.
A heavy stone "boulder" prop (actually painted wood, but still 80 lbs) in the upper backstage storage has been re-rigged to drop directly onto the stage during Scene 3, which is fast approaching. Papadakis will unknowingly walk directly under it to hand Thalia a prop unless stopped.
Finding & Disarming the Crane
- DC 14 Investigation to find the sabotaged rope mechanism (upper storage area). Advantage if the party is holding the Golden Mask (it grows warm near the trap).
- DC 12 Sleight of Hand or DC 16 Athletics to brace/cut the rope safely and silently.
- Attempting to cut the rope without the Investigation check: automatic noise — Disruption Check required.
- If unaddressed: Boulder prop crashes down at the start of Act II. No one is seriously hurt (it is prop wood), but the audience is startled, and Papadakis screams. +1 Disruption Point.
Nettles is crouched behind the left upper curtain, lined up on the lead actor for a Tangling Shot that would drop them mid-monologue, tied up in a net-arrow in full view of the audience. He has full cover from the stage but is visible from the upper gallery stairs.
Finding & Stopping Nettles
- DC 13 Perception from the upper gallery stairs, or DC 15 from backstage level, to notice the silhouette behind the left curtain.
- DC 14 Stealth to approach without alerting him — failure means he has time to loose one arrow before combat (automatic Tangling Shot, no attack roll needed, actor is Restrained).
- Subduing via grapple (Athletics vs. his +4 Acrobatics) is silent. Nettles in combat will fight and attempt to flee via Nimble Escape. Any weapon clash up here without a cover check = Disruption Check.
- If unaddressed: Nettles fires the Tangling Shot at midpoint of Act II. Lead actor is Restrained and falls on stage. +1 Disruption Point. Nettles then flees to Enc 3 starting position (upper-right gallery).
Silenos is hiding in a rear compartment, using Minor Illusion to subtly warp the sound of the chorus and Mage Hand to move props out of their marked positions, confusing the actors. The 2 Faun Revelers backstage are his lookouts — they will raise a bleating alarm if they see a party member, which automatically triggers a Disruption Check.
Finding & Stopping Silenos
- DC 14 Arcana to identify the Minor Illusion effect on the chorus sound; DC 15 Investigation to trace the Mage Hand movements to the hidden compartment. Advantage with the Golden Mask.
- The 2 Faun Revelers must be bypassed — DC 13 Stealth to sneak past, or they can be charmed/bribed with food/wine (DC 10 Persuasion or just offer them an actual fig).
- Silenos in his compartment: AC 12, confined space, cannot cast spells with a Verbal component without making noise — he will try to use Hold Person silently. Grapple works; so does any Counterspell.
- If unaddressed: Silenos's illusions cause two actors to give wrong cues simultaneously, grinding Act II to a confused halt. +1 Disruption Point. Silenos then moves to Enc 3 starting position (backstage left entrance).
🎭 Disruption Points (Click to Mark)
→ ENC 3 NOW
When a potentially visible/audible disruption occurs, a PC may attempt a DC 14 Performance or Deception check to "incorporate it into the show" — turning the crash, the scream, the weird illusion into an apparently deliberate theatrical moment. On success, the audience applauds and no Disruption Point is gained. On failure, +1 Disruption Point. Pipes (if recruited) grants one PC 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." (This is Komos's operational note; it also hints that Komos knows about the Golden Mask — which may make him specifically target whoever carries it 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.
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 1/4 (50 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 final act of the play has begun — or, if Enc 2 was failed, Komos has just stormed the stage mid-performance and the audience is confused but has not yet panicked. Komos, the Satyr Captain, vaults onto the round stone stage with a blood-curdling cheer, two Satyr Hoplites at his flanks. At the same moment, four Faun Revelers break cover in the audience seating and begin harassing the spectators — but the crowd, dazzled by the torchlight and spectacle, is still applauding, convinced this is an extraordinary theatrical finale.
The party must defeat Komos, protect the patrons, and ultimately use the Golden Theatrical Mask to call Dionysus down in a literal deus ex machina. Any remaining enemies not defeated by the party are frozen by Dionysus's arrival.
- 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 — stage center
- 2× Satyr Hoplite — flanking Komos
- 4× Faun Reveler — audience seating (2 per side)
- +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: 1,100 XP
- 2× Hoplites: 400 XP
- 4× Fauns: 200 XP
- Wave (round 3): 400 XP
- Raw Total: ~2,100 XP
- ×2.0 (7+ creatures): ~4,200 XP
- Rating: Hard (threshold: 3,600)
🗺 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 10): Komos has 95 HP (14d8+28) and gains one Legendary Action per round (free Headbutt against any creature that ends its turn adjacent to him). Silenos begins with Hypnotic Pattern already concentrated when Enc 3 starts (if he survived Enc 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 4 (1,100 XP) · Boss
AC 16 (ring mail, shield) | HP 78 (12d8+24) | 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.
Satyr Hoplite
Medium Fey, Chaotic Neutral · CR 1 (200 XP)
AC 15 (leather, shield) | HP 22 (4d8+4) | 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 1/4 (50 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 5
- Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 5.
Library Standard — 6 Players, Average Level 8
- Raise enemy HP ~+30–40% and attack bonuses +2; add 1 minion/wave; treat social DCs as +2. Keep nonlethal rules for revelers/civilians.
Easier
- APL 3–4: cut one encounter beat; halve minion counts; DCs −2.
Harder
- APL 6–7: +1 captain-tier foe; DCs +1; timer −1 round on finales.
📋 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 4 (1,100 XP) · Boss
AC 16 (ring mail, shield) | HP 78 (12d8+24) | 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.
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 1 (200 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 1/4 (50 XP)
AC 13 (natural armor) | HP 13 (3d6+3) | 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
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.