Wednesday, December 4, 2024

Lyrists of Orpheus, Part III


Spells of Orpheus
Songs sung echo beyond the world's end. 

1st Level: Command, Detect Magic, Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Detect Snares and Pits (D), Entangle (D), Charm Person*, Message*, Sleep*, Ventriloquism*, Bestow Blessing & Curse^ (link)Warding^ (link)

2nd Level: Augury, Bless, Hold Person, Holy Chant, Reveal Charm, Speak with Animal, Charm Person or Mammal (D), Find Plant (D), Auditory Illusion*, Call Champion^ (link), Conjure Realm^ (link)

3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Prayer, Remove Curse, Speak with Dead, Hold Animal (D), Plant Growth (D), Stone Shape (D), Protection from Normal Missiles*, Enchant Food & Drink^ (link)

4th Level: Detect Lie, Divination, Exorcise, Lower Water, Protection from Evil 10' Radius, Speak with Plants, Tongues, Hold Vegetation and Fungus (D), Repel Vermin (D), Charm Monster*

5th Level: Atonement, Commune, Dispel Evil, Raise Dead (requires a trip into the Underworld- see the encounter below for an example, or per Referee), Anti-Plant Shell (D), Hold Monster*Call Maiden^ (though she will vanish permanently if the lyrist looks back at her, link)

6th Level: Animate Objects, Find the Path, Stone Tell, Summon Aerial Servant, Anti-Animal Shell (D), Repel Wood (D), Irresistible Dance*, Legend Lore*, Move Earth*, Repulsion* 

7th Level: Restoration, Antipathy/ Sympathy*

Note: All Orpheus spells must be at least spoken if not sung. And if followed as a mystery cult, then the Referee can allow some healing spells to be available in return for the lyrist provoking a divine test whenever he attempts to use them.

^ New spells. Orpheus is usually served by angelic and fey lords. His cleric-types would then have access to spells like Bestow Angelic Blessing & Curse and Bestow Fey Blessing & Curse, just like those who follow similar divinities.



Vault of Orpheus
an Orpheus Encounter

A party member hears tell that a woman he has lost can be recovered in a vault dedicated to the demigod Orpheus.


Map by https://watabou.itch.io/one-page-dungeon (modified)
Each square = 10'. Ceiling to floor height is 7'. 

Entryway: The stairs descend 10' down into a 50' wide, 30' deep, worked stone chamber. Bas reliefs of a man playing a lyre, befriending animals and enjoying a beautiful woman abound. Heavy wooden doors are at the north and south ends. A single torch burns near the north one, dimly illuminating the room.


Room 1: This smaller room has an enticing aroma and a strange light. In the northeast corner are 3 beautiful women; 2 with birdlike characteristics, the 3rd simply unclad. They quickly arise from their softly glowing nest and begin to sing. Male characters successfully drawn to them will then remain around the nest, fighting on their behalf if anyone attempts to enter Room 2. 123 sp, random weapons, and two potions of healing can be found in the nest, along with the remains of others who have attempted to pass before.

Sirens
Align: C, Mve: 40’ (swim 80’ or fly if siren has birdlike characteristics), AC: 9*, HD: 3, Atk: None, Dmg: None, SP: +1 weapons or better required to hit, breathe water, charm person at will- draws men to them (save vs. spell/ Will save DC 15 negates, save is 4 harder if siren is fully woman-looking), SV: E3, Mor: 6


Room 2: A strange light fills this place, almost like one from a cloudy, outdoor day. The ground is soft and even has moss growing upon it. At the far end is beautiful woman smiling, appearing just like the one that the party member seeks. 

Of course, all of it is an illusion, made automatically disbelieving when a huge, venomous snake from behind the northwest corner strikes to attack! If slain, 2 fire opals worth 25 gp each can be found in its stomach.

Giant Snake
Align: C, Mve: 45’, AC: 5, HD: 4, HP: 29, Atk: 1, Dmg: 1d6 (bite), SP: those bitten must save vs. poison/ make a Fortitude save DC 15 or take 3d6 additional damage, SV: F4, Mor: 7


Room 3
: Seated on a bench in the southeast corner of the room is a Thracian man with a lyre. He is surrounded by three wild-looking women (maenads). Candles ring the room. He will sing a song that's hauntingly beautiful, advising any who would enter to leave. Those who refuse will be vigorously attacked by the maenads. The man, Kraspar the Melodious, will lend his aid to the maenads if they are counterattacked, making ample use of Chant and suffering penalties if they fall (since he cares about them), but will refrain from attacking the party directly. He was once a henchman, used to open dangerous doors and the like, but was left behind at this place because he sang too much. And though he feels abandoned, the demigod took pity, making him an 'orphan of Orpheus'. If attacked, Kraspar will attempt to flee to Room 4, singing and strumming his lyre all the way.

Maenads
AL: C, Mve: 40’, AC 9, HD 1+1, Attk: 2 (clawings), Dmg: 1d3/1d3, SP: hitting with both clawings allows them to rip their target for an additional 2d3 damage, can ignore 1d2 damage per round, Sve: F1

Kraspar the Melodious 'Orphan of Orpheus'
Lvl 3 Thracian lyrist, Align: N, MV: 40’, AC: 8, HD: 3, HP: 12, Atk: 1, Dmg: 1d6 (staff)
SP: lyrist abilities (see Part II), spells prepared
   1st Level: Command, Light, Remove Fear, Charm Person*
   2nd Level: Auditory Illusion*, Conjure Realm^ (link)
SV: C3 (+1), Mor: 8, Items: white chiton, lyre, 39 sp, ring of protection +1.
Appearance: medium complexion, black hair & short beard, medium build.


Room 4: This long chamber is framed by 3 slender marble columns on each side. A palpable presence can be felt here, for it is a temple. 

Within the temple: Greek cleric-types have a 50% chance of being able to reroll their magical side-effects up to once per day, but must take the second result. Those who specifically follow Orpheus or similar gods can do so up to thrice per day and pick which one they wish to use.

At the northeast corner are a set of bronze double doors that can be opened into a strange chamber. The surreal, greenish light marks it as place of the underworld. Beyond is a narrow gap of still, subterranean water,  all that stands in the way of a small island and shrine. There can be found the woman that the party member seeks. If they meet, she will embrace him strongly, thankful, but unsure how she came to be here. Written nearby are the words 'DON'T LOOK BACK'. 

When leading her out through the previous part of Room 4, if any look back at her, she will then vanish, returning to the Afterlife. What is more, even if she is successfully led out, there's a 13% chance of her being affected in another way, being somewhat undead or simply 'different', per Referee. Otherwise, their reunion will be joyous...


 
Next week: we begin a new series on additional Norse divinities, starting with Clerics of Baldr!