Ruins 12 - Amphetheater


How It Was




This area of stone buildings was the cultural center of Myth Andofhaur. Countless plays, concerts, poetry readings and fairies were given here for the education and enjoyment of the population. They are built in a circular shape around an amphitheaters. The area behind the stage housed art and craft galleries while the buildings in front housed Restaurant and gathering places. The buildings are made of river stone and the amphitheaters is made of black slate and white marble. The architecture is of the creative and amazing in that the heavy materials of it's construction appear somehow to be weightless. The whole is airy and breathes comfort.

How It Is Now




The Amphitheater as it is now.
The roofs of some of the buildings and the shell over the stage have crumbled, but most are still in good condition. All of the walls are still standing.

Room 1
The door is partially open and the room has been looted. There are broken bottles all over the floor. Debris is feet deep around the door and 12" thick inside. In the NE corner is a single remaining case of Elvin Wine dated 542 (about 900 years old!). It is worth about 150gp per bottle.

Room 2
Breached Room - Random Outdoor Monster - Treasure! This was the ticket office and was also the spot where the money was stored. It's still in a vault under the floor.
200PP, 13439GP, 3242SP

Room 3
Breached Room - Hydra Nest - Always 3 inside

Room 4
Ceiling Breach - Roost for Raven Sturges - Always 100 inside (5 flocks)

Room 5
Treasure Room! It used to be a rehersal area also used as a prop room and has remained closed since the city shutdown. The Ravensturges have kept anything out of their room and the door in 4 is the only way into Room 5. This room contains many Art Items and jewelery abandoned when the city was evacuated. It's free for the taking (no traps), but you need a Search DC of 28 to find the save in the SE corner.

Room 6
Ticket Office  - Now the 18th level equivilent of a Zombie Closet (a Chip Favorite!)


Room 7
The door is on the ground of this room and nothing but blown leaves and broken glass will be found in this room

Room 8
Breached Room -     2 Legendary Bears Lair
Large Animal
Hit Dice:    20d8+140 (230 hp)
Initiative:    +6 (+2 Dex, +4 Improved Initiative)   
Speed:    50 ft.
Armor Class:    21 (-1 size, +2 Dex, +10 natural)   
Base Attack/Grapple:    +15/+32
Attack:    Claw +27 (2d6+13) melee   
Full Attack:    2 claws +27 (2d6+13) melee, bite +22 (4d6+6) melee   
Space/Reach:    10 ft./5 ft.   
Special Attacks:    Improved grab   
Special Qualities:    Scent   
Saves:    Fort +19, Ref +14, Will +11
Abilities:    Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 12   
Skills:    Climb +15, Jump +21, Listen +14, Spot +14, Swim +20   
Feats:    Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track   
Climate/Terrain:    Any forest, hill, mountains, plains, and underground
Organization:    Solitary or pair
Challenge Rating:     9
Treasure: None
Alignment    Always neutral
LEGENDARY BEAR The legendary bear doesn’t usually attack humans. Its diet consists primarily of plants and fish.
Combat Improved Grab (Ex): If a legendary bear hits a Medium-size or smaller opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). Thereafter, the legendary bear has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the legendary bear is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Room 9
Breached Room - Rotten fabric from the clothers/tailors have become mounds and helped the Hellwasps make an enormous hive out of this area.
HELLWASP SWARM Diminutive Magical Beast (Extraplanar, Evil, Swarm)
Hit Dice: 12d10+27 (93 hp)
Initiative: +10
Speed: 5 ft. (1 square), fly 40 ft.
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +12/—
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, inhabit, poison
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits
Saves: Fort +10, Ref +14, Will +7
Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Feats: Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness
Environment: Bleak Eternity of Gehenna
Organization: Solitary, fright (2–4 swarms), or terror (5–8 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: None
Level Adjustment:— An angry buzz fills the air around a darting cloud of thousands of ruby-red insects.
Hellwasps are vicious, foul-tempered magical insects from the infernal planes. A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust.
Combat Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unliving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.
A hellwasp swarm’s attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.
Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Inhabit (Ex): A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices.
Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.
If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.
A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host.
A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.

Room 10 - Jewlery - Major Undead guarding what remains of the Jewlery Store stock.
Ornate picture of dwarven miners on door
DC 35 Lock - Dispell Magic at level 12
DC 30 Electrical Trap (8d10) on opening the door.
12 Catrydid Guardians

Room 11 - Latheandel Forest Food
The door is locked DC 20 but untrapped.
Breached Room - Remains of a kitchen with 3 magical cooking items.
2 Automatic skillets, These are not rusted while everything else in the room is.
Everburning charcoal,
On entering this room an acrid rotten smell will be obvious with no roll necessary. This will quickly disappate at the door, but will become more intense and long lasting in the corners of the room.
To the right of the door, near the far W. wall there is a jumble of tables and chairs strewn about in all directions. They are all made of wood, but are remarkably intact despite the exposure to the air and weather from the breach in the wall. There is nothing of interest in this area. It was just a dining space for the customers of the restaraunt.
On the left are more of the tables and chairs, but most of these have been broken although some are intact. Beyond this, to the far E. is a counter that stretches across the E. There are 3 gaps in the counter every 30' that allow access to the kitchen behind the counter. In the NE and NW corners there are large water tubs. They are now filled with green slimy things that hide

Room 12
Stage - Cracks in the stone floor are large enough to see that the area under the stage is hollow

Room 13
Understage - See the other map.



Room 1

Room 2

Room 3