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Battle the gods and become a legend in this epic adventurefor the world's greatest roleplaying gameOdysseyof Th e Dr gonlords5eEVen the Gods are Bound by Oaths & Prophecies...At the dawn of time, a war between gods and titans left the landscape of Thylea forever changed. Thousands of years later, the first mortals arrived, carried by ship and dragon.The Dragonlords were the champions who overthrew the Titans 500 years ago and forged the Oath of Peace. But the power of the Oath has waned, and now the Titans seek vengeance.You are one of the heroes called by prophecy to end the conflict once and for all. Poets will sing of your deeds for centuries to come... if you survive.Odyssey of the Dragonlords is an epic fantasy campaign for the 5th Edition of the world’s greatest roleplaying game. The adventure is set on the lost continent of Thylea, which is inspired by the greatest legends from Greek mythology. • The World of Thylea. Includes dozens of awe-inspiring locations, including cities, dungeons, and islands. Sail the oceans, win fame and fortune, and discover secrets lost since the dawn of time!• Choose Your Epic Path. Includes eight epic paths for players to choose from. Epic paths provide powerful motivations for your hero, making you a central part of the story.• New Class Archetypes. Includes exciting new spells and archetypes for all twelve of the core 5th Edition classes. Experience the power of the greatest heroes from Greek mythology!• New Player Races. Includes rules for six new playable races native to Thylea: nomadic centaurs, cursed medusae, fearsome minotaurs, beautiful nymphs, mischievous satyrs, and winged sirens!5eOdyssey of Th e DrgonlordsThis adventure will take a party of four to six heroes from 1st to 15th level and beyond. The adventure requires the core 5th Edition rulebooks to play.Printed in LithuaniaProduct Code: MUH051946ISBN: 978-1-912743-40-79 781912 743407Odysseyof Th e Dr gonlordsBattle the gods and become a legend in this epic adventurefor the world's greatest roleplaying gameOdysseyof Th e Dr gonlords5eEVen the Gods are Bound by Oaths & Prophecies...At the dawn of time, a war between gods and titans left the landscape of Thylea forever changed. Thousands of years later, the first mortals arrived, carried by ship and dragon.The Dragonlords were the champions who overthrew the Titans 500 years ago and forged the Oath of Peace. But the power of the Oath has waned, and now the Titans seek vengeance.You are one of the heroes called by prophecy to end the conflict once and for all. Poets will sing of your deeds for centuries to come... if you survive.Odyssey of the Dragonlords is an epic fantasy campaign for the 5th Edition of the world’s greatest roleplaying game. The adventure is set on the lost continent of Thylea, which is inspired by the greatest legends from Greek mythology. • The World of Thylea. Includes dozens of awe-inspiring locations, including cities, dungeons, and islands. Sail the oceans, win fame and fortune, and discover secrets lost since the dawn of time!• Choose Your Epic Path. Includes eight epic paths for players to choose from. Epic paths provide powerful motivations for your hero, making you a central part of the story.• New Class Archetypes. Includes exciting new spells and archetypes for all twelve of the core 5th Edition classes. Experience the power of the greatest heroes from Greek mythology!• New Player Races. Includes rules for six new playable races native to Thylea: nomadic centaurs, cursed medusae, fearsome minotaurs, beautiful nymphs, mischievous satyrs, and winged sirens!5eOdyssey of Th e DrgonlordsThis adventure will take a party of four to six heroes from 1st to 15th level and beyond. The adventure requires the core 5th Edition rulebooks to play.Printed in LithuaniaProduct Code: MUH051946ISBN: 978-1-912743-40-79 781912 743407CreditsCreated by James Ohlen, Jesse SkyWriting: James Ohlen, Jesse Sky, Drew KarpyshynEditing: Jesse Sky, Mike BruntonGraphic Design and Layout: Michal E. CrossIllustrations: Chris J. Anderson, Michal E. Cross, Wadim Kashin, Sebastian Kowoll, Lius Lasahido, Roman Likholob, Grzegorz Pedrycz, Erikas PerlAdventure Book Cover Art: Marc SimonettiPlayer’s Guide Cover Art: Lius LasahidoPublic Domain Paintings: Wikimedia CommonsWorld, City, and Island Maps: John StevensonDungeon Maps: Nicholas SpinelliAdditional Writing: Patricia Barnabie, Mike Brunton, Katie Johnson, Drew Karpyshyn, Tracy S.Design Editing: Nicholas Johnson, Brandon Korolik Proofreading: Loricha Honer, Rob Sardone, Jelmer Panman, Ted Bunt Playtesters: Dean Andersen, Sean Carriere, Ross Gardner, Michael Grimes, David Hollis, Chris Jones, Jordan Lander, James LaValle, Alex Maize, Christopher Ohlen, Kevin Packard, Michael Scales, Mike SchoenSpecial thanks to Chris Birch and the entire team at Modiphius Entertainment for their guidance and support throughout the process of publishing these books.About this BookWelcome to Odyssey of the Dragonlords. This booklet will provide you with everything you need to run an epic campaign in the forgotten land of Thylea.Odyssey of the Dragonlords is heavily inspired by stories from ancient Greek mythology. As we designed the campaign, we sought to include ideas from many different sources: The Odyssey, The Iliad, Jason and the Argonauts, The Oresteia, and others. However, Thylea is not ancient Greece. You will not find Zeus, Athena, or Apollo among the gods.As you explore Thylea, you will encounter familiar tropes, monsters, and treasures from Greek mythol-ogy—but the rules are different here. Mortals have only recently come to these lands. The world of Thylea blends high fantasy with the trappings of ancient his-tory. Elves, dwarves, and halflings now live alongside minotaurs, centaurs, and satyrs.Our goal is to make your party feel like heroes from one of the greatest stories ever told—but the ultimate end of that story is entirely within your power. Your players will make choices that forever change the world of Thylea. As the gamemaster, we encourage you to embrace this idea and run with it. How will your players reshape history—and what does it mean to be a hero?Odyssey of the Dragonlords is published under the OGL rules for 5th Edition. Special thanks to all the many talented people who created our favorite edition of the world's greatest roleplaying game.Odyssey of the Dragonlords and all content herein © James Ohlen 2019, © Jesse Sky 2019www.arcanumworlds.comON THE COVER (Player’s Guide)An Amazonian warrior from the island of Themis watches from the trees. She wields her curved kopis sword in one hand while tending to her bronze automaton stimfay bird with the other.ON THE COVER (Campaign Book)The city of Mytros is under attack by a colossal silver dragon, while two heroes prepare to save the city. The Oracle has prophesied the Doom of Thylea: the destruction of Mytros and the death of the gods. Who will rise to save the forgotten land?Preface: Why Greek Mythology? ......... 4Introduction ........................................... 6Story Overview ..............................................6The World of Thylea.....................................7The History of Thylea ..................................7Traveling to Thylea .................................... 10The Powers of Thylea ................................ 10The Mortal Kingdoms ............................... 12People of Thylea ......................................... 12Factions of Thylea ...................................... 13The Laws of Thylea .................................... 14Adventure Overview ................................. 16Story Structure ........................................... 18Running the Adventure ............................. 18Epic Paths .....................................................forms: they are drag-ons who had been imbued with divine power and locked into mortal forms. Pythor, Kyrah, Volkan, and Vallus agree to carry the heroes into battle against the Titans.The Battle Begins. When the heroes reach Mytros, the city is already under attack by an ancient silver dragon that belongs to the king. King Acastus thought to defend his city, but in his arrogance, he lost control of the dragon. The heroes must defeat the dragon, confront Acastus, and take control of the Colossus of Pythor.The Titans Attack. The city faces three possible attacks, depending on which of the Titans are still alive at this point in the story. Sydon, Lutheria, and Kentimane assail the city, seeking to either subjugate or destroy it. The heroes must join with their dragons and do everything possible to save the city.The New Oath. In the end, the heroes are victorious. Having defeated Sydon and Lutheria, they may force the Titans to swear new oaths (if they survived). The heroes may also swear an oath of protection to the city of Mytros, to cement their legacy as Dragonlords.IntroductIon18Act 5: The New PantheonAfter the Battle of Mytros, the heroes are summoned by one of the forgotten gods: Narsus, the god of beauty.The Secrets of Godhood. When the Oath of Peace ended, Narsus lost his divinity. Now, he wishes to reclaim it. He sends a messenger to the heroes, who promises that they might achieve godhood themselves. But first, the heroes must rescue Narsus from his captiv-ity in the city of Aresia—an ancient rival to Mytros.The Siege of Aresia. After crossing the ocean to Aresia, the heroes must decide how to deal with the heavily-defended city. They are presented with a variety of options, including the possibility of sneaking in while their army sits at the gates. Once the heroes free Narsus from his prison, he reveals what must be done next.The Divine Artifacts. The heroes must reclaim three key items that may be used to create a new pantheon of gods. This quest takes them to two dungeons in the Aresian peninsula—and then deep into the oceans to the Sunken Kingdom, where a lost pantheon of gods has been locked away for centuries.The Apokalypsis. Once the items have been recov-ered, the world is ravaged by an apocalyptic event as multiple gargantuan monsters descend upon Thylea. The heroes must defeat the monsters, ascend to the palace of the gods, and defeat the lost pantheon. In the process, the heroes may unlock the secrets of godhood and ascend to the heavens themselves.STORY STRUCTUREThe world of Thylea has been designed with natural ‘fences’ that curb exploration until the players achieve certain milestones. For example, players cannot explore the Cerulean Gulf until they have acquired a ship. New exploration regions unlock in the following order:• Learning of the Prophecy… …unlocks the Great Labors• Completing the Great Labors… …unlocks the City of Mytros• Recovering the Ghost Ship… …unlocks the Cerulean Gulf• Exploring the Cerulean Gulf… …unlocks the Forgotten Sea• Confronting both of the Titans… …triggers the Battle of Mytros• Collecting the Divine Artifacts... ...triggers the ApokalypsisAs the GM, you may shepherd the party toward the next milestone in the story, but for the most part, you can allow your players freedom to explore.The Battle of Mytros and the Apokalypsis are the epic finales to the adventure, where all the twists and turns of the story bear fruit. These events are ordained by fate and cannot be avoided, but the manner in which they unfold depends entirely upon your players. Running the Adventure This section contains advice to help you run the cam-paign. It describes how to roleplay all of the major char-acters in the story, how to run your players’ epic paths, and how to manage player character advancement. Finally, it provides some tips on how to make adjust-ments to the campaign. When you see text in a box like this, it is usually intended to be read aloud as part of the adventure. Don't be afraid to modify the contents of these narra-tion boxes to suit the needs of your party. Preparing the AdventureOdyssey of the Dragonlords has been designed so that you do not need to read through the entire book before running the adventure. However, you should read through the entire Introduction chapter. We also recom-mend that you read through the first few chapters of the book before you begin, and that you familiarize yourself with the contents of the appendices.This book assumes that you have read (and/or have easy access to) the three core books for the 5th Edition of the world’s greatest roleplaying game. Where items and monsters are referenced that are not included in this book, they can be found in the 5th Edition core books.AbbreviationsThe following abbreviations are used throughout this book:PC = player character LG = lawful goodNPC = nonplayer character CG = chaotic goodXP = experience points NG = neutral goodHP = hit points LN = lawful neutralAC = Armor Class TN = true neutralDC = Difficulty Class CN = chaotic neutralpp = platinum pieces LE = lawful evilgp = gold pieces CE = chaotic evilsp = silver pieces NE = neutral evilcp = copper pieces GM = game masterIntroductIon19EPIC PATHSEpic paths are an optional addition to character cre-ation. They provide mythic archetypes for the player characters, so that each hero feels larger-than-life, like Hercules, Achilles, Odysseus, or Perseus.Each player should choose one of the epic paths described in the Epic Paths section of the Creating Heroes appendix. This will determine their hero’s mythic context within the land of Thylea and influence relation-ships with her gods and people.Standard BackgroundsEpic paths are different from standard backgrounds in that they are specific to this setting. They unlock new aspects of the adventure, including special relationships with story characters and access to specific magic items.Players should choose a standard background in addition to their epic path. This will provide them with skills, tool proficiencies, languages, and starting equipment. The flavor of the standard background should be enhanced or replaced by the epic path's description.Heroic TasksEvery epic path has a set of goals. While these goals are personal to each hero, they are supplementary to the overall goals of the adventure. When a hero accomplishes their goals, they become blessed by the gods. Each epic path has a different divine blessing that is granted upon completion of its goals. There are also magic items listed under the goals for each of the epic paths. These items are usually located in distant parts of Thylea and must be found before they can be used. Other items must be forged or otherwise crafted at specific locations, such as the Mithral Forge.Whenever an epic path offers a choice of multiple magic items, the player should choose one, and you should do your best to integrate that item into the story.Story ConnectionsEpic paths are intended to help tie the heroes to the story in a meaningful way. When you think of the greatest fantasy epics, the heroes always have strong ties to the story—special relationships with kings, queens, villains, and gods. The heroes of these stories are impor-tant for reasons that go much deeper than the powers and the items they wield.Epic paths should not diminish player agency. Players are free to pursue the story hooks presented in each path in any way that the GM deems appropriate. They are also free to modify an epic path with the agreement of the GM. The GM should take care when modifying the magic items, however, as the adventure is balanced with these specific items in mind.IntroductIon20STARTING THE CAMPAIGNBefore you begin this campaign, you should decide how your heroes relate to the lands of Thylea. Are they strangers to these lands, or are theynatives? This does not alter the adventure’s structure but it should shape the way you introduce major conflicts and characters.Option 1: Sent by the GodsIf a majority of your heroes are from lands beyond the Forgotten Sea, then they are believed to be sent by the gods in Thylea’s hour of greatest need. In this case, you should begin with the following: You have arrived in Thylea, a strange new land, after crossing a great ocean. Shipwrecked with no means of returning home, you were sheltered in your time of need by the people of the great city of Mytros. Now, it seems, the hour has come to repay their kindness. Option 2: Destined for GreatnessIf the majority of your heroes are native to Thylea, then they are famous throughout the land as being destined for greatness. In this case, you should begin as follows: You are known throughout Thylea as mortals destined to perform great deeds. The citizens of the great city of Mytros already tell stories of your exploits, both real and imagined. Now, it seems, the time has come for you to rise and meet your fate. Spreading RumorsBefore you begin your first session, consider giving your players the following assignment. This exercise creates a fun roleplaying moment to kick things off, and it helps the heroes become better acquainted with one another before they join forces. Write your character’s name at the top of three sep-arate notecards. On each notecard, write one rumor about your character that circulates in Thylea’s taverns. These may be rumors of your heroic exploits, ribald jokes about your past exploits, or even mean-spirited gossip. At least one of these rumors must be true, but the others may be exaggerations or outright fabrica-tions. Give your three notecards to the GM before the start of the first adventure. Don’t tell the other players what you have written! Before the adventure begins, shuffle each player’s notecards and hand them out to the other players at the table. No one should get one of their own notecards back. Now, each player will have a chance to read some juicy gossip about their fellow heroes.Forming the PartyThe heroes’ party should be formed before you begin the first adventure. They need not be very familiar with each other yet: in these dark days, many bands of strangers are gathering to take on the challenges facing Thylea. Perhaps your heroes have arranged to meet for the first time in The Sour Vintage.Alternatively, you can use the conflicts presented in the Prologue chapter to encourage your heroes to band together. To encourage cooperation, you should cement their newfound friendship with an oath of fellowship.Motivating the PartyThe best way to motivate your party in this campaign is to focus on how the party's current goals align with the personal goals in each of their individual epic paths.However, you can also motivate the heroes by award-ing Fame points when the party completes major story objectives. As players earn Fame points, they unlock new perks and prestige in the world of Thylea. These perks are detailed in the Earning Fame section of the Creating Heroes appendix.Player HandoutsGive each player a copy of the Thylea World Primer from the appendix. This serves as a handy reference sheet for major concepts and characters that your play-ers should be familiar with.This book includes other handouts that can be used to add flavor throughout the adventure, including maps for many of the major islands. Make sure to prepare these ahead of time for each session.PLAYING THE VILLAINSGreat stories have great villains. This section describes a series of special events and dramatic confrontations that will make the villains in your story memorable.Sydon, Lord of StormsSydon primarily takes action against the party through his legions of worshippers. These include the armies of centaurs, cyclopes, gygans, and other native creatures who revere him. He is also served by many mortals, including the Temple of Sydon in Mytros and the fanati-cal zealot, Gaius, who commands the Order of Sydon.Learning about SydonSydon and his minions take action against the party from the very beginning of the story. Members of the Order of Sydon have been sent to kill the heroes before they even have a chance to hear the Oracle’s prophecy.IntroductIon21Event: The Centaur WarbandAfter the heroes finish their first Labor, Gaius, the head of the Order of Sydon, tracks them down from the skies, riding his silver dragon, Argyn. He summons a centaur warband to destroy the heroes. Dark clouds and thunder roll across the sky. You spot a flash of silver in the clouds. At first, you mistake it for lightning, but it slowly resolves into a magnificent silver dragon. A blue-cloaked figure sits astride the dragon as it circles overhead. The figure speaks: “Give up your quest and prostrate yourselves before the power of Sydon.” His voice abruptly changes to something far deeper and inhuman, “You meddle with forces beyond your comprehension.” The dragon vanishes into the clouds above, and lightning tears across the sky. The ground shakes as something thunders toward you. It's a bloodthirsty warband of charging centaurs! The warband includes one centaur for every hero. They will battle the heroes for two rounds and then abruptly turn away and retreat, leaving their dead behind.Event: The Lord of StormsSydon sends this storm to batter the Ultros after the heroes have visited 1-2 islands in the Cerulean Gulf. Storm clouds suddenly gather above your ship. Lightning flashes overhead, followed by booming thun-der. The thunder becomes a voice—the voice of Sydon.“Heed my warning, mortals. Your quest is doomed. Your weapons will fail you. Your gods will perish, and your ship will shatter upon the rocks. Your cities will drown, and your names will be forgotten. You seek to challenge the Titans, but there is no power that can stand against the Lord of Storms." Lightning flashes across the sky a dozen times, and the wind turns into a howling gale. The sky darkens until it seems that night has fallen. Sydon has summoned a powerful hurricane to destroy the Ultros.The storm worsens with every hour. After five hours have passed, the storm will reach a crescendo, and any ship in the area will be destroyed. Someone must pilot the Ultros and escape the storm by making at least three successful piloting checks as described below.For each hour spent in the hurricane, whoever is piloting the ship must make a successful DC 15 Wisdom (Survival) check to keep the ship righted. On a failure, they must make a successful DC 15 Strength (Athletics) check or be swept overboard. If someone is helping the pilot, then both characters must make the check.There are alternative ways to avoid being sunk. A sacrifice to Sydon will calm his anger, but it must be a white ox or an intelligent creature. The control weather spell can be used to neutralize the storm. A conjured air or water elemental can guide the ship out of danger.Event: Sydon’s FleetThis encounter occurs after the heroes have defeated or made a pact with Lutheria. It can also happen at a time of your choosing before the heroes have defeated either Lutheria or Sydon. This event can help motivate heroes if you want the story to hasten to its climax. The winds pick up and the ocean waves grow choppy. On the horizon, you can see dozens of white sails. It seems that a fleet of ships is passing by, several miles to the east. But these are not normal ships—the oars are the size of tree trunks. They appear to be giant warships, crewed by gygans and cyclopes. And they seem to be headed directly for the City of Mytros. This is the invasion force that Sydon has been gather-ing to wipe the mortals from the face of Thylea. This is immediately evident to Kyrah and Pythor.The fleet consists of 30 ships, each crewedby 24 gygans, 1 gygan hero, 24 bronze automatons and 12 cyclopes. Each of the mighty ships is 200 feet long, has a speed of 8 mph, AC 14, a damage threshhold of 15, and 2,000 hit points. If the heroes are foolish enough to attack the fleet, then one of the gygan heroes will blow from a horn to summon 1-2 of Sydon’s children (young empyreans). The reinforcements will arrive within 10 rounds, flying on the backs of rocs. Once Sydon himself has been defeated, this fleet will lose its purpose. The bronze automatons will cease working entirely, as they have no intelligence to guide them. The gygans and cyclopes will return with their ships to the Garden of Helios in the Forgotten Sea.Event: Confronting SydonThe heroes can confront Sydon by ascending to the top of his tower in the Forgotten Sea. However, he will likely escape to the city of Mytros, where the final battle against the Titans takes place. Refer to the chapters Praxys, Tower of Sydon and The Battle of Mytros.I still remember those quiet hours leading up to our first battle against the armies of Sydon. We were not prepared for the wrath of the Storm Titan.– Rizon Phobas, Dragonlord (12 DA)IntroductIon22Lutheria, Lady of DreamsLutheria primarily takes action against the party by sending monsters to attack them and nightmares to haunt their dreams. Unlike her husband, she is more focused on corrupting and subverting the party.Event: Dreaming of LutheriaAfter the heroes leave the Temple of the Oracle, Lutheria sends a nightmare to haunt them. Whenever they take a rest, read the following: A woman's voice suddenly emanates from the darkness around you. “So... your great 'quest' begins. Off to become heroes, are you? Mortals are so very proud."A light shines in the dark, illuminating the sad and pathetic figure of an old man, who has been hogtied to a stake. “Look at this one. He’s falling to pieces: joints stiff, skin slack, teeth gone. The life is practically dripping out of him."Inky black shadows fall across the old man. He flinches and squirms, panicking as something draws closer—something that you cannot see.“Yes, his sad mortal life is leaking away. But I wonder what will happen to his soul?”The old man thrashes against his restraints, scream-ing into his gag as a butcher’s knife descends, and you awaken from the nightmare, bathed in sweat. This nightmare affects everyone, even races that do not normally sleep, such as elves.Each hero must make a DC 20 Wisdom saving throw or be afflicted with a random short-term madness. Roll on the short-term madness table in the Game Master’s Guide. Since there are no nearby enemies to take advan-tage of their vulnerability, this is simply an opportunity for players to roleplay their madness.Event: Madness of LutheriaLutheria sends another nightmare after the heroes complete their second Labor. Whenever they take a rest, read the following: “Poor little mortals." The woman's voice is soft and concerned. “So worried about everything! Worried about honoring the gods; worried about offending them. Worried about war. Worried about the future. What can we do to make you worry less?"On the path ahead, you see a man standing with his back to you. He gazes out over a beautiful valley, which is covered with wild flowers. A soft breeze is blowing, and birds are singing brightly.“Knowledge is the greatest of all mortal burdens, don't you think? Knowledge is pain. Ignorance puts the mind at ease. Ignorance makes mortals happy!"The man turns. His face is twisted with pain and despair. Red tears streak his face. His eyes, ears, and mouth have all been stitched shut. IntroductIon23Everyone awakens from this nightmare at different times. Each person who dreams must roll 1d10. This determines how many rounds until they awaken. They can be awakened early by shaking or inflicting damage to them. Whenever a hero awakens they must make a DC 20 Wisdom saving throw or be afflicted with a random long-term madness. Roll on the long-term mad-ness table in the Game Master’s Guide.This is another opportunity for players to roleplay their madness. The madness can be cured with a lesser restoration spell.Event: Corruption of LutheriaThis dream comes to the heroes when they are sailing across the Cerulean Gulf. Read the following: Lutheria’s voice comes to you, soft as a sea breeze."Why do mortals feel the need to explore? To sail over every horizon? What do you expect to find out there in the vast emptiness of the oceans?"Five men cling to the wreckage of a ship, drifting towards a shoreline. As they draw closer, the relief on their faces is palpable. Eventually, they splash through the shallows and collapse on the white sand."These men once sought treasure, but now they seek simple things: food and fresh water."The sun slowly sets towards the wine-dark sea. The men have set up camp, and the tantalizing smell of roasting pork drifts from the fire.“Perhaps you’d like to join them? Are you hungry?”The men greedily chew the meat and gnaw at the bones, juice and gristle dripping down their chins. You notice that one of the men is missing now, and the discarded bones look much too large for a pig. Everyone wakes together. Each hero must make a DC 20 Wisdom saving throw or be consumed with bloodlust for 1 minute. Those afflicted will do their best to reduce every other hero in their group to an unconscious state.This is a chance for players to fight each other, no holds barred, without guilt or hard feelings.Event: Confronting LutheriaThe heroes can confront Lutheria by descending to her throne in the Nether Sea. Whatever happens to Lutheria, she has ways of returning from the dead, and she may show up in the story later.Refer to The Nether Sea, The Battle of Mytros, and The Apokalypsis chapters for details.King Acastus of MytrosKing Acastus is jealous of the heroes and worries that they will overshadow him. He has long sought to restore the order of the Dragonlords, but rather than earning his dragons, he's made secret pacts with the Titans.Event: Summoned by the KingOnce the heroes have completed the Great Labors, King Acastus summons them to Mytros and gives them a map to the Ultros. He hopes that his ghostly ancestor, Estor Arkelander, will kill them. Refer to the Summoned by the King chapter for details.Event: The Voyage of the UltrosThe king is angry that the heroes have survived their encounter with his ancestor. He will vehemently deny any accusations that the heroes make. By this point, it should be obvious that Acastus is an enemy of the heroes. Refer to the Voyage of the Ultros chapter for details.Event: The Battle of MytrosAcastus tries to save the city from the Titans by unleash-ing his dragon, Icarus, with disastrous results. The heroes must defeat Icarus and confront Acastus in the colosseum where the Great Games are held.The king’s rod of rulership is the key that will activate the Colossus of Pythor. He refuses to surrender it, and he may fight to the death to protect his pride. Refer to the Battle of Mytros chapter for details.PLAYING THE GODSUnlike gods in other settings and adventures, the Five Gods of Thylea are directly involved in the story and often travel with the heroes in mortal guise. The gods should never be allowed to overshadow the heroes.While Kyrah will accompany the heroes from the start of the story, she is only there to record their exploits. She does not fight alongside them in battle. Pythor joins the heroes on the Ultros, but his drunkenness renders him mostly useless. Vallus and Volkan are allies, but they never accompany the heroes on their journeys.Refer to the Dramatis Personae appendix for more details on how to roleplay each of the gods.The Oath of PeaceUntil the Oath of Peace comes to an end, the Five Gods are forbidden from fighting Sydon, Lutheria, or theirallies. They can advise the heroes, but generally speaking, they cannot assist the heroes in battle.RUNNING THE EPIC PATHSThis section describes how to integrate each of the epic paths into the story. Every epic path includes a secret divine boon that can be used to bring the hero back to life. Before running any of the epic paths, you should read through the Epic Paths in the Creating Heroes appendix.Sharing Epic PathsEpic paths are designed to give each player their own unique motivations and moments in the spotlight. They work best if they are not shared.However, if your players wish to share an epic path, then the best way to accomplish this is to have them create characters who are siblings or otherwise closely related. They will effectively be playing as partners who share the same story. In this case, they should each get their own rewards, and you may want to differentiate them by tailoring the items to their chosen classes.The Demi-GodThe Demi-god is a child of Pythor, the God of Battle. Pythor has spent centuries obsessing over his failures. He believes that the Demi-god is his path to redemption. Pythor wants the Demi-god to perform the tasks that he himself failed to accomplish—and to take his place as the God of Battle.Meeting the Oracle. Versi expects great things from the Demi-god. She encourages them to travel to Estoria and meet their father, Pythor.Meeting Pythor. When the heroes first meet Pythor in Estoria, he recognizes the Demi-god as one of his children. He laments that the green dragon Hexia took the Demi-god’s mother from him. Hexia dwells some-where in the Forgotten Sea. Pythor's Hammer. When Pythor learns that the Demi-god wants to finish building his greatest weapon, he will offer up his magical hammer (Pythor’s hammer). Pythor will explain that the hammer will be needed to forge the weapon. But first he makes the Demi-god swear an oath to save his daughter Anora (the Demi-god’s half-sister) from being sacrificed to Sydon.After giving the Demi-god his hammer, Pythor suggests that the Demi-god talk with Volkan, his father, who also dwells in Estoria.Meeting Volkan. Volkan tells the Demi-god that they will only be able to forge Pythor’s unfinished weapon using the Mithral Forge. He tells the Demi-god to relight the Mithral Forge and find the components required to complete Pythor’s unfinished weapon.Forging the Weapon. Once the fires of the Mithral Forge are relit, Volkan can forge the unfinished weapon when given the appropriate materials. When the weapon is complete, Volkan sends a keledone to deliver it to the Demi-god.Pythor's Greatest Foe. The Demi-god eventually discovers that their mother is a prisoner in Hexia’s lair on the Island of the Dragon. By defeating Hexia, the Demi-god will defeat Pythor’s greatest foe and rescue their mother in one fell swoop.The Demi-god’s mother has some knowledge of the Forgotten Sea and can give a vague description of each island. She asks the Demi-god to succeed where her husband failed and save Thylea from the Titans. Divine BoonIf the Demi-God is ever killed, Pythor will appear within 1 hour and surrender a portion of his divine spark to raise them back to life. This can only happen once, and Pythor suffers one level of permanent exhaustion as a result.The Vanished OneThe Oracle, Versi, has lived for millennia and has never loved anyone—until she laid eyes on the Vanished One. She will do anything to ensure that the Vanished One lives, but her jealousy knows no bounds.Meeting the Oracle. Versi asks the Vanished One to swear an oath that they will return to her once the prophecy has been fulfilled and the world has been saved from disaster. Once the oath is sworn, Versi will reveal that the Vanished One’s famed armor, along with the crown of the Dragonlords, are located in the Tomb of Xander at the Necropolis of Telamok. She refuses to offer this information unless the oath is sworn.Versi's Jealousy. Versi uses her divination magic to watch over the Vanished One. She becomes very jealous if anyone else shows romantic interest. If the Vanished One ever consummates another romance, Versi confronts the Vanished One one day later. She will try her best to kill whoever was intimate with the Vanished One.Speaking to Xander. The undead Xander at the Necropolis of Telamok recognizes the Vanished One and gives them a crown of the dragonlords. However, their famed armor has been stolen by a man named Gaius. Gaius is the commander of the Order of Sydon. He keeps the Vanished One's fabled armor in his room on the Island of Yonder.Versi's Vision. When the heroes first set out in the Ultros, Versi appears and tells the Vanished One where to find one of the dragon eggs that are scattered across Thylea. She has had a vision of a dragon egg under the constellation of The Prisoner. This corresponds to the brass dragon egg on Fire Island (area V15).The Forgotten Dragon. If the heroes encounter Hezzebal, the dragon guarding the Mirror Prison in the Nether Sea, then the dragon blames the Vanished One for his long imprisonment.Divine BoonIf the Vanished One is ever killed, Versi will appear within 1 hour and kiss them, which restores them to life. This can only happen once.The Doomed OneWhen the Doomed One was born, Lutheria demanded that they be sacrificed along with many other children as part of an annual wine festival. Of all the parents of these children, only the Doomed One’s refused. Consequently, Lutheria slaughtered the Doomed One’s parents and directed her entire army of servants to tor-ment the child endlessly as a practical joke.I'm proud of my children. I just lose count of them sometimes.— Pythor, God of BattleIntroductIon25Lutheria's Joke. While Lutheria lives, her servants focus their attacks upon the Doomed One. This includes goatlings, jackalwere, lamia, maenad, and all hostile undead. It should be obvious to the Doomed One that these creatures are singling them out.Meeting the Oracle. The Oracle’s corrupted sister, Demetria, knows more about the fate that has been laid upon the Doomed One. Versi explains that Demetria can be found in the Mossy Temple.Meeting Demetria. Demetria recognizes the Doomed One. She reveals that the Doomed One is destined to die by the workings of Lutheria. She says that only the Fates can say more. This may also be revealed in the dream when the heroes drink from the Horn of Balmytria.Consulting the Fates. The Fates (pg. 140) reveal the full prophecy that accompanied the Doomed One’s birth. They were to suffer all their life and die three times to satisfy the Queen of Death. The Fates also reveal the full story of the Doomed One’s birth par-ents—and the cruelty of Lutheria’s practical joke.The Fates' Loom. The Fates possess a magical loom that can be used to forge an item capable of protecting against Lutheria. This requires the Doomed One to either kill the Fates or bargain with them.Confronting Lutheria. When the Doomed One confronts Lutheria on her throne in the Nether Sea, the Titan will take no actions for one round as she is consumed by uncontrollable laughter. She fondly recalls all of the pointless suffering that she has inflicted upon the Doomed One.Divine BoonIf the Doomed One is killed, they will immediately come under the effects of the spell true resurrection. This can happen only twice. No matter how the Doomed One is raised from the dead, they will remain dead forever after dying for the third time. This restriction ends once Lutheria is dead.The Haunted OneNo one believes that the Haunted One’s family ever existed—not even the gods. Only the Fates know the truth. The Haunted One was foretold to “break the power of death.” When Lutheria learned this, she hunted them down and slaughtered their entire family.But Mytros, the Goddess of Dawn, intervened. Before Lutheria could strike the killing blowagainst the Haunted One, Mytros reached out with divine magic and erased the Haunted One’s entire existence from memory. Lutheria forgot her purpose and returned to her throne.None but the Fates remember the prophecy or the existence of the Haunted One and her family. Mytros saw that the prophecy could only come true if all trace of the Haunted One’s history were forgotten. The souls of their family remain trapped in Lutheria’s scythe.Meeting the Oracle. Versi tells the Haunted One that their corrupted sister, Demetria, possesses one of her lost family artifacts. Demetria can be found in the Mossy Temple in the Old Woods. Defeating Demetria. Demetria possesses one of the Haunted One’s lesser family artifacts. It was stolen and carried to the temple by one of her goatling servants.Attuning the Artifact. When the Haunted One attunes the lesser artifact, they hear whispers of their family’s voices. The voice of the person they loved most in life (mother, father, spouse, child, etc.) will be loudest. That voice tells them that the other family artifact is held by the Queen of the Amazons. The Amazon Queen. The greater family artifact is indeed in the possession of the Amazon Queen on the Island of Themis. When the Haunted One attunes to the greater artifact, the whispers from their family become louder. The loved relative will tell the Haunted One that the Fates know the truth. Consulting the Fates. The Fates reveal the Haunted One’s full backstory, including the prophecy and the fact that Mytros erased their family from all memory. The Fates say that only by breaking Lutheria’s crystal scythe can the Haunted One free their family’s souls.Confronting Lutheria. If the Haunted One con-fronts Lutheria directly on her throne in Hypnos, then Lutheria will vaguely recall the prophecy and realize that she’s made a mistake. She will direct all of her efforts at killing the Haunted One before anyone else.Destroying the Scythe. Destroying Lutheria’s crystal scythe releases the souls of the Haunted One’s family so that they may pass on to the afterlife. Remembrance and knowledge of their existence also returns to the world.Divine BoonOnce attuned to a family artifact, the Haunted One can escape death once. If the Haunted One is killed, the spir-its of their loved ones will possess the hero so that they can continue their battle as if they had just taken a short rest. This can only happen once.The Gifted OneThe Gifted One is a grandchild of Sydon, who fell in love with a mortal sorceress decades ago. Lutheria eventually convinced her brother that such a romance was corrupt-ing him. Sydon murdered the sorceress, not knowing that she had already given birth to a daughter; the Gifted One is a child of that daughter. Meeting the Oracle. Versi reveals the Gifted One's conflicted ancestry, explaining that Sydon murdered their sorceress grandmother. She gives the Gifted One a locket that once belonged to her.The Whispering Locket. One week after receiving the locket, the spirit of the Gifted One’s grandmother will speak through it. She will whisper to the Gifted One that they are to resurrect the Dragonlords of old. But they must first exact vengeance upon Sydon.IntroductIon26The Wisdom of Vallus. Before the heroes set sail in the Ultros, Vallus offers the Gifted One her counsel. She believes that the Gifted One will restore glory to the order of the Dragonlords. But first, they must recover the fortress of the Dragonlords. It can be found in the possession of a dragon in the Garden of Helios.Dragon Eggs. The Gifted One can find a dragon egg in several places throughout the world of Thylea. Fortress of the Dragonlords. The instant fortress can be found in the treasure hoard of the gold dragon that rules the Garden of Helios. When summoned, it mani-fests as a tower with draconic architectural motifs.The Silver Dragon. When the Gifted One meets Nephele, the silver dragon at Praxys, their grandmother will speak to them through the locket. She will reveal that the silver dragon is without a soul. If the Gifted One breaks the locket, her soul can enter the dragon.In this case, the Gifted One gains an adult silver dragon as an ally. However, the dragon is as arrogant and mercurial as the sorceress was in life. She will only assist with the battle against Sydon. Confronting Sydon. When the Gifted One confronts Sydon, he is disappointed that one of his progeny could be so small and weak.Divine BoonIf the Gifted One is ever killed, their body will disin-tegrate. Vallus will then use a true resurrection spell to bring them back to life. She then uses her magic to return the Gifted One to their companions. This can only happen once.The Lost OneThe Lost One is a hero who came from the outer world as a survivor of a shipwreck or as an explorer seeking fame and fortune. Unlike the other epic paths, this works well if more than one player decides to create a character with this path. If more than one player creates a character with this path, then their rewards should be added to the lost treasure of the Dragonlords.Meeting the Oracle. Versi believes that the Lost One will find a way home, but first they must find the lost treasure of the Dragonlords. Meeting Pythor. When Pythor meets the Lost One, the god will offer to tell what he knows of the lost treasure of the Dragonlords, but only if his daughter is rescued before being sacrificed to Sydon. When his daughter is safe, Pythor reveals that Estor Arkelander was the last in possession of the treasure. Estor is now the undead captain of the ghost ship, the Ultros.Estor's Bargain. Once the heroes have gained control of the Ultros, Estor Arkelander will reveal to the Lost One that he buried the treasure of the Dragonlords in the Nether Sea. The treasure is sealed in a massive prison meant to contain a creature used by the gods as a weapon at the dawn of time. Estor will guide the heroes to it, but only if the Lost One swears an oath to allow him first pick of the treasure hoard—there is a single item that he wants above all else.The Wisdom of Vallus. When Vallus gives the Antikythera device to the heroes, she explains that it can be modified. A skilled gygan smith can rework it so that it can reveal a path through the Forgotten Sea to the world beyond. This work can be done by one of several gygan smiths – Steros, Bront, or Garzoon.The Dragonlords' Treasure. The lost treasure of the Dragonlords is sealed in the broken ‘mirror’ prison that was used to imprison the Kraken in the Nether Sea. The heroes must defeat the corrupted dragon that guards the treasure. Afterwards, if the Lost One swore the oath to Estor, the ghost takes the xiphos of slaughter from the treasure hoard.Divine BoonOnce the Ultros has been claimed, if the Lost One is killed, then Estor will appear and possess the body of the Lost One, bringing them back to full health and powers as if they had just completed a full rest. The player can play as the possessed hero and try to extricate them-selves from the situation where they were defeated. This can only happen once.The DragonslayerThe dragon responsible for the tragedy that destroyed the Dragonslayer’s childhood home is the gold dragon known as Helios.Meeting the Oracle. Versi tells the Dragonslayer that they are destined to become the bane of evil dragons. They must seek out the Forgekeeper in the Mithral Mines to learn more about the artifacts they need.The Mithral Forge. The Forgekeeper will give the Dragonslayer their lesser magic item. The Forgekeeper says that the Dragonslayer must obtain a weapon pow-erful enough to fight a dragon. The gygans of Yonder supposedly forged such weapons in the First War.Consulting the Fates. The Fates reveal that the Dragonslayer should seek the wisdom of the Sun God under the constellation of The Chariot. He will help the Dragonslayer findthe revenge that they seek.The Forbidden Library. The Dragonslayer’s greater magic item can be found in the possession of Chondrus on the Island of Yonder. He will offer it willingly if the players agree to his bargain.Confronting Helios. If the Dragonslayer arrives at the Garden of Helios, the Sun God will focus all of his attention on them. During dinner with Helios the Sun God will reveal that he has been waiting for the Dragonslayer’s arrival for a long time. The Fates told him that he would be killed by someone in the Dragonslayer’s family/town/tribe, so he rained fire down upon their home long ago. Once Helios assumes his dragon form, he attempts to devour the Dragonslayer.IntroductIon27Confronting Talieus. In the Great Arena at the Tower of Sydon, Talieus and his audience will focus their ridi-cule on the Dragonslayer, and the dragons will prioritize attacking the Dragonslayer.Divine BoonIf the Dragonslayer is ever killed, they will be visited by Morta (the night hag) from the Island of the Fates. She will raise the Dragonslayer from the dead and reveal that their fate is not to die here. This can only happen once.The Cursed OneThe curse that afflicts the Cursed One’s family origi-nates on Typhon Island. Only by going to the island and diving into its central vortex can the Cursed One end the curse.Meeting the Oracle. Versi tells the Cursed One that they must speak with Damon, the ancient lich who guards the Necropolis at Telamok, to learn more about the nature of their curse.Meeting Damon. Damon knew the Cursed One’s ancestor. He says that the curse is unlike any other in Thylea, and that it was devised by Sydon and Lutheria. He says that the Cursed One must seek out the Lotus Witch on Scorpion Island. She will know how to break the curse. Damon gives the Cursed One a lost family heirloom—a gem of brightness.Meeting the Lotus Witch. The Lotus Witch reveals that the magic of the curse originates on Typhon island. Only by going there and diving into its volcanic heart will the Cursed One be granted their wish. But to do so they must possess a magic item powerful enough to protect against a fiery death.The Greater Artifact. The Lotus Witch will only give the Cursed One the artifact that they need if they are able to answer enough of her riddles. Otherwise the Cursed One must kill the Lotus Witch.Typhon Island. When the Cursed One reaches Typhon Island, they can leap into the volcanic core. If they have the artifact from the Lotus Witch, they will appear on the ash plains of Hades unharmed. There the Cursed One will find an old man (NE commoner) guarded by a cerberus hound.The Cursed Ancestor. The old man is the Cursed One’s ancestor, and the curse was his fault. He disre-spected the Titans, and this was his punishment. The cerberus says that killing the old man is the only way to end the curse. The old man does not defend himself.Ending the Curse. If the Cursed One kills their ances-tor, the cerberus devours the corpse, and all curses on all of the Cursed One’s family members come to an end. The Cursed One awakens back on Typhon Island.Killing the Titans. If both Sydon and Lutheria are killed, then the curse is lifted and the Cursed One's ancestor is released from Hades. Their gem of brightness is also fully recharged. However, this solution is never offered or explained—it must be discovered. Divine BoonIf the Cursed One is ever killed, Damon will teleport in and destroy any remaining enemies. The lich will then hand a raise dead scroll to one of the Cursed One’s com-panions before leaving. This can only happen once.CREATING EPIC PATHSYour players may wish to create an epic path that isn’t offered in Odyssey of the Dragonlords. This section explains how to create one. It is important for an epic path to feel personal to a player, so you should involve the player in the creation process.Epic paths should never give heroes special items or powers at character creation. That is the function of classes and backgrounds.Make them EpicEpic paths must live up to the name. They must be epic. The story and goals should be heroic enough to work for the protagonist of a great fantasy novel or summer blockbuster movie. For example:• The abandoned child of a god or king who is destined to overthrow their tyrannical parent.• A hero who is fated to unify a kingdom that has long been sundered by civil war.• A hero who is fated to prevent a looming disaster of cataclysmic proportions.• A hero who is fated to be the savior of their tribe, their home city, or their entire race.• A hero who is driven to resurrect an ancient order (religion, army, fleet, cult, etc.).• A hero who is destined to discover a legendary treasure/secret/monster.Synergy with the campaignEpic paths should involve locations and characters that are already central to the story of this campaign. Epic paths should always drive the heroes to complete the campaign's primary objectives, or else they risk derailing the campaign. Give them reasons to meet the Five Gods, explore the oceans, and confront the Titans.Freedom of Choice Epic paths must allow the player freedom to choose how they will proceed in the story. They should never force the hero into taking certain actions that might be out of character. They should have well-defined goals, but you should never undermine the player's freedom to choose how they will accomplish those goals.Heroic TasksAn epic path needs tasks to drive the hero onwards. Several heroic tasks for the hero should revolve around obtaining magic items, special powers, or the services of a powerful companion or mount. Heroic tasks should IntroductIon28never put heroes in conflict with other heroes, and they should never distract from the main storyline.Below are guidelines for the power levels of the rewards earned for completing heroic tasks:• Single Magic Item: Very Rare. This item shouldn’t be available until the hero is 10th level or higher.• Two Magic Items: 2x Rare. One item should be avail-able at 5th level of higher, while the other item should be available at 8th level or higher.• Special Powers: Equivalent to one of the Epic Boons in the Game Master's Guide. This boon shouldn’t be available until the hero is at least 8th level.• Mount/Companion: CR 3 or lower. This shouldn’t be available until the hero is at least 7th level.Divine BlessingThe divine blessing is awarded to a hero when they accomplish all of their heroic tasks. This is a tool to encourage players to complete their heroic tasks, even those that don’t immediately lead to power gains.The 5th Edition Game Master's Guide blessings should be used as a guideline for this reward.Divine BoonThe divine boon is a 'get out of jail free card' that brings the hero back to life when they are killed. This allows for the possibility of some truly terrifying encounters where the destruction of the entire party is a real possibility.Divine boons usually only activate once for each hero. They should take the form of a key character from the epic path’s backstory, or a major character from the plot.CHARACTER ADVANCEMENTYou may use standard XP awards for defeating mon-sters and other challenges. Experience points should be distributed to the heroes at the end of every session. You can also give out XP rewards for completing major story milestones. This is optional, but it provides a strong incentive for your party to stay engaged with the story.Above is a breakdown of the ideal hero levels at dif-ferent points in this adventure. It also shows suitable XP awards for accomplishing major story objectives.ADJUSTING THE CAMPAIGNOther Campaign SettingsThylea is designed to easily fit into any campaign world. As the ‘forgotten continent,’ it can be located across the far reaches of the oceans in an existing setting. However, this part of the world is so remotethat it might be treated as another plane of existence.For example, magic sometimes works differently in Thylea. Oaths that are binding in Thylea might cease to be enforced beyond the borders of this land.The gods of other campaign settings may suspect that Thylea exists, but none of them dare venture into the sacred domain of the Mother Goddess or her husband Kentimane. Communication with the gods of the Old World is possible through the use of spells such as guidance and commune, but their influence on Thylea is extremely limited.You should decide where the Dragonlords and settlers originally came from in your game world. All that is known for certain is that they came from a distant land with dragons and humans.You can also use Thylea as a self-contained set-ting. Anything could exist beyond the horizon of the Forgotten Sea, so you feel free to expand the world with your own islands and continents!Starting at 5th levelSome groups might be using pre-existing characters at a higher level when they start the adventure. The best way to deal with these high-level groups is to skip two of the three Great Labors in the first act. In this case, the Oracle might provide the heroes with the Horn of Balmytria, and Volkan might lead the heroes to the Mithral Forge.Milestones and Ideal LevelsStory Ideal Fame Ideal Level Reward For Each HeroFirst Great Labor 2 2nd level 400 XP reward for laborSecond and Third Great Labors 4 4th level 800 XP reward for laborObtaining the Ultros 6 5th level 1,500 XP rewardThe Cerulean Gulf 8 6th level 1,000–2,000 XP reward for each island exploredThe Forgotten Sea 10 8th level 3,000–4,000 XP reward for each island exploredPraxys and the Nether Sea 12 10th level 5,000 XP reward for defeating Sydon or LutheriaThe Battle of Mytros 14 12th level 6,000 XP reward for completing the battleThe New Pantheon 16 14th level 7,000 XP reward for each divine artifact collectedThe Apokalypsis 18 16th level 8,000 XP reward for each apocoalyptic threat defeatedCustomizing the StoryThe story presented in this book is just a tool that we've designed to make the campaign easier for you to run. You should feel free to customize the story to your liking—or even just let your players loose on the world with less guidance than we've provided.If you'd like to create your own story in the world of Thylea, then we suggest starting by choosing a strong villain. The villain might be a servant of one of the Titans, a forgotten Dragonlord, or legendary warlord who seeks to become a god. Whatever the case, we strongly encourage that you take advantage of the Epic Paths to raise the stakes and make it feel personal.Smaller Parties & FollowersIf you are running this campaign with a smaller group of players, you should consider allowing some of the minor NPCs to join the party as player-controlled followers as the party encounters them in the story.Be judicious in distributing additional power in this way—the party size should not exceed six characters, or else encounters will start to be trivialized. Likewise, you don't want combat to turn into a slog.The following NPCs are intended to be used for this purpose: Loreus, Bullbug, Darien, Moxena, Nessa, Pholon, and Steros. The Oracle and the Five Gods should not be controlled by players.Thylean ScriptThis form of writing is used across the kingdoms of Aresia, Mytros, and Estoria. It is believed to date back to the Gygan Empire, as it was already the predominant mode of writing when the first human settlers arrived. A B C D E F G H I/J K L M Nα β χ δ ε φ γ η Ι κ λ μ νO P PS R S T TH U V W X Y Zο π ψ ρ σ τ θ υ υ ω ξ υ ζ30Kyrah has summoned the heroes to hunt the boar and put an end to the devastation that it is causing. Once the beast has been slain, the carcass should be burned as a sacrifice to one of the gods or Titans. Great fame and riches are promised to those who make such offerings. The Order of Sydon has demanded that the boar be an offering to Sydon, the Lord of Storms, but everyone in the world knows that such offerings can alter the bal-ance of power among the gods. The future of Thylea looks grim. Monsters menace the roads, and corruption threatens the cities. The storm god Sydon demands daily sacrifices at every temple, and his sister-wife Lutheria kidnaps chil-dren for her secret rituals. The Five Gods, who once protected the settlers, are silent. And now, the Oracle has prophesied the Doom of Thylea: the death of gods, the destruction of Mytros, and the total annihi-lation of the mortal races.You are one of a group of warriors who have been summoned to the Heartlands in an attempt to avert this coming catastrophe. You each have reasons for answering the call, but rumors of your coming have already spread across the land. “No, husband, the mortals no longer heed your storms. Let us instead send a great beast to defile the lands they stole from us. I am sure that they will appreciate the irony.”—Lutheria, the Lady of DreamsSydon and Lutheria, the Twin Titans, have corrupted the heart of an ancient boar and unleashed it in the verdant countryside east of the City of Estoria. They hope to create fear in the people of Thylea so that the mortals will abandon their worship of the Five Gods. The Oath of Peace once protected the human settlers from the Titans, but now the magic of the oath is weakening. This is a small taste of the devastation to come.Chapter 1: Heroes of the ProphecyWe gods can only do so much to keep the peace, especially when the priests abandon our temples. In these dark times, it is we who must have faith in mortals, rather than the other way around.— Kyrah, Goddess of MusicchaPter 1 | heroes of the ProPhecy31 The Sour Vintage is a traditional country inn located at a crossroads, about twenty miles east of the City of Estoria. The exterior is rustic wood painted black, and the sign hanging from the door depicts a woman carry-ing a basket full of grapes. Inside the tavern, a haze of pleasant tobacco smoke lingers in the air. You hear the clinking of mugs and the muttering of patrons, most of whom are farmers.You have been summoned here by a woman named Kyrah who wants to hire you for a ‘difficult task’. She has promised a sizable reward, and more information about the Oracle’s prophecy. The Poet from MytrosKyrah (see appendix) has been sent by Versi the Oracle, but she is using the identity of a poet, one of some skill and renown. It is Kyrah’s task to gather the heroes from the oracle’s vision and ensure that they live up to their potential. Kyrah knows all of the rumors that have been circulating about the heroes, and she takes a moment to recognize their unique talents. A dark-haired woman calls you over to a table in the corner. She wears a white traveling dress with practi-cal leather boots, and she carries a large satchel that appears to contain dozens of scrolls, along with plenti-ful writing supplies.“Greetings, I am Kyrah. Thank you for answering my summons. I will be direct. I am here as an agent of the Oracle. She believes that great destinies await you all, but great destinies are forged by great deeds.“A terrifying giant boar has been laying waste to the Heartlands, slaughtering everything in its path. This boar was corrupted by the Titans and sent to punish the mor-tals of Thylea for their continued faith in the Five Gods. Many have attempted to hunt the boar. All have failed.“If you wish to win fame and fortune, as great heroes should, then you must prove to the people of Thylea that you are the warriors of the Oracle’s prophecy. Hunt this boar and offer it to the gods as a sacrifice." Kyrah explains that the Titans, Sydon and Lutheria, have always hated the mortals of Thylea. For five hundred years, their hatred has been shackled by the Oath of Peace. Now, the power of the Oath has waned,and this ancient beast is one of many signs that they are plotting war upon Mytros once again.Kyrah's IdentityKyrah is actually the goddess of music and makes little effort to disguise her identity, but she behaves like any other mortal woman. If anyone suggests that she might be more than she lets on, she feigns innocence and changes the subject. The locals recognize her as a poet from Mytros, but most will assume that she has merely been blessed with the appearance of the goddess. The Sour Vintage The poet offers the heroes assistance in accomplishing this task. She has hired two hunters who can help track down the corrupted boar. They will be waiting outside of the tavern an hour before dawn. She also offers the heroes a reward for slaying the beast: a golden arrow per hero worth 25 gp each. She will give the reward to the heroes once the Oracle is satisfied that they are the heroes from her vision.Staying the NightThe heroes can spend the rest of the night drinking and speaking to the locals. This is a good opportunity for the heroes to learn about each other, as well as hear of any recent events and rumors. Kyrah is willing to answer any questions they may have about Thylea. The heroes may also purchase basic supplies from Aetala, the innkeeper.Kyrah the PoetchaPter 1 | heroes of the ProPhecy32Injured Hunting PartyThese hunters are recovering from minor injuries sustained while hunting the boar. They set a trap for the beast by laying twenty pounds of rotten fruit in the middle of a field and hiding in the surrounding hedges. The boar took them by surprise. It gored one of their friends with its tusks and dragged him into the woods. They tried to follow but the sounds were too horrible, and so they came here to drink to the memory of their dead friend.Forlorn Farmers Most of the other patrons in the tavern are farmers who are too frightened to tend their fields. Their families are holed up inside farmhouse basements, or else they’ve fled to the safety of Estoria until the beast has been killed. If any of the farmers recognize the heroes, they become angry with them: why aren’t they out hunting the boar? What else are heroes good for, anyway?The InnkeeperThe innkeeper is a retired hunter named Aetala (NG veteran). She knows the Heartlands better than most, and she has all the rumors from Estoria. She recognizes at least one of the heroes, and she suggests that they hunt the boar. Aetala made her fortune hunting a similar beast decades ago.Spreading RumorsIf your players have prepared rumors about themselves, now is a good time to distribute them around the table. This is an opportunity for your players to roleplay their characters and get to know each other better.The beasts of Thylea are not like those of other lands. Today, we lost twenty men to a great boar with tusks like spears. It spoke to us of death and justice, even as it devoured our comrades.—Rizon Phobas, Dragonlord (12 DA)chaPter 1 | heroes of the ProPhecy33Kyrah and the two hunters are waiting outside the tavern an hour before dawn. The hunters are named Taneias and Javon (LG scouts). The morning is cold and foggy, and the ground is wet with dew. The hunters lead the party away from the tavern and deep into the hills to the north. The party passes many farms and settlements that have been destroyed by the corrupted boar. As you make your way northward into the Heartlands, you pass many ravaged farms and settlements, all attacked by the boar. The rocks and trees along the road have been gouged by its tusks, leaving deep, ragged trenches. Carrion crows flock in the fields, picking at the bodies of failed hunters and unfortu-nate settlers. The party should make a DC 10 Wisdom (Survival) check to attempt to track the corrupted boar. A fail-ure means the heroes spend an entire day in fruitless searching. You may choose to run one random plains encounter during the hunt, whether or not they suc-ceed on this check.Kyrah’s AssistanceKyrah will not fight in any of the heroes’ battles. She will stay away from enemies and make meticulous notes for an epic poem about the struggle. She will, however, do her best to help the heroes by keeping their spirits up. If the heroes appear to be in grave danger, she may sing one of her songs to lend aid. If a hero dies, she will wait until the danger has passed and then use her raise dead scrolls to bring them back to life, invoking the power of Mytros, the goddess, to do so.THE BOAR’S CAVEEventually, the party stumbles upon a cave in the hills where the boar has dragged its most recent kills. The boar is inside the cave, messily devouring a couple of unfortunate scouts. From this height, you can see miles of mountainous hills to the west. A thick blanket of fog hangs over the lower land, and you can hear a gentle chorus of birds greeting the morning sun. Eventually, you pick up the boar’s trail: another path of wanton destruction, split tree trunks, and splatters of blood. The trail ends at the shadowy mouth of a cave. Ear-splitting grunts and squeals echo from inside. Hunting the Boar Setting TrapsThe party may choose to set a variety of traps for the boar. Each trap requires a successful Wisdom (Survival) skill check to assemble. Failing the check causes some-one to stumble and make a loud noise, at which the boar becomes alerted to the party’s presence. Possibilities for traps include:• Rope Snare. This trap requires 50 ft. of rope. It will entangle the boar’s legs, cutting its movement speed in half and preventing it from using any charge abili-ties. Setting it requires a Survival DC 12 skill check.• Spiked Pitfall. This trap requires someone to dig a hole 10 ft. deep and fill it with sharpened wooden stakes. If the boar fails to leap over it, it will take 3d6 piercing damage and become immobilized. Digging the pitfall requires Survival DC 20 skill check.• Spiked Barricade. This trap requires setting up a row of sharpened stakes, angled toward the cave mouth. If the boar runs into the barricade, it will take 2d6 piercing damage. Constructing the barrier requires a Survival DC 12 skill check.Encounter: The Boar AttacksAt this point, have the party make DC 16 Wisdom (Perception) checks. Anyone who fails to make the check is surprised during the following battle. One of the hunters is killed as soon as the boar appears: Suddenly, you hear a bestial grunt from inside the cave. A massive boar suddenly charges from the cave mouth, goring one of the hunters on its tusks! Tossing the body away like a ragdoll, the creature draws itself up to its full height. It’s an ancient white boar with fierce red eyes and bloodied yellow tusks. The great boar has several spears and arrows lodged in its back, all the result of failed attempts to kill it. The boar is bleeding from these wounds, causing it to suffer one level of exhaustion at the end of each of its turns in combat. Sensing that it is surrounded, it will try to attack each hero at least once.Death of the BoarThe boar fights until it is reduced to 0 hit points; at this point it can be captured with a net and bound with ropes. Once captured, the boar locks eyes with the heroes and speaks its dying words directly into their minds. Everyone hears its booming voice inside their heads:chaPter 1 | heroes of the ProPhecy34 “Know this, mortals. Your sins cannot be atoned. An ancient power sleeps in the heart of Thylea, and when it awakens, the age of Mytros will come to an end. Just as my broken body falls to ruin and decay, so too all mortal things will come to death and darkness. No prophecy will save you.” The boar’s cave is only 50 ft. deep, and it’s full of stink-ing water, gore, and boar dung. If the heroes decide to wade into the disgusting mess in the cave and explore, there is some treasure to be found.TreasureThe two shredded corpses inside the cave may be searched. Between them, they have 25 gp and 37 sp. One of them carried a silvered spear. Kyrah points out that it is customary to bury or burn the dead, and that each body should have two gold pieces placed on its eyes, the expected payment for the Ferryman.Sacrifice to the GodsOnce everyone has drawn breath and tended their wounds, Kyrah reminds everyone that the dying boar should be offered as a sacrifice to the gods. This is the way of things in Thylea, and it will be a great offense to both the gods and the people of Mytros if the beast does not die as a proper offering. Whichever god receives this sacrifice will grow in power as a result.The heroes should collect wood to construct a sac-rificial bier around the beast. Then, they must decide which god will receive the sacrifice. Kyrah will remind the heroes that the Order of Sydon demanded that the boar be sacrificed to the Lord of Storms. She strongly recommends not making the offering to either Sydon or Lutheria, as such an act will only strengthen their dominion over the lands of Thylea.Reactions to the Sacrifical OfferingDiety EffectThylea All heroes gain the charm of vitality. Beasts in every forest will aid the heroes.Kentimane Earthquakes. The Hands of Kentimane will aid the heroes in battle once.Sydon The weather is beautiful for one week. The Order of Sydon is pleased.Lutheria Lutheria grants one hero the blessing of protection during her first dream.Mytros All heroes gain the charm of heroism and are protected from Lutheria’s madness during the first dream.Volkan Volkan grants the heroes one random magic item upon meeting them.Kyrah Kyrah confesses her identity. She swears an oath of protection to the heroes.Pythor Pythor swears an oath of service to the heroes upon meeting them.Vallus Vallus grants the heroes a scarab of protec-tion upon meeting them.None Hurricanes and earthquakes. The heroes are transformed into goats for one day.The chosen OnesWhatever happens, the boar-slaying heroes are now celebrated as the Oracle's Chosen Ones. The people of Thylea will expect them to travel to the Temple of the Oracle and discover what great destiny awaits them. Temple of the Oracle “Never trust the words of that witch, Versi. She once claimed that she saw no great deeds in my future, but look now—am I not the King of Mytros?”—King Acastus, on the Oracle of ThyleaThe Temple of the Oracle is the fabled home of Versi, an ancient naiad, a water nymph, with the gift of prophecy. She has recently issued a dire warning to the people of Mytros—the Doom of Thylea is nigh, and only the great heroes from her vision can rescue the land from total destruction. Though others failed, you slew the corrupted boar that plagued the lands west of Mytros. Your names are everywhere celebrated as the Heroes of the Heartlands. Now, you have come to the Temple of the Oracle to claim your reward.Kyrah has promised that you will learn more of your destiny from the water nymph, Versi, the legendary Oracle who brokered the Oath of Peace. She is the daughter of Sydon, the Lord of Storms, but she has always been an ally to the mortals of Thylea.But Kyrah has heard nothing from her in two weeks, and now she fears that something may have happened to the Oracle. chaPter 1 | heroes of the ProPhecy35chaPter 1 | heroes of the ProPhecy36The Current SituationThe Oracle, Versi (see appendix), has been trapped in a cave below the temple for two weeks. After learning of Versi’s most recent prophecy, the Lord of Storms decided to punish his daughter for her insubordina-tion. Sydon sent a sea hag named Heleka to bring Versi back to his tower in the Forgotten Sea. Like all hags, Heleka is utterly evil. She is taking immense pleasure from tormenting the naiad, but Sydon has forbidden her from physically harming Versi.Meanwhile, Gaius, the Commander of the Order of Sydon, has learned that the heroes have come to meet with the Oracle. He has personally ordered a detach-ment of soldiers to kill the heroes before they can even have a chance to become famous enough to challenge the powers that rule Thylea. The soldiers are led by a priest named Braeca (LE acolyte), and they have been ordered to kill the heroes on sight.KEY LOCATIONSO1. Boiling Geysers The Temple of the Oracle is located in a cleft in the earth, many leagues from the nearest settlement. As you descend into the chasm, the forest disappears, replaced by steep walls of craggy rock. Warm vapors rise from cracks and vents along the floor of the chasm, filling the air with an eerie mist. You feel yourselves sweating from the heat and exertion. While crossing through the chasm, the heroes may accidentally stumble across geysers of boiling steam that suddenly shoot up. Each time the heroes move in the rocky area of this chasm, they must make a DC 14 Dexterity saving throw. On a failure, they are blasted by scalding steam and take 2d6 fire damage.Minions of HelekaThere are four steam mephits in the chasm. They were summoned by Heleka and ordered to prevent anyone from getting close to the Temple. The mephits will attempt to lure heroes to cross the boiling geysers.O2. The Temple Portico This massive temple has been built directly into the wall of the canyon. Towering columns support a pediment that is carved from the rocky cliff-face. A marble frieze of Sydon sits enthroned above the center columns, his black glaive in one hand. Standing at the center of the portico are four men clad in bronze mail and bright blue cloaks. Braeca has posted four soldiers here. The soldiers have been told to expect a band of dangerous warriors and, consequently, their nerves are somewhat on edge. They will not immediately abandon their post, but they are easy to intimidate. They will eventually flee into the temple unless the heroes corner them or otherwise goad them into a fight.O3. The Temple Chamber The inner chamber of the temple is dominated by a massive bronze statue of Sydon, who sits upon a throne at the rear of the cella. At the foot of the statue is a rectangular pool, which reflects the light of four large braziers into rippling patterns on the ceiling.Five men clad in bronze mail and bright blue cloaks are gathered around the sacrificial bier. They appear to have taken the temple attendants hostage. One of the hostages is shouting at the soldiers. Braeca is waiting inside the temple with another four soldiers. He is holding Proteus (LG acolyte) and three temple attendants (LG commoners) captive, but he does not intend to harm them. However, the dead bodies of several more temple attendants are strewn about the temple in a bloody mess.Proteus is the elder attendant of this temple, and he is loudly and forcefully pleading with Braeca to stop “the witch” from harming Versi. If questioned, he explains that a sea hag named Heleka arrived at the temple two weeks ago. She has been wantonly slaughtering his aco-lytes in order to torment the captive Oracle.Sacrificial Bier. There is a bronze bier in the room where sacrificial offerings are usually made by the priests. Animal bones are scattered among the ashes.Treasure. Braeca and his men are carrying 25 gp and 100 sp. Braeca carries a bronze symbol of Sydon, which depicts the wrathful visage of the Lord of Storms.O4. Locked Stairway DoorThe stairway door that leads to the temple basement is locked. The key to the door is located in the Attendants’ Chambers (O5). The door can be smashed open with a successful DC 20 Strength (Athletics) check.chaPter 1 | heroes of the ProPhecy37O5. The Attendants’ ChambersThese seven rooms are where the temple attendants sleep. All of the rooms are sparse and tidy. Heleka enchanted four flying swords and left them hanging on the wall next to the key to the locked stairwaydoor (O4). The swords remain motionless until the key is touched, at which point they come alive and attack.Treasure. The priests keep no material wealth. They have extra robes, boots, and scrolls inscribed with prayers to the gods. Proteus’s room is the one exception. He has a small chest that contains six potions of healing.O6. Mimic DoorThe door at the bottom of the stairway is a mimic loyal to Heleka. It looks like a strong oak door with Sydon’s face carved into it. When someone touches it, the mimic will attack, with the ‘carved’ face of Sydon biting who-ever touched it.O7. The Oracle’s Grotto Liquid blue light shimmers and refracts across the slick walls of this rocky grotto. The room is lit by torches and filled with the vaporous mist of steaming hot springs. You can hear water cascading into an underground river at the rear of the cave. Versi has lived in the waters of this cave for centuries, attended by the faithful acolytes who serve her Temple. She spends her days on the rock in the center of the cave, inhaling the vapors of the hot spring and listening to her dreams for new prophecies. Her visions have always come true, and she is therefore greatly feared and admired by the people of Thylea. This cave and the resting chamber beyond it should be considered her lair.One of the rugs in the center of this grotto is actually a rug of smothering. It will attack anyone chaPter 1 | heroes of the ProPhecy38who tries to move deeper into the cave. Heleka is in the Oracle’s resting chamber, where she is torturing one of the temple attendants in order to torment the Oracle herself.O8. The Oracle’s Chamber At the entrance to this chamber, a beautiful woman in golden raiment is stretched out above the under-ground river, held captive by tendrils of animated water. In the chamber behind her, a hideous, blue-skinned woman cackles as she plunges a knife into a terrified acolyte. Versi is furious with Heleka for slaughtering her temple attendants, who were like children to her. She would kill the hag if she could, but she has been restrained in her resting chamber by a water weird. The water weird is completely fixated on holding the Oracle, and it will not retaliate when attacked.Once Heleka has finished tormenting Versi, she plans to drag the Oracle into the depths of the cave and search for an exit to the ocean.Treasure. Heleka carries a single pearl worth 100 gp. She also has a note that reads: Heleka... I bid you now make good upon the oath of service that once you swore me. You know the secret ways through the Forgotten Sea to the cave where my daugh-ter dwells. Find her and bring her to Praxys unharmed, and I will release you from your oath.— Sydon, Lord of All The Oracle's Belongings. In addition to what can be found on Heleka, many of the gifts that the Oracle has received over the years are found here. These include: five black pearl gems worth 500 gp each, three emerald gems worth 1000 gp each, and six fine brooches worth 750 gp each. Taking any of the Oracle’s gifts marks the thief as cursed by the gods. The curse can only be lifted by a greater restoration spell or by bringing the treasure back and begging forgiveness from the Oracle.THE ORACLE’S PROPHECYOnce the Oracle has been rescued from the sea hag, she thanks the heroes and introduces herself. Centuries ago, she foresaw the coming of great warriors who would save Thylea in her hour of need.Now, Versi delivers the full prophecy to those in attendance. The Oracle inhales the vaporous fumes that surround her. She stares into each of your eyes, probing your souls with her penetrating gaze. Some time passes before she speaks.“You warriors who stand here gathered will be tested. The Fates have revealed three great tasks that must be accomplished before you are ready to sail into the three seas and face the Titans.”“You must shape the silver fires of the lost forge in order to craft the tools that you will need. You must claim the mighty weapons wielded against the Titans by the first Dragonlord. And you must drink deep from the bottomless dragon horn, for it will reveal a vision that I cannot see.”“But woe unto thee, for I have seen the end of all things. My father’s anger cannot be quelled, and his sister schemes even now. Your quest may yet fail and, if it should, the sky will rain black fire, and the doom of Thylea will come.” With the Oracle’s full prophecy delivered, it’s time for the heroes to undertake three great tasks. But first, she will speak with each hero, revealing specific information about each of their epic paths.Epic Paths: Meeting the OracleVersi has valuable information for heroes using every epic path. This is an important opportunity to recognize the backstory and motivations of every epic path in the party. Don't miss this chance to make your players feel special. Refer to the Running the Epic Paths section for details.The Vanished One. Versi will treat the Vanished One differently than the other heroes. She will ask to speak to this particular hero privately in her cave, where she will remind them that they must return to her when the Great Labors have been completed.THE GREAT LABORSThe heroes have rescued the Oracle from the clutches of a hag and cemented their place as the subjects of her prophecy. Now, it seems that the party must perform three mighty tasks in order to prepare themselves for a confrontation with the Titans, Sydon and Lutheria.Both Proteus and Kyrah are capable of interpreting the Oracle’s vision. Proteus has extensive knowledge of Thylea’s geography and culture, but he believes that these tasks may truly be impossible. Kyrah is more likely to prod the party into action—she’s eager for an exciting story to inspire her poetry.1. Claim the Weapons of the DragonlordsThe weapons of the first Dragonlords were forged at the Mithral Forge by the god Volkan, and all were capa-ble of wounding the Titans and those descended from them. These are located in Telamok, a necropolis in the Mithral Mountains. The tombs were built to house the remains of the Dragonlords who came to Thylea five centuries ago. No one ever goes there now, as it’s guarded by an undead gatekeeper known as Damon, who must be paid with a special kind of coin before he will allow anyone entrance. Proteus gives the heroes one burnished dragonlord coin and tells them to keep it safe.2. Light the Fires of the Mithral ForgeThe Mithral Forge was used by the dwarves to con-struct the weapons of the gods in the First War. The Forge can be used to build powerful magical items In spite of her heritage, Versi has always shown herself to be a true ally of the settler races. If anything, she loves mortals just a little too much.— Vallus, Goddess of WisdomVersi the OraclechaPter 1 | heroes of the ProPhecy40or repair ancient magical items that no longer work. Kyrah suggests that the party travel to the city of Estoria. A clan of dwarves works the local copper mines, and they are likely to know more about the Forge’s whereabouts.3. Drink From the Horn of BalmytriaThe Horn of Balmytria is an actual dragon horn that a famed silver dragon lost in battle against the gygans. It was recovered by the priests of Mytros and consecrated by the Five. It reputedly has many magical powers including the ability to grant visions to those who drink from it. The horn was stowed in a reliquary in the city of Estoria and, as far as anyone knows, it’s still there. If the heroes ask about the “three seas” Kyrah will explain that it almost certainly refers to the Cerulean Gulf, the Forgotten Sea, and the legendary Nether Sea.Compelled by ProphecyEven if the heroes refuse to undertake the tasks, the people of Mytros believe that the prophecy must be fulfilled, and the gods will conspire to move the quest forward. Everyone the party encounters19Starting the Campaign .............................. 20Playing the Villains ..................................... 20Playing the Gods......................................... 23Running the Epic Paths ............................. 23Creating Epic Paths .................................... 27Character Advancement ........................... 28Adjusting the Campaign ........................... 28Ch. 1: Heroes of the Prophecy ............ 30The Sour Vintage........................................ 31Hunting the Boar ........................................ 33Temple of the Oracle ............................... 34The Oracle’s Prophecy .............................. 39The Great Labors ....................................... 39Leaving the Temple .................................... 40Ch. 2: The Great Labors ...................... 41The City of Estoria ..................................... 42The King’s Daughter .................................. 50The Mithral Forge ...................................... 53The Mossy Temple ..................................... 63The Necropolis at Telamok ...................... 73The Tomb of Xander ................................. 80Ch. 3: Summoned by the King ............ 86Summoned by the King ............................ 86Summoned by the Queen ......................... 91The City of Mytros ..................................... 92The Colossus of Pythor ........................... 107The Great Games ..................................... 111The Ghost Ship Ultros ............................ 116Ch. 4: Voyage of the Ultros ............... 124The Embarkation...................................... 124Map of the Ultros ..................................... 128Navigating the Oceans ............................ 129The Constellations ................................... 130Ch. 5: The Cerulean Gulf .................. 137The Golden Heart .................................... 138Island of the Chimera .............................. 139Island of the Fates..................................... 140Island of the Exiles ................................... 143Scorpion Island ......................................... 147Indigo Island.............................................. 150Titan’s Folly ................................................ 153Fire Island .................................................. 154Island of Yonder ........................................ 162Island of Themis ....................................... 171Ch. 6: The Forgotten Sea ................... 179Aerie of the Roc ........................................ 180The Garden of Helios .............................. 181Island of the Dragon ................................ 184Typhon, the Maw ..................................... 187Island of Time ........................................... 189Charybdis, The Ravening Mouth .......... 193Praxys, Tower of Sydon ........................... 193Ch. 7: The Nether Sea ........................ 194The Prison Cube ....................................... 201Hypnos, Throne of Dreams.................... 204Confronting Lutheria .............................. 209Ch. 8: Praxys, Tower of Sydon .......... 212The Tower .................................................. 213The Basement ........................................... 217The Forge ................................................... 222The Heavens .............................................. 227The Throne................................................ 233Confronting Sydon ................................... 239Ch. 9: The Battle of Mytros ............... 240The King’s Dragon ................................... 242The Mad King ........................................... 243The Armies of Sydon ............................... 244The Great Feast ........................................ 245Kentimane Awakens ................................ 245Conclusion ................................................. 246Ch. 10: The New Pantheon ............... 247The Captive God ...................................... 248The City of Aresia .................................... 253Zakroth's Prison Fort ............................... 265Tomb of Karpathos .................................. 270Ch. 11: The Sunken Kingdom ........... 276The Sunken City ....................................... 277The Temple District ................................. 283The Chasm ................................................ 287Freeing the Gods ...................................... 291Ch. 12: Apokalypsis ........................... 292The Nether Titans .................................... 295The Tarrasque ........................................... 296The Kraken ................................................ 297The Nether Dragon .................................. 298The Behemoth .......................................... 299The Empyrean Palace .............................. 301Epilogue ...................................................... 303App. A: Creating Heroes ................... 304Bronze Weapons and Armor ................. 306Fame ............................................................ 306Epic Paths ................................................... 306App. B: Playable Races ...................... 312App. C: Class Archetypes .................. 322New Spells ................................................. 339App. D: Dramatis Personae............... 342The Elder Titans ....................................... 342The Titans .................................................. 345The Five Gods ........................................... 348Mortals ....................................................... 353App. E: Monsters ................................ 364App. F: Encounters ............................ 434App. G: Treasures............................... 444App. H: Dragonlords ......................... 453App. I: The Divine Path ..................... 456App. J: Secrets and Myths ................. 457App. K: Handouts ............................... 463ContentsFor thousands of years, the Titans were the lords of this land.The Dragonlords drove back their armies; then fell to Sydon's hand.Five Gods from the heavens came, as the Oracle had foreseen.And a sacred oath was sealed with the blood of the Silver Queen.Five hundred years have passed, but the peace has been in vain.The time has come for war in Thylea once again.Preface | Why Greek MytholoGy?4The very first epic roleplaying campaign took place over 3,000 years ago. A band of heroes gathered to undertake an impossible quest, and among them were the children of Hermes, Apollo, Poseidon, and Zeus. They were the Argonauts—the legendary sailors led by Jason. Their ranks included Orpheus, the most talented musician in the world, and Peleus, the father of Achilles. They were even joined by Hercules, the famous warrior, who had recently completed his fabled Twelve Labors.Why should we liken the heroes of the Argonautika to a party of roleplayers? Because in spite of their illus-trious qualifications, and in spite of prophecies which foretold success, the Argonauts were ill-equipped for the challenges that awaited them. They abandoned their quest almost as soon as they set sail, and the rest of the story unfolds like a comedy of errors.Fellow game masters, stop me if this sounds familiar.Jason of Iolcos bears an uncanny resemblance to your average tabletop roleplayer. When he isn’t accidentally slaughtering his own allies, he’s wallowing in self-pity and bemoaning his bad luck. He seems just as frightened to lead the party as he is of being usurped. At multiple points in the story, the gods are forced to step in and save the Argonauts from his terrible leadership. In the end, the Golden Fleece is secured through the magic of the sorceress Medea. She isn’t even counted among the so-called heroes.The heroes of Greek mythology are very different from the super-powered,will know them as the ‘Chosen Ones.’LEAVING THE TEMPLEThe party should choose one of the three Labors before leaving the temple. Kyrah volunteers to serve as a guide and traveling companion. She won’t take no for an answer. She recommends traveling to Estoria first, because the Horn of Balmytria should be there, on dis-play at the Dragon Shrine (E7). She also gives the heroes the golden arrows that she promised as a reward.Parting Gifts. Before the party leaves the temple, Proteus intercepts the heroes and thanks them for saving Versi from the clutches of the sea hag. He is skeptical that any of these so-called ‘Great Labors’ may be accomplished by mortals, but he believes that Thylea desperately needs heroes who are willing to try. He gives each of the heroes one potion of healing and takes his leave of the party with encouraging words: “The future of Thylea may be bleak, but there is always hope. The people of this land will look to your actions as a sign of things to come. Seek neither fame nor fortune, but show them the true meaning of heroism. Make yourselves a beacon of light as we enter this time of darkness, and go with the blessing of this temple.” Kyrah's Advice: Winning FameAfter Proteus has departed, Kyrah offers the heroes another take on the tasks ahead. "Listen to me — forget what Proteus said. This is your chance to win fame beyond your wildest dreams. You want fame, right? Of course you do. All great heroes want fame. Fame is the path to immortality.""These 'Great Labors' are only the beginning. The path ahead of you will be filled with opportunities for winning fame. If you truly manage to rise to your fate and confront the Titans, then poets will sing of your deeds for ages to come." This is a good time to introduce the concept of Fame to your players. Each time the heroes complete a quest or perform a great deed, they earn Fame. As the party's Fame increases, they unlock perks. See the Benefits of Fame table in the Creating Heroes appendix for details.Kyrah also signals that she will be following the heroes and watching over them, with the intention of compos-ing an epic poem about their exploits.Epic Poetry Battle. If the party already has a bard who wishes to serve as an epic poet, then Kyrah offers them a challenge: the two of them will compose separate epics, and when the quest is done, they will each read their poem aloud at the Theater of the Gods in Mytros to see which version of the story gets the most applause.The Oath of FellowshipFinally, Kyrah offers one last suggestion before the party continues onward. "There is one tiny problem, though. The tricky thing about fame is, if you're not careful, one hero might out-shine all the others. Then all the stories will be about that one hero and how strong and valiant they are — and all the rest of you will be yesterday's news.""So... I encourage you to swear an Oath of Fellowship. This is a sacred oath that will bind you together in the spirit of solidarity. When one of you wins fame, all of you will share it. And, who knows? Perhaps the magic of the oath will even protect you against some of the dangers that lie ahead." If the heroes elect to swear the oath, then your players should each read the following aloud: "I am [name], and I swear upon my life and my honor that I will uphold the oath of fellowship with the warri-ors who stand at my side." As they swear the oath, the heroes should toast with a round of wine. You may choose to re-enact this ritual at the table for extra dramatic effect.chaPter 2 | the Great labors41“I miss my mother dearly, but I wish she had never devised the Oath of Peace. Five hundred years without a battle to test me—five hundred years without a real victory. It's worse than anything the Titans might have dreamt up to torture me.”—Pythor, King of Estoria, God of BattleThe heroes have rescued the Oracle from the clutches of the witch Heleka, and in the process, they've learned the first portion of what the Fates have in store for them. Now, they must undertake a series of Great Labors in order to prepare for their confrontation with the Titans.Running the AdventureThe party's next destination is the city of Estoria, which should serve as a base for the heroes for this chapter. In Estoria, they will meet up with characters and hear rumors that will lead them to the three locations that must be visited to complete their Great Labors.Estoria offers many other activities and quests for the heroes to engage with. These are all optional, but they should help immerse players in the world of Thylea.Chapter 2: The Great LaborsThe Great LaborsThe party must perform 2-3 of the following tasks.• Claim the weapons of the Dragonlords• Light the fires of the Mithral Forge• Drink from the Horn of Balmytria1. Claim the Weapons of the DragonlordsThis task requires the heroes to travel to Telamok, the necropolis in the Mithral Mountains. This requires a bit of travel, and it's quite dangerous.2. Light the Fires of the Mithral ForgeThis task requires the heroes to locate the ancient Mithral Forge. There is a clan of dwarves in Estoria that works the local copper mines, and they are likely to know more about the Forge’s whereabouts.3. Drink From the Horn of BalmytriaThe Horn of Balmytria is kept in a reliquary in the city of Estoria and, as far as anyone knows, it’s still there. Investigating the Dragon Shrine (E7) in Estoria is the best place to start.Meeting King PythorIn addition to these Great Labors, the heroes will meet King Pythor of Estoria. Pythor requires the heroes' aid to prevent his daughter from being sacrificed.chaPter 2 | the Great labors42 The City of Estoria Important NPCsThis is a summary of the important NPCs in Estoria. • King Pythor (see appendix) is the legendary god of battle who rules Estoria.• Princess Anora (CG noble) is the favored daughter of King Pythor and the pride of the city.• Volkan (see appendix) is a grumpy dwarven black-smith who is actually the God of the Forge.• Delphion (NG veteran) is the innkeeper who runs the Dragon’s Tooth, a public house.• Aesop (NG elven priest) is the keeper of the Dragon Shrine, where the Horn of Balmytria is enshrined.• Gaius (see appendix) is the commander of the Order of Sydon, who demands that Anora be sacrificed.• Pericles (CG scout) is a retired scout who tends the vineyard at the edge of town. • Thobos (LG halfling noble) is the mayor of Woodhike, a nearby settlement.ARRIVAL IN ESTORIAWhen the heroes first arrive in Estoria, run the follow-ing encounters:Encounter: The Southern Gates Approaching the city from the south, you encounter a caravan of merchants who are also headed towards Estoria. With them are the first domesticated animals you have seen in some time, a herd of bony oxen lum-bering along the dusty road. The merchants seem tired, and they greet you warily. The oxen are to be delivered to the temple, where they will be added to the other daily sacrifices made to Sydon. There are barely any draft animals left in the country-side, and even these sickly animals will fetch a high price because of the king’s desperation to appease the Titan. The merchants (LN commoners) share this sad tale with the heroes. They also describe the marauding cyclopes and centaurs that make the roads dangerous to travel.Estoria is the largest settlement along the Arkelon River. It is built into a rocky gorge, sprawling down from a stone-walled fortress that faces the steppes to the north. The Arkelon itself runs along the northern edge of the fortress, and forms a natural moat that can only be crossed by a bridge at the north gate or at the ford near the Rock of Estor. On the far side of the river from the city are grasslands where bands of centaurs patrol.Approaching EstoriaMost travelers approach Estoria fromthe southern gate, which is lightly guarded so that merchant caravans can easily ferry their goods in and out of the city. The north gate, on the other hand, is heavily guarded by suspicious soldiers who will only admit the heroes once they recog-nize them as the Oracle’s ‘Chosen Ones.' This settlement is nestled between the cliffs of a rocky gorge. The north wall of the town is part of a stone fortress, and protects the town from any dangers that might come from the steppes. Houses, taverns, and shops of all kinds sprawl down from the fortress, filling much of the gorge. The northern wall is defended by a legion of soldiers, while the southern gates admit a steady stream of travelers and merchant caravans. The road that runs south from the gate is lined with tile-roofed inns. The Looming WarEstoria has stood for centuries as the greatest defense against the centaurs, cyclopes, manticores and other dangers to be found on the steppes north of the Arkelon River. The fortress city has been in steady decline since its god-king, Pythor, began to drown his sorrows in wine. Now, conflict threatens to swallow Estoria, and panic is setting in among its citizens.• The surrounding farms have few livestock remaining, exhausted by the daily sacrifices demanded by Sydon.• The city is experiencing a drought, because the Lord of Storms is withholding rain from this region.• Cyclopes have been crossing the river and pillaging farms along the road to Mytros.• Centaurs are gathering in record numbers, and are obviously preparing to assault the city.• Sydon has demanded that the king's daughter be sacri-ficed on the night of the next full moon.• King Pythor has gone mad with grief for his daughter.chaPter 2 | the Great labors43Quest: Summoned by the KingWhen the king learns that the Oracle’s ‘Chosen Ones’ have entered Estoria, he immediately sends six soldiers to fetch the heroes and escort them to his palace. The streets grow more crowded as you enter the city proper. Travelers and citizens mingle, exchanging both goods and gossip. Guards line the streets, though they are most concentrated by the city gates. Despite their attempts to present a stoic facade, you sense that they are restless about something.A small detachment of hoplites moves towards you from the north. One man bearing an officer’s insignia steps forward from his fellows and respectfully hails your party. The guards treat the heroes with cautious reverence, but they cannot refuse the king’s orders. They encour-age the heroes to comply, as they are afraid to return to the king empty-handed. They seem nervous about the troubles brewing in Estoria, as it is widely believed that King Pythor has gone mad.Quest Hook: The King's DaughterThis encounter begins The King’s Daughter. It's strongly recommended that you run that part of the adventure before allowing the heroes to explore Estoria.RANDOM ENCOUNTERSThese encounters are an easy way to add color to the city. Roll on the table below whenever you wantsomething unusual to happen in the city.KEY LOCATIONSE1. Public Amphitheater The circular stage of the open air theater has been built into the bottom of a hill away from the center of town. Rows of seats taking the form of inlaid stone blocks spread up the slope of the hill, giving onlookers a clear view of any performers below. This is a small open air local theater. It is used for festivals, plays, and major public announcements. Most famously, the annual wine festival takes place here.Whenever the wine festival is active, priests of Lutheria come to town, often with fey performers. The wine festival might happen when the heroes return to Estoria after finishing one of the Labors. Otherwise, it might take place in the city of Mytros, later on.Event: The Wine festivalWhether the festival takes place in the simple theater in Estoria or the grander one in Mytros, it is the same event. The festival of three plays lasts for one week and is led by Tassos (CE priest), a priest of Lutheria. Tassos gives three performances over the course of a week:• The Fall of Estor. This tragedy takes place during the First War and depicts Estor Arkelander's final days. In the end, he sacrifices himself to save the entire crew of his legendary ship, the Ultros.• The Plight of Pellenia. This dark comedy takes place in Hypnos, the Throne of Dreams. Lutheria is depicted as charming and sympathetic as she tortures Pellenia, an acerbic bard with no sense of humor.• Pythor and the Five Sisters. This tragedy describes the tumultuous love affair between Pythor and his jealous wife, Hexia. Pythor is depicted as an irascible idiot who bumbles his way into becoming king.Random Encounters in Estoriad20 Encounter d20 Encounter1–2 A street urchin asks the party if they are heroes. He wants to know, "What's the biggest, scariest monster you've killed?!"11–12 Seven cultists of Sydon have tied a cow to an altar in the public square. They prepare to sacri-fice the cow by setting it alight with torches.3–4 An old, white-bearded satyr thwacks one of the heroes with his cane and scoffs at the lack of respect shown to elders in this city.13–14 An old woman with horrid teeth shouts and cackles at every passerby, demanding that they bow to her, the Lady of Dreams!5–6 A beautiful wine merchant offers the heroes a bottle as a "free sample" and then charges 1 silver for every swig they take after the first.15–16 A couple of angsty teenagers in togas argue about the existential subtext of Tassos's latest drama, "Pythor and the Five Sisters."7–8 A merchant's cart breaks down, and ten heavy barrels of wine roll out, careening down the street toward the party!17–18 A group of hoplite soldiers approach the party and harass them about their ratty equipment and rag-tag appearance.9–10 A powerful centaur shoves past one of the heroes and demands an apology. "You thought I was a horse, didn't you?!"19–20 A goatling runs through the street, kicking over statues and smashing pottery against the walls. Guards chase him toward the party.chaPter 2 | the Great labors44chaPter 2 | the Great labors45At the end of the week, the festival ends in a bacchanal of drinking, eating, and carousing.In addition to human and elven actors (CN com-moners) Tassos uses satyrs in the performances. The satyrs act in the comedy and perform music for the two tragedies. His two lead actresses are Seema, a green hag and an oread nymph named Aria. The green hag uses her illusory appearance ability to hide her identity, while the nymph dresses and applies make-up to appear more human. They hate each other intensely. Predatory Hag. If Seema notices any of the heroes watching her performance, she takes an immediate interest in them. She flirts with them afterwards, with the intention of convincing them to accompany her to the party at festival’s end. There she will attempt to murder the hero and eat their heart. Aria will try to intervene and shoo the hero away to safety, but Seema characterizes Aria’s intervention as bitter jealousy. Attending the Wine FestivalThe Wine Festival can be used to help teach the players about the world. If heroes choose to stop by and watch one of the performances, you might choose to read aloud one of the Myths of Thylea. You could even act out a scene from one of your favorite Greek comedies or tragedies.E2. North Gate This gate includes a fortified stone bridge that crosses the Arkelon River. The atmosphere at the gate is tense, as disciplined soldiers stand off against jeering bands of centaurs on the steppes just beyond the river. The heavy wooden doors of the gate are apparently kept shut and barred at all times. This gate leads to the northern steppes. The great wooden doors are kept shut and barred, opening twice daily for scouting parties that patrol the steppes.The towers are manned by a dozen soldiers.E3. South Gate This gate is bustling with merchants and travelers, many of whom pull heavy carts behind them. The gate is guarded by two bored-looking soldiers. This gate is where most merchants enter and leave the city, traveling along the main road through the Heartlands. The gate is guarded at all times by two sol-diers, and the guard changes at sunrise and sunset.E4. East Gate This gate is quiet, though you can hear the sounds of the city echoing through the streets. The floral scents of gardens and sweet vineyards drift from the east. This gate leads eastward into the vineyards and gardens that supply the city with much of its wine. The area is well-protected by the surrounding rocky cliffs, so there are seldom any guards here.E5. The Agora Estoria’s well-trodden streets converge at the bustling central agora. A motley assortment of stalls litters the area, from canopies of fine silk to stacks of rotted wooden crates. Merchants at the stalls eagerly vie for your attention with a wide variety of quality wares, all of which seem very reasonably priced. The center of activity in Estoria is the agora, the large open area that serves as the marketplace and public square for the town. Around the outside of the agora are long, open air buildings that have shops in the back.Despite the variety of shops here, the selection of adventuring gear is rather limited. Basic tools, weapons, and armor are available for sale, but more advanced items, such as platemail and crossbows, cannot be found. If the heroes ask for such things, the merchants will grudgingly refer them to Volkan's Hall (E9).Event: Cursed Grave RobberA starved looking man named Claus (NE bandit) is des-perately trying to sell an emerald necklace that he claims to have found at the Necropolis at Telamok. The neck-lace is a necklace of fireballs with a single gem left. Claus is willing to sell it for 1 gp, but none of the merchants in Estoria are willing to buy it. If the heroes agree to buy it off of Claus, one of the merchants will intervene and explain that Claus is a graverobber.The merchant explains that Claus managed to sneak past Damon, the guardian of Telamok, and gain entry to the Necropolis. He stole the necklace from one of the tombs and is now cursed by the gods. As long as he has the necklace he is unable to eat: he just throws up everything. The only way to end the curse is for him to sell the necklace to someone who knows how he got it. If he lies when he tries to sell it, or leaves it somewhere, he always wakes up with it in his possession.If a hero still foolishly buys the necklace, then they become afflicted by the curse of the graverobber. Refer to Introduction: The Laws of Thylea for details.E6. Living Quarters Three distinct groups of buildings are walled off from the rest of the city. The simple stone houses in the first complex line the central courtyard in neat rows. The structures of the second group are covered with ornate statuettes and carvings. The third group is a rustic collection of humble brick homes. This is the residential district of the city. The citizens of Estoria are divided into three neighborhoods. The sol-diers live in the first area, the craftsmen in the second, and the farmers in the third. These homes are walled off from the outside, but each includes a spacious interior courtyard which provides an open view of the sky.E7. The Dragon Shrine This shrine sits at the end of a quiet street that runs into the wall of the gorge. It’s a large stone building with a copper dome. The pediment above the door bears a marble engraving of the legendary dragon, Balmytria. Inside the building, there is a strong smell of incense. You can hear the muttering of prayers, as the priests of the shrine carry out their daily rituals. The chief attendant of this shrine is a priest named Aesop (NG priest). Aesop has heard the prophecy, and he has bad news for the party: the Horn of Balmytria has been stolen from the reliquary. Thieves broke into the shrine two nights ago and escaped with it. Aesop will answer any questions the heroes may have about the horn, and he welcomes an investigation for clues in the reliquary.Investigation: The Reliquary The reliquary is a small stone chapel with three alcoves protected by glass. The glass of the central alcove has been shattered, and dark purple stains are splattered all over the floor surrounding it. Investigating the reliquary reveals many small hoof-prints among the stains. The stains are spilled wine, and they form a haphazard trail that leads out of the building and into an adjoining alleyway. The party may follow the stains a short distance until the trail becomes too diffi-cult to follow. At this point, the thieves can be tracked with a successful DC 15 Wisdom (Survival) check, or by using the detect magic spell, which reveals that the wine stains glow faintly with magic. Following the trail leads the party into the Oldwoods south of town. It continues for about 10 miles, all the way to the Mossy Temple.Returning the Horn of BalmytriaIf the heroes return the Horn of Balmytria to the reli-quary, Aesop will be overjoyed. If the heroes have not yet taken a drink from the horn, then Aesop will urge them to do so now. This is a sacred ritual that should grant the heroes clarity on their quest.Aesop asks the heroes to swear an oath to take the horn to Queen Vallus in Mytros. He warns the heroes that King Acastus may attempt to claim the horn as a symbol of his right to resurrect the Dragonlords. Aesop believes that in these uncertain times, the horn right-fully belongs to the Goddess of Wisdom.The Keeper of the Dragon ShrineAesop is one of the few priests who still honor the legends of the Dragonlords. In the age before the First War, the dragons were chief among the forces that protected the mortals of Thylea. Aesop believes that the dragons will return one day. He knows that King Acastus of Mytros has sworn to resurrect the ancient order of the Dragonlords, and he has heard rumors that the king now has a small flight of dragons under his command. For his part, Aesop believes that if anyone is to resurrect the Dragonlords, it should be the Oracle's Chosen Ones.Aesop, Keeper of the Dragon ShrinechaPter 2 | the Great labors47E8. The Dragon’s Tooth A nondescript brick building with carved white stone accents, the popular public house distinguishes itself by the sheer amount of activity in and around it. Patrons regularly drift in and out in varying states of sobriety. The scent of food and sounds of raucous conversation emanate from the open door and windows. This public house is frequented by merchants and soldiers staying at the thatched inns in the southern outskirts of town. Lodging at an inn can be arranged with the bartender, a wiry old white-haired man named Delphion (NG veteran). He is friendly and knowledge-able, but has little patience for small-talk or supersti-tion. He knows of the party’s quest, and will help them however he can.Rumors in The Dragon’s Tooth Stepping through the door, you see that the busy street outside the tavern barely hinted at the sheer number of patrons crammed inside. Locals and travelers from across Thylea crowd around the bar and an assortment of wooden tables, sharing the latest gossip. The patrons of The Dragon’s Tooth are talkative. The heroes can learn many rumors by speaking to the mer-chants, soldiers, and farmers who gather there:Rumors in the Dragon's Toothd8 Rumor1 Teenagers in the region have been disappearing lately, including Thericles's daughter. Thericles is the old man who runs the vineyards in Estoria.2 A massive hurricane is brewing off the coast of Mytros. It could be weeks before it’s safe to travel to the city. The roads nearbyare closed.3 The Order of Sydon have demanded the destruc-tion of the Temple of the Five in Mytros.4 A band of warriors traveled to the Necropolis last month and haven’t been heard from since. Everyone knows that the place is forbidden.5 King Acastus of Mytros has fulfilled his promise to revive the Dragonlords of old. Several farmers claim to have spotted his dragons flying overhead.6 The copper mines of Estoria are struggling to pro-duce enough ore to meet the needs of the city. If only the Mithral Mines could be reclaimed... 7 Everyone agrees that Princess Anora would make a much better ruler than her father, King Pythor. Everyone loves Pythor, but he's a terrible king.8 Volkan, the old dwarven blacksmith, has been grumpier than usual lately. He claims to be the God of the Forge. Everyone just humors him.Quest: The Dwarves of EstoriaThere are several dwarves who visit The Dragon’s Tooth every night. They work the local copper mine.The dwarves are part of a clan that was forced to flee the Mithral Mines centuries ago. Some of them are old enough to have been alive when that event took place. They have no interest in returning to the Mithral Mines, even if it were to be cleared out, because they know that the entire place was cursed by the Titan, Lutheria.However, some of the oldest members of the clan are still seeking closure. They would like to bury the kin that they lost in the Mithral Mines, and they are willing to pay 10 gp for each dwarven skull returned to them.E9. Volkan’s Hall Near the center of town is a large building with forti-fied stone walls and a shingle roof. A sign hangs from the building’s heavy, bronze-banded doors. It reads, Volkan’s Hall. Inside the hall, you are greeted by the warm glow of embers and blasts of hot air. The room is decorated with a variety of bronze armors, weapons, and farming tools. A weathered-looking dwarf works at an anvil near the blistering forge at the back of the hall. He wipes the sweat from his brow and greets you. Volkan (see appendix) is actually the legendary God of the Forge and King Pythor’s father. He is not secretive about being one of the Five Gods, but locals have long thought of him as a strange dwarf with delusions of grandeur. He doesn’t bother to correct them.Volkan comes across as unbalanced, forgetful, and myopic. He provides blacksmithing services to Estoria and all the farming communities in the Heartlands. He can usually be found at his anvil, grumbling about all the work to be done. Volkan is assisted by a gangly teenaged boy named Theo (NG commoner), who minds the stables and runs errands in town.Quest: The Mithral MinesVolkan recognizes the heroes as the Oracle’s Chosen, and he is vaguely impressed. He rambles at great lengths about the ancient forge in the Mithral Mines. He speaks of the great weapons and artifacts that were forged there in ages past, before Lutheria cursed the place.Volkan vows to join the heroes in the Mithral Mines once they have rekindled the fires of the forge.E10. The King's Palace The once-great Estorian Palace looms high over the city. Large windows let in copious amounts of sunlight, which fails to chase away the gloom that has settled in the palace. As you walk the halls, you notice evi-dence of the court’s past glory in the form of precious artifacts dating back to the First War. Extravagant tapestries show tales of Estoria’s history and King Pythor’s grand adventures, though more recent events are nowhere to be seen on the hangings. The Estorian palace is simple in design. It boasts a single great hall flanked by side chambers for the kitchens, servant’s quarters, and bedrooms. At the back is a stairway that descends to the basements where storage chambers and dungeons are located. King Pythor (see appendix) can always be found in the great hall, accom-panied by a half-dozen of his advisors (LN nobles).The first time the heroes come to the palace, refer to the adventure section, The King's Daughter.Volkan's RewardIf the heroes chose to sacrifice the great boar to Volkan, then he will recognize them immediately and grant them their reward. He has spent the last few days crafting it, and he’s quite proud of the results. Roll on a lesser magic item table for the result.Volkan the BlacksmithDad never showed his feelings much, and he was always busy in his workshop. But every year on my nameday, I would find some new magical trinket hidden under my pillow. That's how I know he cares.— Kyrah, Goddess of MusicchaPter 2 | the Great labors49E11. The Rock of Estor Jutting out of the shallows of the Arkelon River, the Rock of Estor is less impressive than its name would suggest. Its flat surface forms a natural altarpiece where numerous sacrifices have evidently taken place.There is an iron pole stuck directly in the center of the rock, and white stones are scattered around its base. Strong rapids rush past the rock noisily. This rock sits in the middle of the Arkelon River. It is 15 ft. in diameter and stands only a few feet out of the water. The rock sits in the middle of a ford across the river that is only 2-3 ft. deep across its entire width. The top of the rock is smooth with the iron pole sticking in center, surrounded by chunks of white rock.Sacrifices to Sydon are made at the rock. Almost every day, two members of the Order of Sydon (LN guards) lead a cow out to the rock. They tie the cow to the iron pole and then hurry away. A few minutes later, two basilisks (with swim speeds of 20 ft.) emerge from the water and scuttle over to the cow. They turn the cow to stone and then devour the petrified remains. This takes a few minutes, and then they scuttle back into the river.Encounter: BasilisksThe basilisks have a cave one mile to the north, and a successful DC 15 Wisdom (Survival) check reveals tracks leading into the cave. The cave is only accessi-ble by swimming underwater and then up into a small grotto where the basilisks have a nest.Between sacrifices, four basilisks can be found here, and there are four eggs in the nest. If all four basilisks are killed, they will no longer show up for sacrifices.SURROUNDING LANDSE12. The Northern Steppes Grassland stretches across the horizon as far as you can see. The sun shines down from a perfect, cloudless blue sky. A refreshing breeze blows across your skin and through the waves of green grass. The picturesque serenity of this vast, rolling landscape is at odds with the dangers that lurk in this untamed wilderness. The lands north of Estoria and across the Arkelon River are too dangerous for travel. Bands of centaurs patrol the grasslands just a few miles away from Estoria. Occasionally a cyclops will lumber through the grass-lands as well. If the heroes are determined to explore the lands north of the Arkelon they will be discouraged by a cyclops that throws boulders at them from 200 ft. away. He will (deliberately) miss several times, but if the heroes don’t get the message, he will begin to aim directly at them. If they attack him, a band of a dozen centaurs will come to the cyclops’s aid.E13. The Estorian Vineyards This lonely vineyard is on the outskirts of the city. Wooden trellises erupt from the tilled soil in neat, sym-metrical rows. Healthy green vines wind around these structures, bearing a bountiful crop of brilliant purple grapes. After some walking, you find a fit middle-aged man among the vines, pruning the plants with great care. Upon hearing your approach, the man turns to greet you. Although he appears friendly, his brow is deeply furrowed with apprehension. Thericles (NG scout) used to serve the King but has now retired to the outskirts of Estoria to tend to his vineyard with his husband. He is descended from the Phobas family line of the Dragonlords, and he is highly respected by the citizens of Estoria.He is currently in despair because his daughter Corinna has gone missing.Quest: Missing DaughterThericles wants someone to find out what has happened to his daughter. She disappeared into the Oldwood a week ago, and Thericles has been unable to track her.In actuality, Corinna is one of many teenagers who have been lured into the Mossy Temple by a tribe of goatlings who serve the corrupted dryad, Demetria.Reward. If the heroes are able to rescue Corinna and bring her back, Thericles is overjoyed. While he is not a wealthy man, he does have a family heirloom: a javelin of lightning. He gladly gives it to the heroes as a reward.E14. Woodhike, Halfling Enclave You follow a small trail away from the road and into the forested hills. After an hour of travel, the trees grow dense, and the canopy blocks most of the sky. Eventually, you emerge into an expansive forest glade carpeted with golden leaves. Several dozen small huts and houses are scattered throughout the glade, along the banks of a clear stream. Gnomes and hal-flings bustle about the area, tending small sheep, forag-ing for berries, and collecting kindling for their fires. The people of Woodhike are quite friendly, and the children are endlessly curious about adventurers. Two friendly sprites live in the nearby woods, and they love to play pranks on visitors.chaPter 2 | the Great labors50If the party wishes to speak to someone in the village, Thobos (LG halfling noble) will invite them into his house for tea. Thobos is the mayor of Woodhike, and he travels to Mytros twice a year to represent the smallfolk. He offers the party anything he can to help with their quest, but all the beds in Woodhike are for small races. Once the tea is poured and formalities are out of the way, Thobos asks the party for their help with his problems.Quest: BanditsRecently, animals have been going missing, and the sprites have discovered trees felled by axes. Thobos believes that there are human poachers living some-where nearby. There is in fact a group of bandits about a mile upstream, led by a woman named Korteva (CE bandit chief). She’s somehow bullied a gentle-natured cyclops into joining her gang, and he is convinced that the bandits are his friends.I think people love the idea of my brother more than they love the man himself. It's true that his exploits are legendary, and as a poet, I can't help but love the stories. But centuries of wearing the crown have dulled his spirits.— Kyrah, Goddess of Music After following the stream for a mile or so, you hear the sounds of thunderous footsteps just ahead. Soon, the originator of those loud footfalls comes into view: a muscular, twelve-foot tall cyclops. He smiles and waves in your direction. In the trees beyond, you can see a party of humans sitting around a fire. The party can persuade the cyclops that the bandits are not his friends with a successful DC 18 Charisma (Persuasion) check. Otherwise, if the party threatens the bandits in any way, the cyclops joins the attack in order to protect his so-called ‘friends.’The cyclops is neutral good, so killing him is an evil act. If the party manages to separate the cyclops from the bandits, then Thobos is willing to adopt him. The King’s Daughter The heroes have been summoned to the Estorian Palace to meet with King Pythor. Pythor is one of the Five Gods—the legendary God of Battle. But now, he is said to be mad with grief over his many lost loves, and the imminent sacrifice of his daughter, Anora.The Order of Sydon has demanded that the princess be sacrificed to the Lord of Storms. If this is not done, then an army of centaurs and cyclopes will descend upon Estoria and slaughter all the people of the city.Because King Pythor is one of the Five Gods, he is bound by the Oath of Peace. He cannot take up arms against the Titans until the oath ends. Only the heroes can intervene to save his daughter.The History of King PythorKing Pythor has ruled over Estoria for several cen-turies, having taken power when he overthrew the tyrant king Lysis Arkelander, a descendant of Estor Arkelander (after whom the city is named). The long years have not been kind to the god-king. He has had more than a dozen wives and countless mistresses, but those he loved the most have almost always come to gruesome ends, thanks to the green dragon Hexia. No one knows why the dragon has such hatred for Pythor, but the loss of so many loved ones has driven Pythor to drink. Although the people of Estoria love him, Pythor is essentially a womanizing drunkard. He abdicates all his responsibilities in favor of hunting, seducing the latest beauty at court, or indulging in drunken and self-pity-ing excesses that last for days.chaPter 2 | the Great labors51Meeting the KingWhen the heroes arrive in the throne room, Pythor is drunk and attempting to fight the statues of the Five Gods, which line the hall. As the Oracle’s chosen arrive, his attendants withdraw, whispering nervously among themselves. This leaves only the King to speak with the heroes. Once the room has emptied and the chamber doors are shut, the King tosses away his spear and sits heavily upon his throne, holding his head in his hands. He beckons you to come closer. “You are the Oracle's Chosen, yes? Let me tell you of my woes...” If Kyrah is with the heroes, then she will step forward to lecture King Pythor, who is her brother. Before Pythor can continue, Kyrah brashly interrupts him. “Whatever your ‘woes’ may be, drowning yourself in wine will not solve them,” she scolds. “You have a duty to serve your people in these dark times! This wallowing does no one any good.”King Pythor hangs his head at her harsh words. “That may be true, but what can be done? The Oath of Peace binds my hands. And now, the Titans conspire to steal away my precious daughter, Anora.”“But perhaps… perhaps you heroes can aid me.” Pythor will tell the heroes of the problems that face him. Several weeks ago, the Order of Sydon sent a detach-ment of warriors to Estoria with demands from the Lord of Storms. The Titan demanded that Pythor’s daughter Anora (LG noble) should be chained to the Rock of Estor amid the rushing waters of the Arkelon River, and left there overnight as an offering to Sydon.Princess AnoraAnora is Pythor’s only child by his last mortal wife, a woman he dearly loved. Years ago, Anora’s mother was carried away to the Forgotten Sea by the evil dragon, Hexia.The Army of SydonIf this sacrifice is not accomplished by the next full moon, then all the gathered tribes of the centaurs will descend upon Estoria and raze the city to the ground. Sydon has already starved the city with this latest drought, and he always makes good on his threats. If Pythor doesn’t comply and sacrifice his daughter, it will mean the deaths of thousands.The Rock of SacrificeTo be chained to the Rock is to be devoured by the beasts of the river. Princess Anora is resigned to her fate as she will do anything to protect her city. Knowing this, Pythor has locked her away in the dungeons to prevent her from leaving the palace.Possible SolutionsThe heroes can discuss solutions with Pythor and Kyrah. The heroes need not act immediately; they have the time to complete one Great Labor before the next full moon. However, if the heroes fail to show up, the Order of Sydon will carry out the sacrifice by force, with Anora going willingly to her doom.Pythor, all kingly dignity washed away, will beg the heroes to help protect his daughter. He suggests the following possible courses of action:• Negotiate with the Order of Sydon. The heroes could persuade the Order of Sydon to choose another sac-rifice. Pythor offers fifty oxen (worth 100 gp each) for this solution. He knows that the Order will also want another human, but he can’t bring himself to suggest anyone. If present,Kyrah will suggest that this may be the best option available.• Challenging the centaur chieftain. The heroes could challenge the centaur chieftain to combat. If they prevail, they could demoralize the army of centaurs and cyclopes that have gathered along the northern banks of the Arkelon. This would be a feat worthy of the Dragonlords, but Kyrah thinks this would be suicide, as the only way to disperse the army would be to defeat the chieftan on unequal footing.• Let Anora be sacrificed. The heroes can tell Pythor that they are unable to help. If they do so, Pythor will drink himself into a stupor before the sacrifice and remain insensible for a week afterwards.One additional option is to track down and kill the basilisks that petrify those offered on the Rock of Estor. No one will suggest this plan, so the heroes will have to come up with this on their own. It should be noted that doing so will not save the princess, for Lutheria will send harpies to Anora’s sacrifice to make sure of the death. Asking for AssistanceIf the heroes ask for help in accomplishing their Great Labors, King Pythor will direct them to talk to his father, the dwarf Volkan who runs the local smithy. If pressed as to how a dwarf could be his father, Pythor will apolo-getically explain that, “it’s... complicated.”Epic Paths: Meeting PythorPythor has valuable information for the Demi-god and the Lost One. However, he will use this for leverage, and he is significantly more helpful after Anora has been rescued. Refer to the Running the Epic Paths section for details.chaPter 2 | the Great labors52The Order of SydonThe seven captains representing the Order of Sydon can be found lodging in the palace. They are led by a heavily-armored man named Gaius (see appendix). He will turn down the offer of fifty oxen and will initially be against anyone taking the place of Anora.However, Gaius will change his mind if any of the heroes suggest themselves as replacements. If they don’t think of this, he suggests it before they leave. He knows that Sydon wishes to see the Oracle's Chosen killed, and offering them up on the Rock of Estor would be a fitting way to do it. Gaius will only agree to a substitution if all of the heroes agree to be sacrificed together.The Centaur ChieftainKing Pythor arranges for the heroes to meet with the chieftain on the other side of Arkelon. The chieftain comes with a dozen centaurs and two cyclopes. The chieftain, Baenor, is a massive centaur (centaur hero with maximum hit points), and he can be convinced to participate in a ritual combat with a successful DC 20 Charisma (Persuasion) check (or with a particularly strong argument).Ritual Combat. If the heroes convince Baenor, then he swears an oath that his army will leave the city in peace if his side loses. Baenor will demand that there are an equal number of combatants on both sides. He also demands that all of the heroes participate in the battle.Baenor leads the fight, joined by one cyclops, and the remainder of his force are a number of centaur heroes to equal the number of heroes. It should be obvious that victory here will be almost impossible. Kyrah will advise against it, especially if the heroes intend to use trickery, as this will only anger the centaurs further.If the heroes persist and are killed, Kyrah will gather their bodies and bring them back to the palace, where she spends one week reviving them.THE SACRIFICE You are part of a grim procession that leads toward the Rock of Estor in the River Arkelon. Gaius and his knights lead you through the ford and onto the sacrifical rock. After binding each of you by the leg to the central pole, Gaius motions to you and says, “You are now offered as a sacrifice to appease the Lord of Storms. Remain here until the sun rises. If you step away from the rock, this city will suffer the wrath of Sydon.” Gaius and all seven of his captains accompany the heroes to the Rock of Estor. Each person chained to the Rock of Estor can only move up to 10 ft. from the central pole. The shackles can be unlocked with a suc-cessful DC 15 Dexterity check with thieves' tools. They can also be destroyed by attacks (AC 15, 10 HP each).On the far side of the river, twelve centaurs gather to watch the proceedings. They will not intervene unless attacked or anyone tries to get to their side of the river.The Harpies Attack. Ten minutes after the heroes are chained, three harpies will begin to circle one hundred feet above the rock. The harpies have been sent by Lutheria to watch over the spectacle of the sacrifice. The harpies won’t use their songs, but they will taunt the heroes. If any of the heroes leave the Rock of Estor the harpies will use their luring song to lure those particu-lar heroes into the depths of the river, where they will swoop down and attempt to kill them.The Basilisks Attack. Twenty minutes after the heroes are chained, two basilisks will emerge from the river and attack anyone on the Rock of Estor. If the basilisks have already been killed in their nest cave, then nothing appears. The harpies, the centaurs and the Order of Sydon will become increasingly agitated as they wait for the basilisks. Eventually the harpies will swarm down in a fury and try to kill the heroes. If the heroes survive until sunrise, then Gaius and his captains will grudgingly allow them to go free. The terms of the sacrifice have been met, even if the Titan himself is infuriated by the outcome.CELEBRATION WITH THE KINGIf the heroes survive the Rock of Estor or prevail in a battle against the centaur chieftain, Pythor will summon them back to his throne room in the palace. When you return to the palace, King Pythor is already deep in his cups, celebrating your victory. He greets each of you with a bone-crushing hug and a painful slap on the back. “Warriors of the prophecy, you have my eternal gratitude!”“There was a time when I would have taken to the fields to battle the centaur army single-handedly, but alas, I fear my fighting days are behind me. Perhaps it’s time to officially retire my hammer…” The king retrieves his hammer (Pythor’s hammer) and grants it to one of the heroes, giving preferential treat-ment to his demi-god children if any are present.As the God of Battle, Pythor once used this hammer to smash entire armies of gygans, centaurs, and cyclo-pes. There are countless stories about this hammer, none of which Pythor can quite recall at the moment. He explains that his father, Volkan, the God of the Forge, created it. Volkan can use the hammer to craft mighty weapons and armor at the Mithral Forge.chaPter 2 | the Great labors53Finally, the king declares a full week of celebration in Estoria, in honor of the heroes. The heroes may choose to stay and enjoy the week’s celebrations. There will be plays at the public theater that they can participate in, as well as much feasting and drinking. If Kyrah is present, she encourages the party to press on with their Labors. The Mithral Forge The Mithral Forge was used by the dwarves to con-struct the gods’ weapons in the First War. Almost all of the powerful magical weapons and armor used by the Dragonlords and their successors were created here. It now lies abandoned by the dwarven smiths: the upper levels have become the lair of a tribe of troglodytes, and the lower levels are guarded by a terrifying beast.The History of the ForgeThe Mithral Forge was a key component of the victory of the Dragonlords over the armies of the Titans. The dwarves that came across the seas with the Dragonlords discovered this deposit of mithral and adamantine in the central mountain range of the new continent. For more than a decade, the mithral and adamantine was mined and used to forge weapons, armor, and magical artifacts for the mortal armies.The Titan, Lutheria, decided that something had to bedone about the mine. She formed a pact with the Fates, who used their magic to breed a terrifying cerberus hound. Lutheria unleashed this hound to destroy the forge and slaughter the dwarves.After driving out the dwarves, the cerberus hound made a lair in the mines and began to spawn hundreds of death dogs. The Dragonlords tried to retake the forge, but they were repeatedly driven back until they were forced to abandon it entirely.For several centuries the hound watched over the ruined forge. However, a decade ago, some primordial thing from the depths of the Underdark emerged and killed it. The death dogs remained in the mine but, without anything to direct them, they retreated into the lower depths. Several tribes of troglodytes crept into the upper levels soon afterwards.TRAVELING TO THE FORGEThe Arkelon River flows southward from the Mithral Mountains and cascades over the Great Falls of Arkelon, where it empties into the Cerulean Gulf. Setting out from the North Gate of Estoria at dawn, the heroes may follow an abandoned road through the steppes to reach these falls by dusk.The Abandoned Road This long-abandoned road is rocky and overgrown with roots and thorny shrubs. It winds westward along the granite cliffs of the Estorian tributary. North of the road are expansive steppes, and beyond that, hazy blue mountains. The sky is gray and cold by day, but at night the clouds withdraw to reveal a blanket of stars. This road was once used to ferry metal goods and ore from the mines, until it was abandoned centuries ago. The steppes are quiet and the trip is uneventful. At sunset, the heroes encounter a band of centaurs.Encounter: Band of Centaurs The thunder of hooves can be heard from the north. You see a dozen mounted men riding in your direction. The riders wear bronze helmets, and they carry long pikes tied with flowing scarlet ribbons. As the riders draw closer, you realize that they aren’t riders at all. They are centaurs—nomadic warriors with the torsos of men and the lower bodies of horses. Twelve centaurs will surround the heroes. If the centaurs are attacked, they will fight only to subdue, not to kill.The chief of the centaurs is named Hukar. He warns the heroes that, if they are heading to the Great Falls, then they should beware. Troglodytes dwell in the caves there, emerging at night to hunt for food. He thinks that two of his kin fell into the clutches of the foul creatures. There is nothing he can do for them, as the paths and tunnels of the mines are too treacherous for his kind.Quest: The Missing CentaursIf the heroes agree to search for Hukar’s kin, then he gives them an ivory horn. He tells them to blow the horn on the riverbank of the Arkelon when they have discov-ered the fate of his kin, and he offers a reward.Rewards. If the heroes discover the fate of the missing centaurs, they may do as Hukar instructed. The horn will summon the centaurs to the riverbank. They will The measure of a hero is one's ability to protect those that we care about most. The new Dragonlords cannot merely be warriors with mighty weapons... they must also be willing to make great sacrifices for the future of Thylea.—Aesop, Keeper of the Dragon ShrinechaPter 2 | the Great labors54mourn their dead and invite the party to drink under the stars with them. True to his word, Hukar will give the heroes three potions of heroism as a reward.Blood of Sydon. Hukar explains that the potions are concocted from the blood of his tribe, who are blessed by the Lord of Storms, the Ocean Father—Sydon. He knows that the heroes are prophesied to confront the Titans, but he encourages them to consider Sydon's great wisdom.THE GREAT FALLS OF ARKELON This rocky promontory looks out over a spectacular vista dominated by the Great Falls of Arkelon. The river cascades over a sheer cliff and roars into a vast, semi-circular lake, throwing up a white mist.The Great Falls are almost beyond description. It’s as if an entire ocean has spilled over the edge of the world, and you stand marveling at the space beyond. You have never seen anything so grand. The sound of rushing water is almost deafening, and the light of the fading day gleams across the water like red gold.Four massive statues of stone hands surround the lake. To the south, you can see the river snaking down from the mountains, through the Oldwoods, while the snowcapped Mithral Mountains dominate the western horizon. A wooded path descends down to the misty riverbank, where the collapsed entrance to the mines can be seen. A secret pathway into the mines can be found here with a trivial investigation.The lake is flanked by four massive statues of hands, two per side. These are the Hands of Kentimane, the Elder Titan, but they are dormant for now. The Collapsed EntranceThe main entrance to the mines is blocked by tons of rubble and is completely inaccessible. This was done by the dwarves when they fled from the cerberus hound, as they hoped to keep the beast sealed away.F1. Secret Pathway This rocky ledge leads up from the riverbank and passes through a short tunnel, which deflects an endless cascade of water from the Great Falls. The ledge grows narrower as it ascends, stretching for a quarter-mile along a sheer cliff of slick black rock. Beyond the ledge, a shimmering curtain of translucent water spills down to crash on the rocks below. Cold white mist fogs your vision, and roaring water drowns out all other sound. This path leads under the waterfall. Anyone walking along it is sprayed with water from the falls. Wet moss covers the sides, though the path itself is well used and chaPter 2 | the Great labors55relatively safe. This is the main path used by troglodytes to go hunting at night. There is a rope ladder that leads down to the river below that troglodytes use when they go fishing. This pathway was carved into the cliffside centuries ago when the dwarves were first exploring the natural caves behind the waterfall. Encounter: Troglodyte Foragers A stink wafts up from below as four filthy-looking humanoids clamber onto the path ahead. Each carries a net full of wriggling fish. Upon seeing you, the trogloytes drop their fish and chatter to each other. The stench is nearly overwhelming. You notice a hungry gleam in their eyes. These troglodytes are part of a daily expedition sent to fish the river further down from the falls. There are three troglodytes and one troglodyte brute. They attack the heroes as soon as they spot them.F2. Forked Tunnel This natural tunnel runs for fifty feet at a slight incline. The floor is wet and moss grows along the walls and ceiling. The floor is well-used, covered in the tracks of the foul creatures from the waterfall. The tunnel eventually forks. To the left, the tunnel continues into a network of natural caves. A terrible stench comes from this direction, along with echoing shrieks of pain and horror. To the right, the tunnel becomes a stonework passageway. This corridor is heavily used. Every time the heroes travel through the tunnel, there is a 1 in 6 chance that they encounter a band of (2d4 + 2) troglodytes led by a troglodyte brute. One troglodyte will run back to the warrens to raise the alarm, while the other troglodytes fight to the death. THE TROGLODYTE CAVESThe troglodyte caves are inhabited by dozens of the vile creatures, including broodmothers and litters of troglodyte young. They are more organized than typical troglodytes, because they have an intelligent king.F3. Troglodyte Cave Entrance The tunnel descends into the earth. Out of the dark-ness rises a stench worse than anything you have ever known. The shrieking sound from deep within the caves suddenly ceases. The cave entrance is guarded by four troglodytes. They press up against the sides of the tunnel and haveadvantage on their Stealth checks due to their chame-leon trait. Every six hours, the troglodyte guards here are replaced by four new troglodytes from deeper in the caves.F4. The Prison Pit A natural stair descends into a cavern lit by the flick-ering fire of a roasting pit. The partially-burnt body of a centaur is spitted over the pit. Across the room is a prison pen fashioned out of petrified timber. It is cur-rently holding a centaur that is being tormented by a half-dozen loathsome lizard people. The creatures poke at the centaur with sharpened sticks and croak with delight when he cries out in pain. This prison pit is where the troglodytes keep any prey that they capture. There are four troglodytes in the room. In addition, two troglodyte brutes are hidden against the walls, and they have advantage on Stealth checks due to their chameleon trait. They attack imme-diately and fight to the death.Captured Centaurs. The young centaur being held captive here is Kaluk, one of Hukar’s kin. The spitted centaur is Hirak, who can still be saved with healing spells if the heroes move quickly enough. He will die within five rounds unless healed. Both Kaluk and Hirak wish to leave the mines as quickly as possible.The Troglodytes of Mithral MountainsThe troglodytes here are foul creatures that came from the deep regions of the Underdark, far below the sunlit lands of Thylea. They were driven to the surface by the same primordial creature that killed the cerberus hound. Now, they hunt for food on the surface at night. While they dine mainly on fish, they consider the tortured flesh of centaurs and civilized folk to be delicacies.The hierarchy of the troglodytes is determined by strength, with troglodyte brutes taking all the choicest meats. Brutes usually stay within the troglodyte warrens, forcing their weaker kindred to do the hunting. Troglodytes like to attack by stealth, using their cha-meleon skin to merge into the walls of the Mithral Mines. Typically, one troglodyte will grapple a victim at the start of combat so that the victim’s companions have to choose to abandon their friend if they flee.If the troglodytes manage to defeat the heroes, they won’t kill them but instead bring them to their king. The heroes will awaken with all of the effects of a short rest, but with none of their weapons.chaPter 2 | the Great labors56F5. The Warrens This area seems to be a den of sorts. Straw mats lie along the edges of the cave, and they are covered in filth. The floor is littered with the bones of humans, centaurs, and other creatures. This cluster of tunnels and caves are where most of the troglodytes dwell. The warrens are normally the resting place for dozens of the creatures, but when the heroes arrive, most of them are elsewhere. Two troglodytes and two troglodyte brutes currently sleep in the caves. If they hear the heroes coming, the troglodytes will hide along the walls or in their own filth on the floors, pre-paring an ambush as the heroes investigate.F6. Chilly Cave This cave is much colder than the previous areas. A strange, cold wind blows from the southwest tunnel. Three troglodytes and a troglodyte brute are here. The southwest tunnel descends for several miles into the Underdark. This is how the troglodytes originally made their way to the surface. The vast network of caves that makes up the deep regions of the world are beyond the scope of this book.F7. Brood Den As you enter this cave, the hideous stench somehow grows even worse. Three large troglodytes squat in the center of the cave. From their looks, these are the broodmothers for a litter of more than a dozen young. The broodlings are currently tearing their weakest sibling limb from limb as it squeals in terror. The broodmothers are bigger than average and have the statistics of troglodyte brutes. They will viciously defend their young and fight to the death.There are twelve troglodyte broodlings (8 AC, 1 HP). They hiss at the heroes, but they do not attack. If approached, they will try to bite the heroes. Such heroes must make a DC 12 Dexterity saving throw or suffer 1 piercing damage and become poisoned for 1 hour.If the broodlings are not slain, they will grow into adult troglodytes within 1 week. This may create a minor moral dilemma for the party.F8. Refuse Pit A darkened pit gapes in the center of this chamber. The sides of the pit are coated with wretched streaks of black and brown. You choke on the stench, which burns your eyes and nostrils. This is where the troglodytes leave their waste. Entering this room requires each hero to make a successful DC 15 Constitution saving throw or be poisoned for 1 hour.TreasureBuried 5 feet under the disgusting muck is a mithral breastplate, mithral ringmail, an adamantine short sword and an adamantine spear. None of these items radiate magic, so the only way to find them is to poke around in the refuse. Finding an item requires one minute and a successful DC 15 Investigation check. Anyone who touches the filth automatically fails at any stealth-based activity until they can have a bath.F9. The Troglodyte King This chamber has rough-hewn stone steps that rise up to a platform at the far end. On the platform is a huge troglodyte sitting on a crude throne. This creature wears a golden circlet, and he is flanked by several others of his kind. He smiles wickedly and addresses you in your language: “How dost thou, sweetlings?” This is the troglodyte king. He has possessed his head-band of intellect for over a century, but it has brought him little cheer. He’s fallen into a deep depression, because he’s surrounded by filthy idiots all the time, and he has no one worth talking to. When the heroes arrive, he is eager to engage them in conversation.The Eloquent TroglodyteThe king is able to speak the common tongue, but he does so in an unusual manner. Caliban from Shakespeare’s The Tempest is a good inspiration for his style of speech.Describing his predicament: This golden band taught me language; and my profit on’t is, I know how to curse. The gods torment me; Oh! Such unworthy company these foul things are.Proposing a game of riddles: Thou makest me merry; I am full of pleasure: let us play a game!Reacting to insults: Prithee, tread softly, that my anger not be unleashed upon thee! Shouting encouragement to his brutes during battle: Lo, lo, again! Bite them to death, I prithee.chaPter 2 | the Great labors57chaPter 2 | the Great labors58chaPter 2 | the Great labors59Game of RiddlesThe king moans about the unfairness of his predicament and asks to engage the heroes in a game of riddles. He is evil to the core, and plans to eat the party, no matter the outcome of the game. However, he desperately wishes to test his enhanced intellect against the heroes, so he would prefer to outsmart them.Table of Troglodyte RiddlesRiddle AnswerWhat becometh harder to catch, the faster that thou runneth?BreathWhat dost thou breaketh every time thou speaketh?SilenceWhat runs but never walks, has mouths but never talks, has heads but never weeps, and has beds but never sleeps?A RiverThe king is accompanied by two troglodyte brutes and one female troglodyte. The king is a troglodyte brute with maximum hit points and 19 Intelligence.Treasure. Aside from the king's headband of intellect, he carries a single mithral ingot as a royal scepter. The scepter is worth 500 gp.THE MITHRAL MINESThe mines were built out from a shaft that gives easy access to a vein of mithral and adamantine mineral deposits. The shaft descends for one mile into natural caverns that connect with the Underdark. The dwarves mined the easily accessible ore along the first 500 ft. of the shaft before they were driven out by the cerberus hound. The mithral and adamantine veins continue all theway down to the Underdark. Untouched since the dawn of time (except for the few decades the dwarves mined it), the deposits are the greatest lodes of mithral and adamantine in the world. The troglodytes inhab-ited the upper level of the mine until just a few days ago when the death dogs arrived.F10. Broken Entryway Ahead of you, the natural passage breaks into a tunnel of what looks to be dwarven construction. A stone bridge crosses overhead, and a narrow 5-foot-wide ledge leads up to it. The bridge is apparently guarded by a statue of a large, two-headed dog. The tunnel extends into the deep shaft where the mithral and adamantine can be found. Centuries ago, dwarves discovered the veins of the valuable minerals while exploring the natural caverns. The statue is a death dog that was petrified by a cockatrice. It awakens from its petrification 10 minutes after the heroes arrive.F11. The Cockatrice Pens This square chamber seems to have been used as a pen for some sort of animals, but whatever was here has escaped. Cages made from petrified wood lay broken or open. A statue of a troglodyte stands in the middle of the room, along with a statue of a two-headed dog. Scattered about the room are about a half-dozen corpses of what appear to be chickens. There is a single cockatrice running around loose, and it attacks the heroes. If the heroes wait around in this room for more than one minute, the death dog’s petrifi-cation ends and it also attacks.These pens are used by the troglodytes to keep a flock of cockatrices. The troglodyte king enjoys breeding them and fighting them against each other. He also uses the cockatrices to petrify prisoners so that they can be preserved for later consumption. Sometimes he serves a cooked cockatrice to 'honored guests.'Just a few days ago, the death dogs from the lower levels started exploring the upper levels. The dogs killed the troglodytes in this room, but one of the troglodytes let the cockatrices loose as a last resort. The cockatrices ran amok. Some were eaten by the death dogs while others used their power to petrify the beasts.F12. Barracks This room looks like the scene of a recent battle. There are several half-eaten troglodyte corpses in one corner. Three statues of two-headed dogs stand at the center of the room. There are also several rotting wooden racks that might have once been used for weapons and armor. There are two cockatrices in this room. They attack when the heroes enter. The three death dog statues will awaken from their petrification 10 minutes after the heroes arrive. The death dogs awaken one at a time, every two rounds.F13. Storage Room This looks like it was once a storage room. It's filled with rotting sacks and broken crates. This was once a storage room for the dwarves. It was looted long ago.chaPter 2 | the Great labors60F14. The Dwarven Hall This massive hall is supported by a series of pillars, many of which have been broken. The corpse of a gar-gantuan three-headed dog is splayed out in the center of the room. Several two-headed hounds chew away at the flesh of this rotting corpse. The skeletal remains of dwarves are scattered everywhere. There are three death dogs in this room. They attack and fight to the death. The cerberus appears to have been killed by something massive, which must have come up from the Deep Shaft (F17).Treasure. One of the dwarven skeletons wears a mithral chain shirt. There are 25 dwarven skeletons. Their skulls may be returned to the dwarves at The Dragon's Tooth (E8) for proper burial. F15. Dwarven Quarters Rotting bunk beds and chests make it obvious that this chamber was living quarters, of sorts. The dwarves took most of their possessions when they fled. The troglodytes have looted almost everything else, but there are a few valuables that can be scavenged.Room One. There is a sack buried underneath the rotting furniture. It contains 65 sp.Room Two. There is nothing of value in this room.Room Three. One of the dwarven skeletons has a ring with an amethyst worth 250 gp.F16. Entrance Hall This tunnel expands into a grand entrance hall, but it is completely blocked by rubble after thirty feet. This tunnel leads to the surface, but it is blocked by many tons of rubble which cannot be moved.F17. The Deep Shaft This stonework tunnel ends at the precipice of a huge natural rift in the earth. The rocky ceiling is only twenty feet above you, but the rift drops away into a fath-omless black depth. Veins of silvery ore can be seen in the sides of the shaft. Ancient mining equipment lines the walls, but the wooden platforms and walkways are rotten and unusable. Chains are attached to the ceiling of the shaft in a pulley system that used to lift ore from the depths. Most of the chains are rusted and many have broken. The area around you has been scored by gouges in the stone, as if some giant claw once reached out of the pit. There is nothing living here, but it has an ominous feel to it. There used to be wooden platforms that allowed dwarves to mine the mithral and adamantine, but most are gone and anything that remains is unusable. There are also pulley systems and ore pails along the sides.There is an entrance to the second level 100 ft. down the shaft, but the only way to reach it is to climb the sheer face of the shaft. Doing so requires three success-ful DC 15 Strength (Athletics) checks. Someone who manages this could use pitons and rope to create an easier path for everyone else.The shaft goes down for a mile, becoming increasingly hot before ending in a huge cavern filled with noxious gas. Stalagmites, stalactites and a fiery red glow give it the appearance of some kind of hell.Falling to the bottom inflicts 70 (20d6) bludgeoning damage. Every round spent in the gas-filled cavern requires a DC 10 Constitution saving throw to avoid being poisoned. This is actually an entrance to the Underdark which empties into a lake of magma. What lies beyond the lake is outside the scope of this book. F18. The Dwarven Elevator This room seems to be some sort of dwarven elevator. It is a ten-foot metal cube crafted from bronze, with leering dragon heads engraved into the walls. The dragons are depicted with snarling mouths. This elevator leads 100 feet down to the Mithral Forge area, but it’s deadly to anyone who doesn’t know the required password. The password is the word “dragon” in dwarvish (the troglodyte king knows this). The eleva-tor is an elaborate and deadly fire trap:Triggering the Trap. Inside the elevator is a lever to activate it. Once engaged, the elevator begins to descend. It takes 5 rounds to descend all the way.When the mithral deposits were first discovered, I saw little reason to celebrate. It was not until I first held a mithral weapon that I appreciated the ingenuity of Volkan and his dwarven smiths.—Rizon Phobas, Dragonlord (6 DA)• On the second round, all heroes inside must roll for initiative. On initiative count 20 of the second round, black oil is pumped into the room from the mouths of the dragon heads on the top of the elevator.• On the third round, the roar of flames can be heard from below and oil continues to be pumped into the room.• On initiative count 10 of the fourth round, flames pour through mouths of the dragon heads on the sides of the room, igniting the oil. Anyone in the elevator takes 21 (6d6) fire damage at the end of the fourth round and the fifth round. The damage is reduced by 7 (2d6) if the oil was blocked before initiative count 10 of round 3 and by a further 7 (2d6) if blocked before initiative count 10 of the second round.• At the end of the fifth round, the fire dissipates, and the elevator doors open with a bell chime.Disabling the Trap. The trap can be disabled by speaking the command word at anytime, or by jamming the mouths of the dragons, to prevent the flames from coming through. If the dragon heads are jammed, they glow fiery red, and the heat is intense.The heroes can pull the lever to take the elevator back to the upper levels. Descending again will restart the trap mechanism.THE MITHRAL FORGEThis is the central part of the Mithral Mines, where the dwarves forged the magical items used by the Dragonlords to defeat the armies of the Titans. The most obvious way to get down to the armory is by using the elevator, but it is also possible to reach the armory by climbing down the main shaft.F19. The Armory This room is lined with iron racks for holding weapons and armor. Almost all of the racks have been tipped over, and the only weapons and armor that remain are broken or corroded. Bones and refuse lay in piles in the corners of the room. The armory was ransacked long ago and all that remains is rotten wood, refuse, bones, and broken equipment. The armor and weapons are of exquisite make, but they have been rendered useless by centuries of neglect.TreasureThere is a mithral xiphos +1 buried under the refuse. It is covered in a layer of dirty grime and corrosion. It can be located with a successful DC 20 Wisdom (Perception) check or with the detect magic spell. F20. The Lava Pool This room is dominated by a large circular vat of molten lava in the center. Something is swimming beneath the bubbling magma. An ornate bronze sphere stands close to the lava pool. The sphere is supported by four legs and has a spout that faces toward the lava. There are two death dogs that rest here. They sit by the bronze device, but they don’t do anything except growl at the heroes. If anyone tries to touch the bronze sphere, the death dogs attack.chaPter 2 | the Great labors62The Forgekeeper. In the lava pool is the Forgekeeper, a salamander. She swims in the lava pool and is will-ing to talk to the heroes. She explains that the bronze device has been configured to keep her from escaping by blasting the area with cold unless it’s disabled. It was designed by the dwarves who originally built the forge. The Forgekeeper is aware of the history of the entire place and is willing to share the information if the heroes promise to disable the sphere. The Forgekeeper also knows the password to the elevator.Triggering the Trap. Should the Forgekeeper leave the lava pool before the bronze sphere device is deacti-vated, it makes a clicking noise and anyone in the room is suddenly struck by the effect of a cone of cold spell for 36 (8d8) cold damage. This cold blast repeats every five rounds until the bronze device is disabled.Disabling the Trap. The device can be disabled by smashing the sphere (AC 18, 30 HP). When smashed, the sphere will release its magic across the entire room, inflicting 36 (8d8) cold damage on everyone present. A successful DC 15 Investigation check will reveal that the device can be jammed. If jammed, the device makes a grinding noise every round for five rounds, and then the trap triggers as normal.The Forgekeeper's ContractNegotiating with the Forgekeeper will bring the attention of the young cerberus hound in the other room. The hound will enter the room and attack with the death dogs.Once freed, the Forgekeeper thanks the heroes. She has been imprisoned for centuries and fosters a burn-ing hatred for all dwarves. She will treat dwarves in the party with hostility. The dwarves summoned her to the mortal world and then bound her within their forge.She not only powered the forge, but also used her skills as a metalsmith to help the god Volkan craft many powerful mithral and adamantine items. She must remain for five centuries unless the contract that bound her is destroyed. She thinks that the tablet bearing the contract is kept in the Blast Furnace (F21). She knows how to restart the forge and is willing to do so if the party agrees to release her from her contract.If the heroes give the Forgekeeper the contract, she will melt it. However, instead of immediately returning to the Plane of Fire, she will remain for one year and forge items for the heroes. The heroes can try to coerce the Forgekeeper with the contract tablet, but the results are always the same.F21. The Blast Furnace This room appears to be a dead blast furnace. Four large stone vats are lined up against the walls. Spouts extend from the walls over the top of the vats. At the center of the room, there is a 3 ft. wide circular hole. This is where mithral ore was melted down into ingots. The blast furnace is guarded by a young cerberus hound. He is intelligent enough to hold a conversation with the heroes. He claims to be a servant of Lutheria, the Mistress of Death.The hound’s mother was killed a few years ago by a great beast from the bowels of the earth. He took her place by devouring a half-dozen of his brothers and sisters. He won’t talk for long, because he’s very, very hungry. He has three mouths to feed, after all!Treasure. The cerberus hound has gathered some of the dwarves’ ancient treasure. Coins totaling 56 pp, 125 gp, and 389 sp are gathered in a corner. There is also an adamantine trident and six adamantine javelins. The rune tablet that keeps the Forgekeeper bound to the Mithral Mine is part of this treasure hoard.Event: Awakening the ForgeOnly the Forgekeeper can awaken the Forge. Once the cerberus hound is defeated, she tells the heroes to wait, then slithers down a hole in the floor. Five rounds later, she returns from the same hole. Lava bubbles from the hole and begins to flow in rivulets through the room. Anyone with a passive Perception of 15 or higher hears the dwarven elevator activating.There are multiple levers throughout this area which can be used to tip a cauldron of molten lava or to cause jets of fire to blow out from vents.Cauldron Traps. Choose two spaces on the map. These spaces are where the cauldrons will dump lava, doing 28 (8d6) fire damage to anyone in the space.Fire Vent Traps. Choose two spaces on the map. These spaces are where vents of fire will erupt, doing 14 (4d6) fire damage to anyone in a 15 ft. line from the opening of the vent.Encounter: The Troglodyte HordeIf the heroes have not defeated the troglodyte king, then awakening the Forge summons a horde of troglodytes to attack the forge area. One minute after the Forgekeeper chaPter 2 | the Great labors63awakens the forge, noises can be heard from the direc-tion of the dwarven elevator. The Forgekeeper will tell them that the sounds are similar to that made by a “strange and disgusting beast” that came to visit her a year ago. She describes the King of the Troglodtyes and explains that she gave him the password to the elevator.At this point, the heroes must roll for initiative. On initiative count 10 of the first round, the elevator door opens and a dozen troglodytes, four troglodyte brutes, and the troglodyte king emerge. The king will send four stealthy troglodytes to scout out ahead of them. He plans to kill all of the heroes. The Forgekeeper provides hints as to how the party can use the forge's many traps against the filthy creatures.F22. The Secret Dock This chamber leads to a secret dock, which is located behind the Great Falls. The stone dock extends behind the thundering waterfall. The room is filled with rotting sacks, barrels, and boxes. There is an ornate bronze lever on the far side of the room. This room is a dock that is large enough for most ships. A beautifully carved bronze lever extends from the wall. It can be used to activate a stonework dam at the top of the river that creates a gap in the waterfall. Once the heroes have the Ultros, they may use this lever to dock beneath the waterfall and return to the Mithral Forge.Using the Mithral ForgeRefer to the Treasures appendix for informationself-sacrificing paragons that we’ve come to idolize in Hollywood films. In the Greek epics, there is no clear line between good and evil, no villains to thwart, no alien invasions to repel. Heroic deeds are frequently puzzling and at times infuriating. Odysseus punctuates his harrowing journey home by murdering all the men who courted his wife. Achilles refuses to fight when his men need him most. Jason quickly abandons Medea once his quest is finished.Because of their flaws, it is hard to shake the feeling that the heroes of the Greek epics were real historical figures. When might fails, they succeed through cun-ning, and when cunning fails, they succeed through luck. These were mortal men cast into impossible situa-tions, forced to survive through spectacular means, and left to brood on the fickle whims of fate. In spite of their divine parentage, they were, above all, very human.This is in large part what makes these characters so enduring in the Western imagination. But most impor-tantly, it makes them the perfect archetypes for the heroes of your next roleplaying campaign.WHAT IS MYTHIC HEROISM?Odyssey of the Dragonlords casts your players into the roles of mythic heroes, who have been the subjects of a dire prophecy. This prophecy pits a small band of mor-tals against the last of the Titans—and promises an epic conflict that will forever reshape the world of Thylea.Gods and KingsMythic heroes have dealings with the gods, almost as a matter of course. The gods are not always nice. They are jealous, capricious, cruel, generous, vengeful, kind, vicious, forgetful, thoughtless, lusty, selfish, passionate, and generally all-too-human in their ways. They do not know everything and cannot control everything, but within their spheres of influence, they are awesome, terrible, and dangerous. It’s a foolish mortal who dis-respects the gods. The wisest heroes acknowledge the power of the gods over every aspect of life. Mythic heroes must also contend with the will of mortal kings and queens. Earth-shattering events demand action from the most powerful rulers from across the land, but their hands are often bound by the vagaries of fate. Sometimes, they are forced to take up arms and join the quest themselves, but more often they must depend upon the might of famous heroes.Oaths and CursesMythic heroes are often bound to their quest by pow-erful oaths. Oaths are inviolable sacred vows that are sworn only in the most serious of circumstances. Oaths have a powerful, far-reaching effect on society. They may create peace between the gods, promote unbreak-able fellowships, and even instigate bloody wars.No mortal of sound mind would ever dare break an oath, lest they be afflicted by terrible curses. To be cursed by the gods is to be cursed by the land itself. Food turns to dust in the mouths of those who are cursed. Harpies peck out their eyes, and their souls are dragged screaming into the Underworld.For this reason, even the bravest of heroes fear the consequences of breaking an oath. The gods, on the other hand, are literally incapable of breaking their oaths, for they are made from the same magic that binds and enforces them.Fame and HubrisAll great heroes seek to increase their fame. This may sound like vanity, but within a mythic context, fame is essential to achieving one's goals. Famous heroes may summon warriors to their aid, influence the opinions of the masses, and even demand audiences with the gods. Preface: Why Greek Mythology?Though seeking it may shorten one's life, fame is the most direct route to immortality.But the danger of increasing one's fame is hubris. Excessive pride, or hubris, leads to the downfall and destruction of many famous heroes who overestimate their abilities—or who underestimate the gods.Fate and ProphecyMythic heroes are subject to the forces of fate and prophecy in equal measure. Fate directs the lives of both gods and mortals, and though she is the greatest of all mysteries, she is also cruel to those who defy her. The greatest gift she gives us is the gift of prophecy.Prophecies reveal paths that would otherwise be hidden to us—paths which allow us to rise to our fate, rather than be destroyed by it. Such paths are often dan-gerous, and walking them may seem like madness, but that is the task of the mythic hero. To dismiss prophecy and spurn one's fate is hubris of the highest order.Comedy and TragedyIn the end, the story of a mythic hero falls into one of two categories. Those who win fame by rising to their fate and honoring their oaths may be forced to make tragic sacrifices, but they will be happier in the end. On the other hand, those who turn from fate, break their oaths, and curse the gods will meet tragic endings, even if their lives are happier in the short run.In other words, mythic heroism means rising to the challenges that fate throws at you, even when the gods themselves work against you. It means losing yourself in the wilderness for decades, only to return in glory when your enemies least expect it. It also means betraying your loved ones, overthrowing rightful kings because of petty grievances, and discovering that you were a pawn of prophecy all along.Mythic heroes do not lead easy lives, but they do lead dramatic ones. It's not just the victories that make their adventures memorable—it's the failures, also.IntroductIon6This book is designed to help you run a story-driven roleplaying campaign that com-bines classic fantasy dungeon crawling with the epic sweep of Greek mythology. It takes place in the world of Thylea—a forgotten continent where fey creatures make war upon civilization and gods walk the earth in the guise of mortals.The campaign is designed for the 5th Edition of the world's greatest roleplaying game. It has been designed for a party of 4-6 heroes of 1st level. By the end of the campaign, the heroes should be 15th level or higher.Odyssey of the Dragonlords combines an epic story with a structured, open world. As the players complete major milestones in the story, new parts of the world will become available for them to explore. The story is divided into a prologue and five acts, the last being an epic finale.The goal of this adventure is to explore what it means to be a hero in a land where gods and Titans still walk the earth—where the forces of civilization are only just beginning to prevail against the monsters that haunt the seas and the forests. Your players will take on the role of mythic heroes charged with fulfilling a prophecy and confronting the Titans. Their decisions will shape the future and forever change the world of Thylea.Warning: Major Story SpoilersThis book is intended for the GM only. It contains major spoilers for the story. Everything you need to know about the world as a player can be learned by reading the Player's Guide to Odyssey of the Dragonlords.Reading this section—or any part of this adventure book—may ruin several major surprises that are best experienced at the table. Proceed at your own risk!STORY OVERVIEWThis section covers the major concepts in the story. More detailed information can be found in the History of Thylea section or in the Secrets and Myths appendix.Ancient ThyleaFor many ages, Thylea was a wilderness of centaurs, satyrs, cyclopes, and other creatures who worshipped their native gods, the Titans. Mortals who came to Thylea lived in small, defenseless tribes—until the arrival of the Dragonlords.The DragonlordsThe Dragonlords were an order of heroic, dragon-riding mortals who came to Thylea five centuries ago. They initiated the First War against the Titans and defeated their armies. Most of the Dragonlords and their dragons were killed during this conflict.The Five GodsWhen all seemed lost, the mortals of Thylea were saved by the sudden appearance of the Five Gods, who walked the land in mortalabout how the heroes can make use of the Mithral Forge.If the heroes make a deal with the Forgekeeper and discover the docks, then they can easily return to the Forge. The Forgekeeper will work with Volkan to make items from any components that they bring. The dock is well hidden and has been forgotten by everyone, so it makes a good hiding place for any ship that the heroes might have, including the Ultros.Epic Paths: The Mithral ForgeBoth the Demi-god and the Dragonslayer use the Mithral Forge to craft some of their artifacts. Refer to the Running the Epic Paths section for details. The Mossy Temple Deep within the Oldwoods lies a ruined temple com-plex covered in a thick layer of moss and surrounded by massive trees. No one knows who built the temple, but the Druids of Oldwood believe that it is the oldest structure in the Heartlands. They maintain a circle of standing stones nearby, hoping to appease the spirits that haunt the temple. None who enter the temple have ever returned.The History of the TempleThe temple's true name is lost to history. It was built thousands of years ago by an ancient race of six-armed cyclops called the gygans. It honors Sydon, and it harkens to a time long before the mortal races arrived in Thylea. During this period, the gygans were devout servants of the Titans. They propitiated Sydon with great sacrifices, earned his favor, and their empire spanned all the islands of Thylea. The gygans were thought to have been exterminated by Pythor and the Dragonlords by the end of the First War.Demetria, the Vengeful DryadRecently, teenagers have been disappearing from the towns and farms around Estoria. They are lured into the forest by roving bands of goatlings that serve the mis-tress of the temple, a dryad named Demetria.Demetria has good cause to hate the people of Mytros and Estoria. Centuries ago, the Dragonlord Estor Arkelander chopped down her sister’s oak tree to use as the mast for his ship, the Ultros. Demetria went mad with grief for her sister. She swore fealty to Lutheria, who embraced her and further stoked her rage.Demetria loathes mortals. She captures young men and women to serve in Lutheria’s dark rituals, telling them that they are being initiated into an ancient priest-hood. In actuality, the women are transformed into monstrous maenads, while the men are slaughtered and devoured in ritual feasts.In the past year, Demetria has become more brazen. She has captured dozens of teenagers now. Recently, she sent her goatlings to steal the Horn of Balmytria, in order to feed her growing number of servants.Quest: The Horn of Balmytria As the Oracle's Chosen, you know that one of your Great Labors is to drink from the Horn of Balmytria. But the horn has been stolen from the Dragon Shrine by a tribe of goatlings. They’ve carried it south from Estoria into the Oldwoods, and they haven’t been very careful. The trail is marked by haphazard splashes of red wine which run all the way through the forest. chaPter 2 | the Great labors64THE OLDWOODSThe Oldwoods is an ancient forest that lies in the center of the Heartlands, surrounded on all sides by fields and farms. It is a forest consisting mostly of ancient oak and walnut trees. For the first century, the new settlers to Thylea cut down trees to build their farms, towns and cities. But they stopped when they reached the Oldwoods because fey creatures are known to haunt the forest. In the modern daytimes, no one enters the Oldwoods except for the Druids.Traveling to the edge of the Oldwoods only takes a few hours. Traveling within the Oldwoods to the Mossy Temple takes the better part of a day. Tracking the goat-lings requires a successful DC 10 Wisdom check.Encounter: Tribe of GoatlingsFollowing the trail of the goatlings, the heroes eventually come to a shadowy clearing in the woods. The forest grows dark around you, with barely any light making its way through the canopy. You hear birds and beasts clamoring beyond every bush, and eventually, the path you are following seems to disappear into the underbrush. You emerge into a dimly-lit clearing, surrounded on all sides by oak trees.The forest suddenly grows quiet. You can hear something crashing through the brush ahead of you. A young girl bursts into the clearing, breathing hard. Tears streak her dirt-caked face. She looks stunned to see you. “You... are you really there? Please help!”You hear more crashing sounds from the forest as six hideous creatures emerge into the clearing. They are six goat-headed creatures with cloven hooves. One of them laughs harshly. “Give us the sweetling. We’ve had dinner, but she’ll make a fine dessert!” chaPter 2 | the Great labors65The six goatlings attack the heroes before they can respond. Three of them will use mockery. Roleplay the taunts that they hurl at the heroes.• “Get lost, you pathetic starvelings!”• “Your face inspires me… to vomit!”• “You are a plague-sore on the ass of a pig!”• “Bald legs! Bald legs! Bald legs!”• “Fish-faced assassins of joy!”Quest: Corinna’s FriendsCorinna (NG scout) is the daughter of Thericles, who works the vineyards in Estoria (E13). She and her friends were lured into the temple by a beautiful woman named Demetria, who promised wealth, beauty, and fame.Corinna was warned to leave the temple by a young satyr named Loreus, who said that she and her friends would soon be doomed to a fate worse than death. She fled the temple, but the goatlings pursued her.If the party asks about the Horn of Balmytria, Corinna confirms that the horn is in the temple. She warns the party that Demetria is unspeakably beautiful, and has a way with words that makes everyone fall in love with her. Nevertheless, she wants to save her friends, so she is determined to accompany the heroes into the temple.THE TEMPLE EXTERIORT1. The Standing Stones This clearing is dominated by seven large standing stones, each about twice the height of a man. The canopy is less thick here, allowing dappled light to pass through its rustling branches. Small creatures occasionally dart through the carpet of leaves blan-keting the ground.Each of the standing stones is covered in splotches of fuzzy green moss. They are arranged in a half-circle, and they are cold to the touch. You sense that they have been here for a very long time. These standing stones were erected by the druids of the Oldwood more than a thousand years ago. If a druid or ranger takes a short rest while within 10 feet of the standing stones, it will count as a long rest instead. This only works once per 24-hour period.Herkus the gnome (CG druid) hides near the stand-ing stones in the form of a squirrel. Herkus is com-pletely insane. As a squirrel, he chatters at the heroes madly. He jumps from stone to stone and then throws nuts at them. He will jump on them and try to bite them. He will only transform back into a gnome if he is captured or damaged.Curing Herkus. If Herkus is ever cured of his insan-ity, he will thank the heroes profusely. With his mind returned to him, Herkus turns out to be a very talkative gnome. He is one of the Druids of Oldwood. Demetria poisoned him with a tea made from a flower that grows in the ancient glade.Herkus the HelpfulWhen Herkus transforms back into a gnome, he stares at the heroes with a dazed expression. He then starts eating leaves and nuts, and without a greater restoration spell, he remains insane. However, if the heroes enter the temple, he follows and returns to his squirrel form. He sits on the shoulder of the hero who attacked or captured him. He shrieks and throws nuts (that he stores in his cheeks) at enemies during fights.Herkus has the statistics of a druid with the follow-ing additions. His size is small, and he has darkvision, speed 25 ft. and gnome cunning: He has advantage on all Intelligence, Wisdom, and Charismasaving throws against magic. He also has the ability to polymorph into a beast of CR 1/2 or lower twice per day.T2. The Temple Entrance The clearing grows wider as you continue eastward. Ruined architecture seems to suddenly loom over you. You realize that what you thought were trees are actually towering pillars of fluted marble, overgrown with vines and green moss. The columns stand in two rows, marching toward a massive stone temple facade. The ruins are worn with unfathomable age, and several of the pillars toppled and shattered cen-turies ago.Dozens of gargantuan tree roots wind their way through the clearing, climbing over fallen pillars and rupturing the walls of the temple. There are a few ways into the inner chambers of the temple. No one guards the temple, but the roots of the ancient oaks can be animated by Demetria. She can use a bonus action to cause one of the roots to attack any creature within reach. The roots can discern race, so Demetria can allow certain races, such as satyrs and goatlings, to come and go as they please.Animated Roots. Each root has an AC of 10 and 10 HP. Each root can make one attack per round: +3 to hit, reach 10 ft., one target. Hit: 2 (1d4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 10) and restrained until the grapple ends. The roots have a passive Perception of 14.chaPter 2 | the Great labors66THE INNER CHAMBERST3. Ruined Antechamber The temple antechamber is a wide, rectangular room, shrouded in darkness but for the faint rays of light coming through the entrance. The room smells wet and earthy, and the floor is carpeted with soggy dead leaves. The upper floor of the temple consists of four rooms: the antechamber, the main worship chamber, the baths, and a flight of stairs leading into the underground chambers.Broken Shield. There is a broken bronze shield on the floor that appears to be centuries old. It bears the symbol of the Dragonlords. Inscribed along the edge of the shield are scenes of a dragon-mounted warrior sub-jugating a race of six-armed cyclopes. The Dragonlord can be identified as Estor Arkelander with a successful DC 15 Intelligence (History) check.T4. The Chamber of Sydon This chamber is dominated by a beautiful marble statue of the Titan, Sydon. The Lord of Storms sits upon his throne, hunching slightly so that his massive form seems too large for the room. The ceiling is domed, with an oculus that allows through a broad ray of light. Sydon holds a large mirror, which catches the light and directs it through a small shaft that opens below his feet. This central chamber is quiet. There are no animal sounds and the statue seems to stare at the heroes. If Herkus is present in squirrel form, he shrieks and throws a nut at the statue’s head. Small Shaft. The mirror reflects light into a small hole in the floor. A Small-sized creature can crawl down the shaft, which leads to another mirror and then goes straight down into the Ancient Glade (T8). Someone can drop down 20 feet into the chamber. They must succeed on a DC 10 Dexterity saving throw or they take 7 (2d6) bludgeoning damage.The Statue and Mirror. The statue is made of marble around a core of adamantine with an AC of 18, 100 HP, and a damage threshold of 5. The mirror is polished adamantine with an AC of 23, 30 HP, and a damage threshold of 5. Attacking either object will make a loud echoing noise. Attacking twice will alert the entire com-plex to the heroes’ presence.T5. The Ancient Baths This expansive, rectangular room is shrouded in dark-ness. You hear the echoing sounds of droplets falling into a vast pool of deep, stagnant water. Black vines and massive tree roots climb down the walls and wind across the room. As you walk forward, the stone floor gradually descends into the water. This room is part of an ancient bath complex. There are public baths in the city of Mytros, but this one is far older. The fountains would normally be running at all times, refreshing the water in the pool, but these probably haven’t worked for centuries.Stagnant Oozes. The pool water is the domain of two gray oozes. These gray oozes remain motionless and invisible at the bottom of the pool. They will only attack someone who enters the water. Animated Roots. Demetria has ordered the roots here to attack anyone except goatlings, satyrs, and mae-nads. Two roots will attempt to grab and restrain the heroes. The roots will drag and hold anyone they grap-ple under the water: refer to the rules on holding your breath and drowning. Because the roots are beneath murky water, attacks against them have disadvantage. Any creature dragged underwater will also be attacked by the gray oozes.T6. The Descending Stairway In the room behind the baths, a stairway descends into the shadows of the lower floor. The stairs are watched over by four hideous stone statues. Each appears in the form of a six-armed cyclops. The statues are missing arms, legs and heads, and two of them hold discolored bronze bowls in their lower arms. Two of the statues are merely inanimate and will collapse into dust when touched. The other two statues retain the magic that animated them as guardians centuries ago. The statues have the statistics of gargoyles with no fly speed. They awaken and attack when an intruder starts to descend the stairway. However, should someone place an offering in the bowl held by one of the statues and say a short prayer to Sydon, the statues will remain inanimate.Suspicious Footprints. The stairs are marked by dozens of hoofprints and human footprints, some of which track through haphazard splashes of red wine.The lands were once spotted with countless stone cities and temples, built by the Gygans. Many were destroyed or dismantled, their stones re-purposed. Others remain hidden away in remote places.—Vallus, Goddess of WisdomchaPter 2 | the Great labors67chaPter 2 | the Great labors68chaPter 2 | the Great labors69THE ANCIENT GLADEThe ancient glade was a natural cavern that the gygans built over. The gygans’ mirror system lets light into the cavern and allows the rare plants to grow. The natu-ral cavern has a ceiling that is 20 ft. in height, while the worked stone tunnels and chambers are 10 ft. in height.T7. Tunnel of Roots This tunnel leads deeper below the earth. Stone arch-ways support a low ceiling of rocky dirt. Curtains of heavy roots and vines hang down from the archways, blocking your view of the way forward. The roots do nothing when they are first encountered. However, if Demetria attempts to flee through the tunnel, she can use these roots to restrain the heroes.T8. The Ancient Glade This expansive cave is a garden of strange ferns, fragrant flowers, and luminescent fungi. A massive tree stump sits in the center, overgrown by a carpet of green clovers. A stream of clear water winds around the trunk, babbling noisily. Light streams in from an opening in the stone ceiling. The air is pleasantly damp, and the smell of the garden is intoxicating. This cavern is used as a place to grow rare plants of var-ious kinds. It is moist and is fed by a small underground stream. The mirror system reflects light down a small shaft into the underground glade. This is how the rare plants get sunlight.Encounter: SostrateTwo goatlings chase a young man around the glade. He shrieks when they grab at him, but they always release him so that they can resume the chase.Four other goatlings are currently hidden and watch-ing from the shadows. The boy, Sostrate (NG com-moner), is one of Corinna's friends. If the heroes do not intervene, the ‘game’ will eventually end in his death. If the goatlings see the heroes, they will first try to finish off Sostrate and then attack the heroes. Roll for initiative and make the intent of the goatlingsclear. Any goatling who is damaged before his first round will shift his target to the heroes. If Herkus is on a hero’s shoulder, he will throw a nut and draw the ire of one of the goatlings. If Corinna is present, she will rush forward to save Sostrate. The four goatlings hidden in shadows will attack anyone who moves in to save Sostrate.The Ancient Tree Stump This massive stump must have belonged to a magnif-icent tree, centuries ago. It was cruelly hewn down to waist-height. Thousands of green clovers grow over the ancient injury. This was a sacred tree to the fey of Oldwood, but the Dragonlord Estor led a band deep into the forest and chopped it down. He carved the tree up and used it for the mast, keel, and prow of the Ultros.Demetria's Sister. This was once the sacred tree of Demetria's sister, another dryad. Demetria keeps a small clay pot with her sister's ashes resting on the top of the stump. If opened, the ashes smells of roses. If Demetria discovers that anyone has touched the ashes, she will be determined to kill that individual.Garden of Strange PlantsThere are also several rare and useful plants here: • Ethereum Plant. This can be harvested in order to create the poison, essence of ether. It takes an hour to harvest enough of the plant to make a single dose. There are enough plants in the chamber for 12 doses. Proficiency with the Poisoner’s Kit is required.• Aconite. This can be harvested in order to make the poison, assassin’s blood. It takes two hours to harvest enough of the plant to make a single dose. There are enough aconite plants in the chamber for 12 doses. Proficiency with the Poisoner’s Kit is required.• Sunril Berry Bush. The berries from this legendary bush have the same effect as goodberries. Thirty berries can be harvested from the bush. The berries are easy to harvest, but they will spoil in 24 hours.T9. Cavern of Fungus This cavern is blanketed with luminescent pink and teal-colored mushrooms. The walls are hewn from smooth rock, and they slope upward from the ground, leaving many comfortable spots to recline. A stream of water from the adjoining glade flows into a stone basin in the floor. This cavern is filled with the Madon fungus which doesn’t require sunlight to grow. The Madon is famed for its use in the making of the truth serum poison. It is also used as a recreational drug. When eaten, it causes a state of euphoria that lasts for hours.Goatlings. A pair of goatlings hide at the back of the cave. They attack the heroes as soon as they see them.Teenage Revelers. There are currently eight teenage men and women in the cavern chamber. They have all been eating the Madon fungus and are in a euphoric chaPter 2 | the Great labors70state: they are considered to be poisoned for the next two hours. All of them are under the sway of Demetria and are awaiting their turn to be ‘initiated’.The teenagers cannot be convinced that Demetria is anything other than a benevolent goddess who has promised her devoted followers wealth, beauty, and fame. If separated from Demetria for 24 hours, they can be persuaded of the nymph’s true intent with a successful DC 10 Charisma (Persuasion) check.The teenagers have the stats of commoners and are divided into pairs: Lysandra and Bassilus, Kleon and Heron, Irene and Draco, Callisto and Ariston.Grasping Roots. There are two roots close to the entrance to the cave. These roots will attempt to grapple anyone trying to leave the cave.Making Truth SerumHeroes with proficiency in Nature will recognize the Madon fungus and realize its usefulness in making the truth serum poison (see the Game Master's Guide). Proficiency in Medicine is required to recognize that the fungus needs to be harvested in a particular way to avoid spoiling its effectiveness. Every hour spent harvesting the fungus gives enough material to make a single dose of truth serum poison. There is enough harvestable fungus for 12 doses.T10. Den of Lush Flowers This small cavern is overgrown with living roots and vines. Flowers of every shape, scent and color carpet the floor, overwhelming your senses. Several oak trees also grow, breaking upward through the partially-col-lapsed ceiling. A stream of water from the adjoining glade trickles through here. This cavern is the resting place for some of the fey who have come to visit Demetria. There are two satyrs and one dryad, who have come to plead with her to stop antagonizing the mortals. Harmless pranks are one thing, but kidnapping young mortals is dangerous. They worry about a reprisal from Estoria.Fey Diplomacy. The satyrs and dryad won’t harm the heroes, but they won’t help them either. They will simply inform the heroes that Demetria rules the temple, that her actions are her own, and that she doesn’t represent the other fey of the forest. They would be pleased if Demetria were no longer a problem in Oldwood.Encounter: Loreus the SatyrLoreus (CG satyr) is also here, and he is very interested in the heroes. He is quite talkative, and he asks many questions about their purpose in the temple. Loreus is different from most of his kind and has an intense curi-osity about the settler races.Demetria's History. Loreus explains that Demetria was consumed with a desire for revenge after her sister was killed by Estor Arkelander, five hundred years ago. She sought out Lutheria and formed a dark pact with the Titan, vowing to cast a shadow over the Oldwoods, to make the mortal races remember their fear of the dark.Lovestruck Satyr. Loreas is driven by his emotions, both good and bad. If one of the heroes shows him even an ounce of kindness, he will fall in love with them. Loreus will stealthily follow his new love when they leave the cave. While Loreus doesn’t know details of the maenad initiation feast, he suspects foul play and urges the heroes to investigate the kitchens.T11. Stone Corridor This torch-lit corridor descends for about one hundred paces. The walls are decorated with ancient, colorful mosaics, which depict vignettes of six-armed warriors, farmers and priests. This corridor is usually empty.Loreus the LovestruckLoreus will stealthily follow the heroes while they remain in the Mossy Temple. If they are in danger he will use his pan pipes to put one enemy to sleep. If the heroes try to leave him behind, he will be heartbroken. In this case, Loreus will show up again in Mytros, with a random trin-ket as a gift for each of the heroes.Loreus the SatyrchaPter 2 | the Great labors71T12. Nursing Chamber This small stone chamber has been made warm and comfortable with feathered pillows and animal skins. A bronze lantern hangs from the ceiling, bathing the room with flickering golden light. Aromatic incense smoke rises from a brass censer, although this doesn’t quite disguise the smell of goats. There are two maenads present in this chamber with their goatling children. The maenads are drinking wine, eating mushrooms, and feeding their children the same. When the maenads spot the heroes, they demand to know who they are, while the goatlings will growl and hiss. If the heroes can come up with a convincing lie, a successful DC 15 Charisma (Deception) check will put the maenads back at ease. In this case, they invite the party to enjoy their wine and mushrooms.Frenzied Maenads. If the heroes don’t immediately provide a satisfactory lie, then the maenads will enter a frenzy of drunken bloodlust and attack.Baby Goatlings. The four young goatlings carry small knives for cutting mushrooms. The goatlings have AC 10 and 1 HP each. They threaten the heroes with their knives, but they are too timid to attack.T13. The Sleeping Chamber This round chamber looks to be a warm and comfort-able sleeping chamber with feather pillows and animal skins. Four young men and women sleep upon the skins. Thereare four teenagers sleeping in this chamber. Their names are Nikon, Markos, Theophania, and Phokas. They have the stats of commoners and behave in the same way as the teenagers from the Cavern of Fungus (T9), although they are not poisoned.Grasping Roots. There are two roots close to the entrance to the cave. These roots will attempt to grapple anyone who tries to leave the room without Demetria's permission. As with other roots, they do nothing to those who are entering the chamber.THE FEASTING HALLSThe feasting halls are chambers of worked stone built by the gygans more than a millennium ago. The ceilings are 15 ft. in height, and the walls are cyclopean stonework.T14. Kitchens This chamber is filled with the smell of roasting meat. It is a kitchen of sorts, with stone and wooden tables for preparing food. A large bronze oven dominates the north wall, blasting the room with heat. This is where the food is prepared. Currently the slaughtered carcasses of four teenage boys are being prepared for the feast in the feast hall. The cooks are two goatlings. They will continue with their task unless attacked by the heroes. The horrific nature of the feast is revealed with a successful DC 15 Intelligence (Investigation) check.T15. Feast Hall This feasting hall is dominated by a huge table shaped from living oak. The table has enough chairs to seat a dozen guests. Food and wine are artfully arranged on the tabletop. A beautiful silver dragon horn with gold fittings sits at the center of the table. This is a feasting chamber with a giant table, beauti-fully laid out with wine and food. Reflected light pours in from the mirrors. Demetria (CE dryad) is here with four adoring teen-age girls. They are preparing for the initiation feast.Loyal Gygan. Demetria's gygan servant is nine feet tall, and he looms in the background. He has a single eye (like a cyclops), six powerful arms, and a number of weapons and shields. He’s also very clever, although he doesn’t speak much. Sydon has charged him with both protecting and watching over Demetria.Epic Paths: Meeting DemetriaDemetria has information pertinent to both the Doomed One and the Haunted One. Refer to the Running the Epic Paths section for details.The dryad invites the heroes to sit down and join the feast. She is granting her best student a special prize—a shortbow of cupidity. She will playfully accuse the heroes of spoiling a special moment for her acolytes.The Dryad's Appeal. As long as the heroes don’t initiate combat, Demetria is happy to talk. She knows Demetria saw the truth of things: the Dragonlords may have been saviors to their people, but they despoiled the lands of Thylea with their lust for battle and conquest. It was wise of the dryad to seek justice from the Lady of Dreams, who is gracious and good to her servants.— Chondrus, Priest of LutheriachaPter 2 | the Great labors72that the heroes have been chosen by the Oracle, but she dismisses their quest as an impossible one. She extolls Sydon’s strength and Lutheria’s beauty. She speaks of the cruelty of the Dragonlords, explaining that her sister lost her life to the wickedness of Estor Arkelander. She asks the heroes whether they are truly fighting for the right side in the looming conflict. She then invites them to share the meal with her and the girls.A Grisly Feast. The feast consists of the cooked bodies of the young men who were paired with the girls at the table. If the heroes are aware of this, then they can convince the girls with a successful DC 15 Persuasion check (an automatic success if Corinna is with them).If Herkus is with the heroes, he will transform into his gnome form, sniff the air, and declare that the meat smells like cooked human flesh.The Ritual is CompletedEating the human flesh has no ill effects on any of the heroes, but if they cannot dissuade the girls from par-taking in the feast, then Demetria’s ritual is completed, and the girls are transformed into four maenads: Demetria smiles at the girls as they hungrily devour the feast. “I’m glad to see that you have such appe-tites! There’s nothing more delicious than a lover’s flesh, is there?” Suddenly, the girls begin to shriek in pain. Their teeth sharpen, the bones in their legs snap backwards, and horns grow from their heads. In a matter of sec-onds, they have all been transformed into monstrous maenads.Demetria gently pets one of her new servants. “Shush now, my sweetlings. This is a great blessing. Now, you shall have the pleasure to serve Lutheria for the rest of your lives. And you can start by slaughtering these uninvited guests!” At this point, Demetria will order everyone to attack the heroes and feast on their flesh.The Ritual is DisruptedRevealing the true nature of the meal to the girls will infuriate them so that they attack Demetria, restraining her for three rounds. The gygan will easily kill the girls unless the heroes intervene.If the heroes attack Demetria before the ritual is completed, then the girls will scream and hide, while the gygan will defend Demetria. They fight to the death.TreasureDemetria carries a shortbow of cupidity. The Horn of Balmytria occupies the center of the table.T16. Demetria’s Chambers This lushly appointed bedroom is covered in rugs along the floor and silks along the wall. A beautiful bed carved from living oak dominates the center of the room. Demetria spends most of her time in these chambers, enjoying the company of love-besotted teenagers. She lures them here before using them in her evil rituals.TreasureDemetria keeps her valuables locked in a trunk. The lock can be opened with a successful DC 15 Dexterity check with thieves' tools. Inside are trinkets and other items stolen from the teenagers she has kidnapped. This haul includes two necklaces worth 100 gp each. There are also four rings worth 50 gp each and a half dozen gems of different sorts each worth 50 gp. Ritual Tome. The most important item is a tome bound in human skin. Inside is a description written by Lutheria herself on the ritual of transformation that turns a human woman into a maenad.The Horn of BalmytriaOnce the heroes have secured the Horn of Balmytria, they are expected to drink from it. They may choose to do this as soon as they recover it, or they may wait.Drinking even a small amount of wine from the horn for the first time sends the heroes into a deep sleep for 8 hours. The heroes experience vivid dreams during this sleep: You are standing on the deck of a beautiful galley. A bright cerulean sea stretches out before you. You look down at a strange bronze device in your hands. It seems to reflect the constellations of the night sky, even though the sun shines brightly overhead.The oarsmen pull the ship through the water faster than you thought possible. You look down at the men on the benches. They meet your gaze with dead eyes and skeletal faces—dozens of leering corpses.You are startled awake. Kyrah can interpret this dream, as can Aesop at the Dragon Shrine in Estoria, or Proteus at the Temple of the Oracle. They know that you have seen the Ultros.The Ghost ShipThere is only one ghost ship known to the people of Thylea, the Ultros. This is the famous trireme con-structed by the Dragonlords, five centuries ago. It was commanded by a bloodthirsty man, Estor Arkelander chaPter 2 | the Great labors73who was responsible for starting the First War. He was later cursed to sail the seas forever as a ghost.The only person who is likely to know the location of the Ultros is King Acastus of Mytros, for he is a descendant of Estor Arkelander.The Strange DeviceThe bronze construct from the dream may be the legendary magical compass known as the Antikythera. Supposedly, it has the power to navigate to all of the islands in the Cerulean Sea, the ForgottenSea, and even the legendary Nether Sea. It's uncertain where this item might be found, but it's useless without the ship.Horn of BalmytriaDreams tell us more about ourselves than we might like to imagine. How many of our waking hours are spent retreading the paths we've walked in dreams?— Kyrah, Goddess of Music The Necropolis at Telamok Telamok is a sacred site built alongside a canyon in the Mithral Mountains. The mountain and its ruins are named after the ancient Dragonlord, Telamok.Ancient, time-worn bridges cross a vast mist-shrouded chasm to cliffs where the entrances to tombs and crypts are located. This is a place of death where no living being stirs. The ruins are covered by a thin layer of snow and ice, which absorbs sound and enshrouds the area in an eerie silence.Deathly SilenceWhen describing the journey to the Necropolis, you should emphasize the silence. The snow absorbs much of the sound. The skeletons and specters make no sound when attacking. Damon does not speak. The only creature in the entire necropolis that speaks is the minotaur Graxis.The History of the NecropolisThe Necropolis was built to house the remains of the Dragonlords who came to Thylea five centuries ago. Xander Huorath, the first and greatest of the Dragonlords, is buried at the center of the Necropolis. In addition to the Dragonlords, the skeletal remains of Balmytria, the silver dragon, are entombed here.This 'city of the dead' is regarded as a sacred place, for-bidden to anyone except other Dragonlords. It is guarded by Damon, a lich. He was Xander’s friend and the most powerful wizard of his day. Since he achieved undeath, he has seen all of his friends pass into the afterlife and now makes sure no one loots the city's treasures.Armaments of the DragonlordsOne of the party's Great Labors requires them to recover the armaments of the Dragonlords. Xander's armaments are still located in his crypt. The Axe of Xander and the Shield of Volkan have been looted by the minotaur Graxis, while the Breastplate of Mytros is still on the corpse of Xander in his sarcophagus.TRAVELING TO THE NECROPOLISEncounter: Arms of Kentimane At first, your journey across the great plains of Thylea is an uneventful one. The road to the Necropolis at Telamok is well maintained but little traveled. As the Mithral Mountains drift into sight, you encounter a scene that is almost beyond comprehension. Dozens of massive stone arms reach out of the ground, dwarfing everything around you for a mile.The arms are motionless and seemingly have no pur-pose. This alien sight invites unnerving questions: what are the arms for? Who created them? Are they alive? These statues are the arms of Kentimane, the Hundred-Handed Titan. They cannot be damaged and they will not move against the heroes. chaPter 2 | the Great labors74The Path of the Dead This path leads upwards into the Mithral Mountains. It is commonly known as the Path of the Dead, because it is the only way to reach the Necropolis at Telamok.It is utterly quiet. There are no bird calls, no insects, no animal life at all. Even the sound of the wind is missing in the dead air. It grows colder as the path gains height, and a light covering of snow begins to coat the path. The path is narrow and treacherous. Just past the edge, the ground falls away for hundreds of feet.The silence is suddenly ended by a song… A song so beautiful that it makes your heart ache with desire. Partway up the mountain, three harpies begin to harass the heroes. They have nested on the cliff oppo-site the mountain path, and they use their luring song to ensnare hapless travelers.Dangerous Ledge. Those affected by the song will try to leap the chasm to reach the harpies’ nest. Before making the leap, an affected character can make another Wisdom saving throw to shake off the charm. Failing that, they must make a DC 15 Strength check to suc-cessfully leap from the path to the nest. Any character who fails the leap falls 50 feet to a ledge below and suffers 5d6 bludgeoning damage.Valleys Shrouded in MistThe mountain is surrounded by deep valleys that are forever shrouded in mist. The valleys are empty of living creatures, but they are patrolled by those who died in the construction of the Necropolis. Anyone who climbs down to the valley floor is immediately swarmed by skeletons, minotaur skeletons, and specters.The initial fight is against 1d4 skeletons, but after two rounds, another 1d4 skeletons and one minotaur skel-eton will join the fight. Then, after another two rounds, 1d4 skeletons and one specter. After that, 1d4 specters will join every round. Trying to climb up from the valley to the Necropolis is difficult—the sheer cliffs are 500 feet high. For the first 100 feet, anyone trying to climb will be harassed by specters.KEY LOCATIONSX1. The Approach The ancient Necropolis stands before you, awe-inspir-ing in both size and splendor. Although ice and snow obscure the details, its magnificent pillars and statues surround a massive stone structure.Between you and the Necropolis is a vast canyon spanned by three stone bridges. Two of the bridges are apparently broken and unusable. Although the bottom of the canyon is cloaked in mist, you can see a number of bones scattered among the rocks below.The canyon is shrouded in an eerie silence. The only sound that can be heard is your feet crunching through a light layer of frost and snow on the paved path. The approach to the ruins is a paved path, covered lightly by snow. A successful DC 15 Wisdom (Survival) check reveals tracks beneath the snow. The tracks look like they were made by a two-legged bull, and they run to and from the Necropolis. If the check is made at DC 20 or higher, then the tracker will realize that a powerful minotaur made the tracks.X2. Damon The Lich A lone skeletal figure stands at the center of this bridge. A tattered cloak covers the figure's thin frame and obscures its face. Golden runes are traced along the hems of the cloak. As you draw closer, the figure holds out a skeletal hand expectantly, as if awaiting some sort of payment. Damon (TN lich) was a companion of the original Dragonlords who sailed across the ocean to Thylea. He lost everything in the First War, including his wife and children. He dedicated his life to the defense of the set-tlers, and now he defends the Necropolis to honor those who sacrificed their lives to do the same.I will tell you what I know of Damon. He drank knowledge like others drank wine, and his eyes were like portals into the depths of time. He knew things that no mortal should have the means to learn, and yet he never seemed to thrill at the acquisition of lore. In the end, when Estor took the Ultros to wage his final war upon the Titans, I think Damon knew that it would spell the Doom of our sacred order. But with Xander gone, who could stop him?—Rizon Phobas, Dragonlord (47 CE)chaPter 2 | the Great labors75He is now a lich. The Necropolis is considered to be his lair, and he would be an incredibly difficult opponent for the heroes. He may use spells such as hold person and wall of force to prevent a battle, if the heroes are stupid enough to attack him.Damon will only allow the party to pass the bridge if he is given a single burnished dragonlord coin.Paying the LichIf someone tries to pass without payment, Damon will use his magic to prevent them crossing. Initially he will only use wall of force, but he will also use non-lethal spells and powers such as hold person and paralyzing touch if necessary. He will fight to the death if threatened.Anyone who tries to fly to the Necropolis without payment will be targeted by Damon. The one creature that Damon allows to pass at will is Graxis the minotaur.Epic Paths: The Cursed OneIf the Cursed One is present, then Damon recognizes themand gives them a lost family heirloom—a gem of brightness. He also tells them that they must seek the Lotus Witch. Refer to the Running the Epic Paths section for details.THE NECROPOLIS RUINS Across the bridge, you can see 12 tomb entrances carved into the cliffs, each marked by four stone columns. To the north is a great white marble mauso-leum, the size of a small palace.Close to the mausoleum’s entrance is a 13th tomb, much grander than the others, standing alone in a rocky outcropping away from the cliffs.You see many bodies lying upon the icy paths that wind around the ruins. Some are the desiccated, half-frozen corpses of would-be grave robbers, while others are statues of various sizes and styles. Their frozen eyes seem to be watching you. The Necropolis is a dangerous place and many of the threats are too great for low level characters to handle. However, curious parties may attempt to loot the tombs anyway. There are various ways to dissuade this: desic-cated bodies lay outside many of the tombs, looking as if they were ripped apart by some beast.Tomb ExteriorsThe tombs are built into cliffs that are about 15 feet high. Most of the tombs have four marble pillars set into the cliff face. These pillars are entwined with dragons. Each tomb entrance is sealed with a chiseled marble slab measuring 5 feet wide, 5 feet tall, and 5 feet thick. Removing or resetting this stone slab requires an action and a successful DC 25 Strength check.chaPter 2 | the Great labors77Warning Inscriptions. Each tomb inscription names the Dragonlord interred inside, along with a warning:“DEATH AWAITS ANY WHO WOULD desecrate the great warrior within.”Kyrah warns the heroes of the dire consequences of robbing consecrated tombs. Plundering certain tombs will subject the heroes to the curse of the graverobber.Tomb InteriorsEach tomb is the resting place of one Dragonlord. Their name, epitaph, and the warning are inscribed on the marble slab that blocks each entrance. Each tomb is a 15 x 15-foot chamber, and each contains a 5 x 8-foot rectangular marble sarcophagus.Inside each sarcophagus is a Dragonlord and the treasure that was buried with them. Early Dragonlords were buried with mithral and adamantine items but, after the Mithral Mine was closed, those ores became rare. Later Dragonlords are buried with bronze items.X3. The Tomb of TelamokThe inscription on the tomb reads:TELAMOK ARKELANDER Oathsworn of Vallus The inside of the crypt contains a large sarcopha-gus with a proud warrior engraved on its lid. Fading murals cover the walls and ceiling of the crypt. They depict the same warrior, slaughtering enemies of every kind: men, women, centaurs, satyrs, cyclopes, and more. Telamok was a particularly vicious Dragonlord, known for never giving quarter in battle. He was responsible for some of the worst massacres during the First War, and was cursed to undeath as a result.Telamok's Sarcophagus. If his sarcophagus is opened, Telamok will rise as a wight. He has maximum hit points (66) and is dressed in a breastplate with a shield (AC 18). He has a Strength of 20. He will pursue anyone who breaks into his tomb for one minute. Afterwards, he will return to his tomb and reseal it.TreasureTelamok’s mithral breastplate and shield are worth 500 gp each. They are engraved with elaborate dragon motifs. This tomb is not consecrated.X4. The Tomb of AdonisThe inscription on the tomb reads:ADONIS NEURDAGON Oathsworn of Pythor Most beautiful of Dragonlords If but his sword work had been as beautiful. A beautiful sarcophagus hewn from bright white marble stands in the center of the tomb. The lid is carved with the likeness of a handsome warrior wear-ing a suit of armor that is more ornamental than practi-cal. Although the carvings that line the walls ostensibly depict the great battles of the First War, there is a clear emphasis on the beauty of the dragonrider rather than his prowess in combat. Adonis was a Dragonlord who followed Xander across the oceans to Thylea. He was not particularly well-liked by his peers, but he was known for his beauty and extreme wealth. His tomb is a trap. If the sarcophagus is touched, a block of marble will seal the tomb. You hear a snap, followed by a grinding noise from above you. A stone block falls and seals the entrance. Silver liquid gushes from the hole in the roof that held the blocking stone. The quicksilver reaches your feet and begins to fill the chamber at an alarming pace. Mercury Trap. From the space where the block dropped, mercury will pour into the chamber—enough to fill it entirely. It takes three rounds for the tomb to fill up, and each round, everyone inside must make a DC 15 Constitution saving throw or become poisoned. At the start of the fourth round, there is no more air. Use the drowning rules at this point. Heroes with the ability to breathe water will still drown in mercury.Escaping the Trap. The only way to escape is with brute force. The marble block sealing the tomb must be moved with a successful DC 30 Strength check, or it must be destroyed in some way. The marble block has 100 HP, AC 17, and a damage threshold of 5.TreasureAdonis is wearing a breastplate +1 and a short sword of quickness. This tomb is consecrated, so taking either of these items will afflict the thief with the curse of the grave robber.chaPter 2 | the Great labors78X5. The Tomb of EstorThe inscription on the tomb reads:ESTOR ARKELANDER Oathsworn of Kyrah Disturbing images adorn the walls of this tomb. Rather than heroic battles, the carvings largely depict a man slaughtering unarmed dryads and satyrs in gory detail. Clear pain and fear mark his victims’ faces. In one panel, his dragon companion appears to beg for mercy on behalf of a group of nearby creatures. A blood-red marble sarcophagus bearing the same man’s image sits in the center of the room. Estor Arkelander was the brother of Telamok, and one of the original Dragonlords who came to Thylea five centuries ago. His body was never interred here. He still captains the doomed ghost ship, the Ultros, as the heroes will discover later in the story.Kyrah's Reaction. Kyrah reacts coldly to the tomb. She still carries centuries of guilt about the atrocities committed by Estor during the First War. She has nothing to say about the tomb, and she has no desire to linger here any longer than she has to.TreasureEstor's sarcophagus is empty.X6. The Tomb of RizonThe inscription on the tomb reads:RIZON PHOBAS Oathsworn of Volkan This tomb is lined with murals of grand battles. The murals feature an imposing woman riding a bronze dragon. The main panel depicts the heroic warrior tri-umphing over a group of formidable-looking minotaurs. Six minotaur skeletons are arranged like guardians around the sarcophagus, which has been painted with the likeness of the woman from the murals. Rizon, a rival of Xander, was one of the riders who came to Thylea five centuries ago. She was largely responsible for the defeat of the minotaur armies in the First War. Her tomb is guarded by 6 minotaur skeletons. They stand guard beside her sarcophagus and will attack anyone who enters the chamber.TreasureRizon’s mithral breastplate and shield are worth 500 gp each. She also holds a mithral kopis +1. This tomb is consecrated, so taking any of these items will afflict the thief with the curse of the grave robber.X7. The Tomb of CosmoThe inscription on the tomb reads:COSMO PHOBAS Son of Rizon Phobas Your torchlight seems unable to properly illuminate the floor, ceiling, and walls, which are covered in a slick black substance that appears to shift and quiver. The only object you can clearly make out is a gray marble sarcophagus with the features of a man. Cosmo was the first-born son of Rizon. He succeeded Xander asthe leader of the Dragonlords. The interior walls, floor, and ceiling of the tomb are black in color and appear to be alive. This is because they are coated with five black puddings, one on each wall (but not the entrance wall) and one on the ceiling and floor. They will attack anyone who enters.TreasureCosmo’s adamantine breastplate and shield are worth 500 gp each. This tomb is not consecrated.X8. The Tomb of MyrtoThe inscription on the tomb reads:MYRTO THE MAGNIFICENT Two identical clay statues of a handsome man stand on either side of a gray marble sarcophagus, which is carved with the same likeness. He can also be seen throughout the tomb’s murals, which depict him as a man of immense wealth. Inlays of gold, silver, and precious stones glitter from the murals, all in sharp contrast to the fading colors that surround them. Myrto was the grandson of Adonis. He used his family wealth to bribe the other Dragonlords, so that he would be elected leader after the death of Cosmo. The two stat-ues of Myrto that flank his sarcophagus are clay golems that will attack anyone who enters the tomb. TreasureMyrto’s decorative breastplate and shield are useless in battle. They are forged from silver, gold, and plati-num. They are worth 2,500 gp each. This tomb is not consecrated.chaPter 2 | the Great labors79X9. The Tomb of IsadoreThe inscription reads:ISADORE HUORATH The sarcophagus of this crypt depicts an athletic woman of regal bearing. Murals in the tomb show her competing in foot races, javelin throwing, and other competitive games. Always at her side is a man in a cloak that resembles the one worn by the lich that guards the Necropolis. Isadore was the granddaughter of Xander. Damon served as her chief advisor when she ruled the Dragonlords. After she died, Damon retreated from life in the city of Mytros and came to the Necropolis to be its guardian, and to watch over Isadore in particular. Damon's Alarm. Damon has the alarm spell cast on the tomb. If anyone opens the tomb, the alarm goes off and the sound of a bell ringing will be heard. Spellcasters will recognize the sound as the alarm spell with a successful DC 10 Intelligence (Arcana) check. A DC 15 check or higher will reveal that Damon was the likely caster.Three rounds after the alarm spell goes off, Damon will teleport in and use his full range of powers to destroy anyone still trespassing inside the tomb.TreasureIsadore wears a necklace worth 1000 gp and five rings worth 200 gp each. Beside her body lies a staff of charm-ing. This tomb is consecrated, so taking the staff will afflict the thief with the curse of the grave robber.X10. The Tomb of LysisThe inscription on the tomb reads:LYSIS ARKELANDER The walls of the tomb display the brutal behavior of a king with a glint of madness in his eye. The main panel shows his downfall at the hands of the god, Pythor. At the center of the tomb is a black marble sarcophagus carved in the image of the mad king. Lysis was the great grandson of Estor, and he was the last of his family to rule Estoria. The Arkelanders had ruled Estoria as kings for over a century, but Lysis proved to be a mad tyrant who stained the throne with wanton murder and torture. The god Pythor, unable to stand by and watch, overthrew him and took the throne.TreasureLysis’s bronze breastplate and shield are inscribed with platinum and are worth 500 gp each. This tomb is not consecrated.X11. The Tomb of OchosThe inscription on the tomb reads:OCHOS ARKELANDER A bronze statue of a man stands watch over this tomb. The murals on the walls of this tomb depict the man leading an army of hoplites in several clashes against the centaurs in the grasslands north of the Arkelon River. The man is shown wearing a simple bronze breastplate, and his sarcophagus is entirely unadorned. Ochos is another in the Arkelander family, but he was a soldier rather than a king. A bronze statue of Ochos stands behind the sarcophagus. This bronze statue is actually a golem. Although the golem is made of bronze, it has all the statistics of an iron golem except that its AC is 18 rather than 20. The golem attacks anyone who removes an item from this tomb.TreasureOchos wears a breastplate +2. He has also has a bronze short sword and a shield worth 250 gp each. This tomb is not consecrated.X12. The Tomb of DorionThe inscription on the tomb reads:DORION NEURDAGON Soot darkens the floor and walls of this tomb. An ornate sarcophagus in the center of the room is carved with the likeness of a young man, and its lid has been left slightly ajar. Footprints in the soot suggest that this crypt has been visited in the recent past. Dorion Neurdagon was the last of his family to take up the mantle of Dragonlord. His tomb has been looted. The soot on the walls is from a fire-based trap that no longer works. Damon resealed the tomb long ago, but he could do nothing more. Dorion’s body is missing its head, and there is no treasure in the sarcophagus.Over the centuries, I have watched the houses of the Dragonlords slowly fall to ruin. Taran sits behind his walls and counts his money. Thericles and Acastus are the last true heirs of Rizon and Estor, but what have they accomplished?— Aesop, Keeper of the Dragon ShrinechaPter 2 | the Great labors80X13. The Tomb of GregorThe inscription reads:GREGOR HUORATH This crypt is empty and has no sarcophagus. The murals and painted ceiling tell the story of a young man traversing the islands and waters of Thylea. The man, however, is absent from the final panel. This simply shows a grieving woman looking across a stormy sea from a palace balcony. Unlike the other tombs, this tomb does not have marble pillars. The body of Gregor of the Huorath family was never found. Although his tomb was prepared, it has always been empty. X14. The Tomb of NicholasThe inscription on the tomb reads:NICHOLAS PHOBAS Blessed of Sydon This tomb is in good condition compared to most of the others. The murals are bright and the paint has not completely faded. The images adorning the walls and sarcophagus depict a man who is equal parts sailor and king. He wears a breastplate adorned with a maelstrom swirl, the symbol of Sydon. Nicholas was the very last of the Dragonlords. He ruled and died one century ago, though the order had long been corrupted at that point. In his lifetime, Nicholas swore fealty to Sydon as a symbolic gesture of peace, earning the blessing of the Titan. The Order of Sydon modeled themselves after his example.Teleportation Trap. This sarcophagus is protected by magic, and anyone touching it must make a DC 15 Charisma saving throw or be teleported to Sydon’s Throne Room in Praxys (S28) for 1 minute.Sydon knows that whoever appears before him was desecrating the tomb of Nicholas Phobas, and he will use his full power to destroy the impudent tomb raider. If anyone survives this encounter, they are immediately teleported back to the tomb. Once activated, this trap cannot be activated again for a full year.TreasureNicholas has a bronze breastplate and a platinum shield inscribed with the symbol of Sydon. Each is worth 1,500 gp. There is also a single mithral ingot worth 500 gp.X15. The Tomb of Balmytria This massive tomb dwarfs all of the others in the Necropolis. The pristine white marble mausoleum is supported by immense, serpentine pillars. As you draw closer, you realize that these pillars are actually statues that have been carved in the shapes of dragons. This is the largest tomb in the Necropolis, as befits the burial place of a dragon. Some believe that it houses a passageway to the Underworld.Investigation: Tomb Interior Unlike most of the art in the Necropolis, the mosaics that line the walls and ceilings here are pristine, almost new in appearance. Thepanel closest to the entrance depicts five majestic dragons, one silver and four bronze, soaring through the heavens. A formidable human war-rior is mounted on each dragon.The next mosaic is dominated by the verdant coast of Thylea. While the bronze dragons remain aloft, the silver dragon is shown making landfall on this new continent. Her rider greets a haggard-looking group of humans on the shore. Subsequent mosaics show human civilization on the continent blossoming from tiny towns to great walled cities under the leadership of the Dragonlords. A huge marble block rests at the center of the mauso-leum. This is where the body of Balmytria is interred. The block is 15 feet long, 10 feet wide, and 5 feet high. The block cannot be moved except by one of the Titans or by the Five Gods, but none are willing to disturb the resting place of Balmytria.THE TOMB OF XANDERThis is the burial tomb of Xander Hourath, the first Dragonlord. The heroes must enter this tomb to claim the armaments of the Dragonlords in order to complete one of their Great Labors.The tomb is guarded by Graxis, a powerful minotaur. He is the last of a bloodthirsty tribe that Lutheria cre-ated during the First War. After Rizon Phobas defeated them, Damon cursed the survivors to live forever as guardians of the Necropolis. Consequently, when these minotaurs die, they return as undead skeletons.Graxis refused to share the fate of his kindred. He murdered them all, just to be safe, and he continues to stalk the region, searching for fresh meat. He despises Damon, Xander, and all the Dragonlords.chaPter 2 | the Great labors81Graxis the ButcherGraxis is a minotaur hero who uses a shield (AC 19). He has desecrated the tomb of Xander by plundering the Axe of Xander and the Golden Shield of Volkan. The axe is dull, while the shield is dented and pieces are missing. These don’t currently have magical properties, but they can still be used as normal, non-magical items.Graxis tries to make hit and run attacks against tres-passers in the tomb. He makes a charge attack and then disengages on the following round. Then he returns to his lair and eats hungrily to recover lost hit points. He needs to spend five rounds eating to recover all of his hit points. Once Xander's sarcophagus has been opened, Graxis will stop retreating and fight to the death.X16. The Tomb Entrance This white marble tomb is carved into the side of the mountain and sheltered by an imposing portico of weathered columns. The entrance to the sepulcher is blocked by a heavy, chiseled slab, flanked by two stat-ues of sitting lions. The center of the slab is fitted with an inset bronze handle. The pediment above the tomb is engraved with the name “XANDER” amidst intricate vines and laurel leaves. Xander’s tomb is sealed with a marble door that has an inset bronze handle. It can be pulled open with a suc-cessful DC 15 Strength check.Lesser Tombs. Four lesser tombs are adjacent to Xander's, for his closest companions and friends. Each one is sealed by a block of marble measuring 5 feet wide, 5 feet tall, and 5 feet thick. Removing or resetting one of these blocks requires an action and a successful DC 25 Strength check. There are three names inscribed on the tombs—Aetius, Pericles, and Eustace.The last tomb is unlabeled and empty, because it was built for Damon but never used. Inside the three tombs, the bodies of Aetius, Pericles, and Eustace are all equipped with steel breastplates, shields, and short swords. All of the items are in perfect condition, but none are magical.X17. The Hall of Xander This expansive hall is dark and wet. Stone archways hold up the ceiling, and empty torch brackets line the walls at regular intervals. The floor descends in wide steps of interlocking stone. At the rear of the hall, a stairwell leads down into the lower reaches of the tomb. Guarding the stairwell is a bronze statue of a kneeling, bull-headed minotaur. I have no sympathy for the minotaurs. True, they are not the brutish beasts that the people of Mytros would have you believe, but all it takes is one monster wearing skulls for ornaments to show the world that your kind is not to be trusted.— Chondrus, Priest of LutheriaOnce lit by torchlight: The walls are covered by colorful mosaics depict-ing ancient battles against centaurs, cyclopes, and six-armed gygans. The Dragonlord Xander is shown hewing the head from a basilisk with a mighty swing of his axe. He is shown with three warrior companions. This hall has mosaics that illustrate the history of Xander and the Dragonlords who came to Thylea five centuries ago. The initial mosaics show great kings and queens granting Xander and his companions the ships and money needed to embark on a great voyage of discovery. Next, they show the five dragons making an alliance with Xander. The central mosaics show the discovery of Thylea, while the final ones detail the war Graxis the MinotaurchaPter 2 | the Great labors82chaPter 2 | the Great labors83of conquest against the inhabitants of Thylea, including the centaurs, minotaurs, and gygans.An inscription above the stairs reads: “Those who trespass in order to seek an audience with Xander Hourath must deal with the horned ones.”X18. The Catacomb Maze As you descend into the yawning tunnel below the stairway, you feel a penetrating cold seep through your armor and into your bones. The air is choked with dust, and your footfalls echo through the silence. After a short distance, you come to a fork in the tunnel and you must choose which path you will take to continue onward. The maze is patrolled by two kinds of enemies.Skeletons. These skeletons wear breastplates and use shields, giving them AC 18. They patrol in groups of three, and they are trained in hoplite soldier tactics.Minotaur Skeletons. The minotaur skeletons patrol in pairs, with one minotaur attacking the heroes from the front while the other comes from the rear.Skeletons of Ancient HoplitesThe skeletons in Xander’s tomb are equipped differently than standard skeletons. All of them have breastplates, shields, short swords, and pikes. The skeletons fight in a phalanx formation, with the skeleton in front using its shield, and the skeletons in the back using two handed pikes. The skeletons in front using shields and short swords have an AC of 18. The skeletons in the back have AC 16 and attack using extra-long pikes. They attack with +4 to hit, reach 15 ft. and inflict 1d10+2 damage on hit.You may choose to allow the party to try and navigate the labyrinth as if they were solving an actual maze, but this may take quite a bit of time. For a simpler approach, you might consider having the party stumble through the catacombs, discovering each area in the order that it has been presented (X19, X20, X21, etc.)For every 5 minutes of exploration, roll on the fol-lowing table. As an alternative, you can roll on the table when the heroes enter a new area in the maze.Labyrinth Encountersd20 Result1 – 8 Nothing9 – 12 Graxis13 – 16 3 skeletons17 – 20 2 minotaur skeletonsX19. The Skeletal Minotaurs This room has a single marble alcove with a burn-ing torch. Stone shelves line the walls, littered with cobwebs and human skulls. The floor is covered by a thick blanket of dust. Large, yellowed bones are scattered around three heavy bronze axes in the center of the room. After 2 rounds: The bones in the center of the room suddenly begin to twitch. Invisible forces pull sockets back into joints, reconstituting into the forms of three towering skele-tal minotaurs! The three minotaur skeletons are the only enemies in the room. They attack immediately, but will not leave the maze. Each carries a weathered bronze great axe.X20. The False Tomb This circular chamber has a domed ceiling with an oculusthat lets in some light from above. The chamber is dominated by a large stone sarcophagus engraved with gilded letters. The floor at the foot of the sarcophagus is covered by an old but beautiful-ly-woven rug. The rug depicts Xander conquering a race of bull-headed minotaurs. One of the creatures kneels at Xander’s feet with a peace offering held above his head. The inscription on the sarcophagus is written in Draconic, and it reads:XANDER HUORATHFIRST OF HIS ORDERThis room is a false tomb, and a trap for those who would loot Xander’s treasures. The sarcophagus is a mimic and the rug is an animated rug. The first person to touch the sarcophagus will become stuck to it because of the mimic’s adhesive ability. The rug and mimic will then attack with surprise.There is nothing of value here. The lever at the back resets the trap in The Trap (X23). Whenever it is pulled, there is a screeching sound of metal against metal. chaPter 2 | the Great labors84X21. Graxis’s Lair This room stinks of blood and offal. Animal carcasses and slabs of meat hang from the ceiling on heavy chains. Two of the hanging bodies appear to be those of human farmers. The stone floor is stained black by centuries of the minotaur’s bloody appetites. This appears to be his lair. This room is Graxis’ lair. He goes hunting once a month and stores his kills in here. His curse prevents him from sleeping, so there is no place for him to rest. It is possi-ble for heroes to set up an ambush here for Graxis.TreasureGraxis keeps baubles and coins that he has taken from those he has hunted and killed. In a bag he has 600 cp, 254 sp, 115 gp, and six pieces of jewelry worth 25 gp each.X22. The Chamber of Supplicants This barrel-vaulted chamber is littered with bones, discarded weapons, and rusted shields. Pillars and alcoves along the walls house marble statues of priests and supplicants. After 2 rounds: The bones and weapons that litter the floor begin to rattle and lock together, sockets clicking into joints. Within moments, six armored skeletons stand before you, slamming their swords against their shields! The six skeletons in this room form up with three in front (to block anyone from getting past) and three behind. The front three skeletons use breastplates, shields, and shortswords, while those in the rear ranks are armed with pikes.X23. The Trap This rectangular room has a high ceiling, sculpted walls, and a flagstone floor. A mangled skeleton lies near the entryway. The walls are embellished with rows of screaming stone faces. The far end of the room features a pair of heavy bronze double doors. Two skeletons are sprawled on the floor in front of the doors. Their bones are partially crushed, and their armor is mangled. This trap triggers when more than 300 pounds of weight have gathered in the room.Bronze Doors. The bronze doors are barred from the other side and require a DC 30 Strength check to open. If the trap is triggered the doors will become unbarred, but will still be stuck and will still require a Strength check to open as discussed below. Smash Trap. The trap works over 4 rounds. Have all players roll initiative. On initiative 20 of the first round, a portcullis descends in the entrance, cutting off any retreat. The south wall then begins to push forward with a screech of metal against metal (characters who pulled the lever in The False Tomb (X20) will recognize this noise as being the same one they heard). On initiative count 10 of the second round, spikes protrude from the mouths of the wall carvings, dealing 10 (3d6) piercing damage to everyone in the room (one time only). At initiative count 1 of the fourth round, anyone who is still alive in the room takes 32 (10d6) bludgeoning damage as the wall smashes inward. Anyone reduced to 0 hit points is crushed to a paste. There are three ways to escape the trap: • Pulling the lever in The False Tomb (X20) will stop it. This causes the spikes and portcullis to return to their original positions, and the trap will remain inactive for a full hour. • It is also possible to force open the bronze doors. A successful DC 15 Strength (Athletics) check opens the door in 3 rounds. A check of 20+ opens the door in 2 rounds, while a check of 25+ opens them immediately. • Lifting the portcullis requires a successful DC 25 Strength (Athletics) check.TreasureScattered amongst the skeletal remains of the victims of the trap are 112 gp and 245 sp.X24. Tomb of Xander This large, barrel-vaulted chamber is decorated with polished bronze fittings, which flicker like gold in the dim red light of a single torch. The center of the room is dominated by a black marble sarcophagus, engraved with the likeness of Dragonlord Xander. Whispers break the silence, solemn voices from ages past, extolling the deeds of the man interred here… Even with the gods on our side, we were never the same without our dragons. And when Xander died, all hope of victory died with him. —Rizon Phobas, Dragonlord (38 CE)chaPter 2 | the Great labors85Xander was never one to shy away from battle, but he possessed a certain nobility of spirit that the other Dragonlords lacked. My mother believed that he would carry on fighting even in her absence, but after she ascended, he seemed to no longer care whether he survived to see the peace restored.— Kyrah, Goddess of MusicThe chamber is lit by a single everburning torch. The lid of the sarcophagus weighs nearly a ton. It takes a com-bined Strength of 22 to slide the lid off the sarcophagus. As soon as the sarcophagus is opened, if Graxis is alive, he will arrive to attack the heroes. The hulking form of Graxis suddenly looms in the tomb entryway. He snorts derisively. “Come to pay your respects, have you? Well, what do you think of your great hero? Xander the conqueror. Xander the murderer. I am the last of my tribe. I cannot rest. I cannot sleep. Xander slaughtered my people. He enslaved my family and bound us to this cursed place. Among your kind, he is revered for this. But I spit on his bones.” Graxis soon loses patience: The hulking minotaur hefts his great axe and bellows so loudly that the very walls of the tomb seem to quake. He charges at you! After two rounds of combat with Graxis, read the fol-lowing at the start of the third round. Without a sound, Xander’s desiccated corpse rises from his sarcophagus. He raises his hands towards Graxis. The minotaur’s great axe appears to jump from the beast's hands of its own volition, flying into the grasp of the undead king. Xander turns to face your party. Then, curiously, he changes his withered grip on the weapon and presents its handle to you. Without his weapon, Graxis can only use his Gore attack for the remainder of the battle.Xander is a wight with a Strength of 22 and maximum hit points (66). He wears the Breastplate of Mytros (AC 18), though the armor is badly dented. Xander's align-ment is true neutral, and he will not fight unless abso-lutely forced to by the party.When Graxis is dead, Xander will stand up, silently remove his breastplate, and lay it on the ground in front of his sarcophagus. This done, he will silently return to his sarcophagus and drags the lid back into place.TreasureOther than Xander’s famed equipment, there is no other treasure in the room. The Shield of Volkan can be looted from Graxis's corpse.Epic Path: The Vanished OneXander has information concerning the location of the Vanished One's fabled armor. He will speak to this hero. He also carries two crowns of the dragonlords, which he awards to the Vanished One and the Gifted One. Refer to the Running the Epic Paths section for details.The Armaments of the DragonlordXander's three legendary items radiate magic and can be attuned. The items are:• Axe of Xander• Breastplate ofMytros• Shield of VolkanHowever, the axe and the shield are badly damaged, and their magical properties aren't working. These items must be taken to the Mithral Forge (F21) for repair. Volkan must use Pythor's Hammer to repair them. He can repair one item per week of work.chaPter 3 | suMMoned by the kInG86The King’s Dragonlords In the distant skies, you can make out three winged forms approaching you. The sun shimmers off their scales, and you realize that they are young copper dragons. You have heard rumors of the dragons of Mytros, but these creatures are far more splendid than you imagined. The dragons are ridden by red-cloaked knights: high ranking centurions from the city. The drag-ons descend and touch down several dozen yards away.Three knights with shields and swords dismount and approach you. The determined look in their eyes suggests that they have been sent here with a mission, but they clearly mean you no harm. Their leader steps forward and introduces himself, “I am Tarchon. We have come on behalf of King Acastus to escort you to his palace. He wishes an audience with you.” Tarchon (NG captain) is accompanied by two other captains. They are mounted on young copper dragons. He explains that the Lord of Storms has waylaid the city of Mytros with a devastating hurricane. King Acastus expects the heroes to come to the city’s aid at once. “You may be a goddess, my queen, but you fail to understand the hearts of your subjects. I alone know what is best for my people. Do not question me.”—King Acastus, to Queen Vallus, the Goddess of WisdomKing Acastus has learned that the Heroes of the Prophecy have completed the first of their Great Labors. He has dispatched seven of his most loyal centurions to find the heroes and bring them before his throne, and the people of the great city of Mytros eagerly await the arrival of the famed heroes. Tales of their great exploits already circu-late in every tavern: it is even rumored that they travel in the company of the gods!When Should I Start This Chapter?This chapter introduces major characters and includes critical story developments. Run this part of the adven-ture after the heroes have completed two or three of their Great Labors. The king’s centurions might inter-cept the heroes on the roads of the Heartlands or in the city of Estoria.Chapter 3: Summoned by the KingchaPter 3 | suMMoned by the kInG87Tarchon and his men have been ordered not to return without the heroes. However, they won’t attack the party, even if provoked. If the heroes refuse to come with him, Tarchon will appeal to the party’s sense of honor and duty. He also confesses that Acastus is not a forgiving king; if the knights return empty-handed, he will be punished.Tarchon is one of a burgeoning order of drag-on-mounted soldiers commanded by the king. They call themselves Dragonlords, after the king’s ancestors. Kyrah and the other gods are dismissive of this new order, calling it an exercise in pure vanity.TRAVELING TO MYTROSTraveling to Mytros takes about one day from most of the outer reaches of the Heartlands. You may choose to run one random land encounter during this time. If Tarchon and his men are present, they will leave all the dangerous work to the heroes. They have no wish to risk harm to their dragons.The Royal GateThis massive gate can be accessed from the paved road that snakes up the hillside. The road is wide enough to accommodate traffic moving in both directions. The towers that flank the gate are carved to represent the writhing forms of dozens of dragons. As you approach the city of Mytros, you are reminded of its immense scale. Its walls and temples sprawl across the foundations of Mount Volkan, and its great harbor stretches for miles across the coast. This is the jewel of Thylea: the bastion of mortal civilization.But something is wrong. Massive, swirling black clouds loom over the city, the wind battering its ships and tearing at its banners. Howling gales greet you as your draw closer to the city gates, and it becomes difficult just to put one foot in front of another. The centurions at the Royal Gate urgently beckon you into the city as torrential rain hammers down.Glancing up into the sky, you notice that something ominous has materialized within the spinning eye of the hurricane. It’s the scowling visage of Sydon, Lord of Storms. His angry eyes rove the city, until they abruptly lock onto your exact position. The titan conjures a crackling white bolt of lightning and hurls it at you. Have the heroes roll for initiative. Whoever rolls the lowest is immediately struck by the bolt of lightning, which hits with the same effects as a lightning bolt spell. The chosen hero still gets a saving throw versus the spell. You may choose to have Sydon throw a second bolt at the hero with the second lowest initiative. After the lightning strikes, the storm continues, but Sydon’s face can no longer be seen in the clouds.The Great PalaceNow that the heroes are in the city, Tarchon escorts them straight to the Great Palace, preventing them from stopping along the way. He explains that once the king’s dilemma has been resolved, the party will be free to wander and explore the palace and city.The Ceaseless StormsAt this point, you may choose to allow the heroes to explore the City of Mytros, but the storms make it difficult to do much of anything beyond visit local landmarks. Most people are locked down inside to wait out the storm, and the Great Games cannot begin until the storms end. Tarchon and his centurions will urge the heroes to come to the Great Palace as soon as possible.THE THRONE ROOMKing Acastus (see appendix) can be found here during the day. The king is always protected by seven of his best centurions (LG captains). He is usually accompanied by his concubine Bella (CN noble). He frequently calls upon the services of Commander Gaius (see appendix), who represents the Order of Sydon within the city. Centurions escort you through marble colonnades of the palace and into the Royal Hall, where the king waits. Rain hammers loudly upon the palace roof and, as you enter the throne room, an ear-splitting crack of thunder rolls across the sky.A middle-aged man with a powerful build sits on a gilded throne opposite the entrance. On the step below him are four others: a beautiful ageless woman of regal bearing, a soldier dressed in a cerulean cloak, a tiefling wearing a black robe, and a finely-dressed young woman. Centurions stand at attention along the walls of the room. Acastus is certainly cunning, but it will avail us little against the power of the Titans. This is not an age that demands crafty politicians or charismatic kings. We need heroes and great warriors: no more, no less.—Aesop, Keeper of the Dragon ShrineThe King’s Dilemma The king beams on seeing you. “Here they are—the Heroes of the Heartlands. Welcome, honored guests! You have come not a moment too soon. I am in des-perate need of your counsel. As you may have noticed, our beautiful city is besieged by evil weather. We have wasted several days discussing how best to placate the Lord of Storms, but my advisors cannot seem to agree upon anything.“The Oracle’s prophecy has angered Sydon. That much is clear. You are the ones who were foretold to confront the Titans and restore balance to Thylea. Therefore, I have decided that you must be the ones to decide how we resolve this crisis.” King Acastus and Queen Vallus (see appendix) are accompanied by Gaius and Bella. The tiefling calls himself Chondrus (see appendix). He is an emissary from the Cult of Lutheria and the king dislikes him. He cannot be ignored, however, because he represents powerful interests within the city.King Acastus is charming but arrogant. He will introduce the other characters (including his wife, theguise. They forced the Titans into a temporary truce, called the Oath of Peace.The Oath of PeaceThe Oath of Peace has prevented open warfare with the Titans for five hundred years. But now, the truce is ending. The power of the Five Gods wanes, and the Titans prepare to wage war upon mortals once again.The Oracle's ProphecyAt the beginning of the story, the heroes are chosen by the Oracle to confront the ancient Titans and end the conflict once and for all. This requires them to fulfill the Oracle's prophecy and rebuild the ancient order of the Dragonlords.The VillainsThe story has three major villains.Sydon, Lord of StormsSydon is the ancient Titan who once ruled over Thylea, long before the arrival of mortals. He seeks to dominate the land once again—to be worshipped by all mortals.Lutheria, Mistress of DeathLutheria is another ancient Titan. She is the sister-wife of Sydon. She has dominion over the underworld, and she seeks to corrupt mortals and capture their souls for her own amusement.King Acastus of MytrosAcastus is the last descendant of the Dragonlords. He is a cowardly manipulator who seeks to undermine the heroes and wrap himself in the glory of his ancestors.IntroductionPreparing Your AdventureHere is a quick breakdown of the chapters that you should read through before running the adventure.• Introduction. This chapter contains most of the impor-tant information that you need to know as GM.• Chapters 1-3. It's a good idea to familiarize yourself with the first few chapters of the story.• Appendix: Creating Heroes. This section has everything you need to know about creating heroes in Thylea.• Appendix: Dramatis Personae. This section provides extensive information about the cast of NPCs.• Appendix: Monsters. This section will give you a sense of what sorts of enemies your party will be fighting.• Appendix: Secrets of Thylea. This section outlines the secret histories of the gods and Dragonlords.IntroductIon7THE WORLD OF THYLEAThylea is located across a great expanse of ocean, far beyond the borders of the known world. It is a land of great beauty and ancient splendor, untouched and unspoiled by civilization since the dawn of time.Thylea is sometimes called “the Lost Land.” It has a large central landmass which tapers into peninsulas surrounded by hundreds of islands. Beyond that, on all sides a clear expanse of ocean called the Forgotten Sea stretches for a thousand miles in every direction.Sprawling ruins, glittering lagoons, and massive statues dot Thylea’s landscape. Great beasts wander her plains, and fey creatures haunt her woods. Centaur tribes war for control on the steppes, and reptilian sav-ages battle across her islands. Although Thylea is a land with a long history, most of it has been lost.At the heart of the archipelago the Mother Goddess, in the form of a colossal world-tree, watches over her creation. She is also called Thylea, and her true name is lost to time. Her children are Sydon and Lutheria, the Twin Titans, who dwell in the far reaches of the ocean. They are the masters of everything under the endless expanse of the sky.THE HISTORY OF THYLEAArrival of MortalsIn the centuries before the founding of Mytros, mortals had no dominion over the untamed lands of Thylea. When elves, dwarves, and humans washed up on Thylea’s shores, their weapons failed them, and their magic ceased to work. They were forsaken by their gods, forced to live as beggars among the fey races.Curious about these strange refugees, the nymphs and satyrs offered them hospitality, and many small settle-ments were founded. The centaurs, however, offered them no quarter, and the cyclopes were known to devour men whole. Life in Thylea was short and brutal for the so-called ‘trespassers’ from foreign lands.During this era, the Twin Titans wielded great powers, unlike anything seen since the dawn of time. Sydon was venerated as the Lord of Storms. He could conjure apocalyptic storms with his right hand and cataclysmic earthquakes with his left hand. His sister-wife Lutheria held dominion over the land of dreams, and her voice was said to give life to the dead.Fearing eradication, the desperate mortal settlers built shrines to Sydon and held feasts in Lutheria’s honor. Thousands of sacrifices were dedicated to the Lord of Storms, and libations of wine were poured to the Lady of Dreams at every meal. The twins were at first unswayed but, over time, they warmed to the persistent worship of the hapless settlers.In exchange for this devotion, the Titans offered the mortals oaths of protection, which shielded them from the worst ravages of the centaurs and cyclopes. The set-tlements survived, but they were always at the mercy of the Twins. So it remained for many hundreds of years.Arrival of the DragonlordsOne fateful day, a flight of powerful bronze dragons arrived on Thylea’s shores, each bearing a great cham-pion from the Old World. These were the legendary warriors known as the Dragonlords, and they heralded an upheaval that would forever change the history of the Forgotten Land.Within just a few years of their arrival, many small cities were founded, and a half-dozen small kingdoms sprang up along the roads of the western reaches. The Dragonlords founded powerful dynasties, and the humble mortals who had once lived in terror of the Titans now abandoned their temples and stood tall.The Dragonlords were symbols of hope for a belea-guered people. Whenever any mortal settlement was razed to the ground by roving centaurs and cyclopes, the Dragonlords would repay the attackers in kind. Through harsh winters, blistering summers, and relent-less assaults by the native races, the Dragonlords fought tirelessly, and the people of Thylea persevered.Everywhere the dragons were greeted with shouts of adulation. When spotted flying overhead, they would be hailed as saviors, and great songs and feasts would be held in their honor. They were radiant to behold, bronze scales gleaming like fire. To be visited by one of the dragons was to be blessed; and nowhere was more blessed than the City of Mytros.But the great powers that ruled Thylea grew jeal-ous. Sydon and Lutheria, the Twin Titans, immortal children of the mother goddess, amassed great armies to eradicate the city. The Dragonlords responded by gathering all the mortals in Thylea into a united assault on the native races, and so began the First War.Timeline of Thylean History~2,000 DA Height of the Gygan empire24 DA Arrival of the Dragonlords18 DA Founding of the first settler kingdoms14 DA The First War begins12 DA Sydon kills the last dragon10 DA The Five Gods appear1 DA Mytros ascends to the heavens0 CE The Oath of Peace is sworn1 CE Founding of the Kingdom of Mytros28 CE Disappearance of the Ultros35 CE Construction of the Necropolis125 CE The Aresian campaigns begin330 CE Pythor becomes king of Estoria370 CE The Kraken destroys one of the Colossi400 CE The last great Aresian campaign ends468 CE Acastus becomes King of Mytros500 CE The Oracle's Prophecy (Now)IntroductIon8The First WarThe histories of the First War are vague, having been passed down through the centuries in the form of decay-ing scrolls and tapestries. What is known for certain is that the native races were driven into exile. The centaurs retreated into the steppes, while the satyrs fled into the forests. The Gygans, an ancient civilization of cyclopes, were annihilated, leaving behind the crumbling ruins of their fallen cities.The cost of victory was great: by the time the war ended, the last of the dragons had been killed defend-ing the city they loved most. Although the Dragonlords are remembered as the great heroes of this age, their noble dragons came to be equally venerated as guard-ian spirits. The blood of their sacrifice is woven into the stones of Mytros, and to this day the cityqueen) in the throne room with polite condescension. Each character present has a different opinion on how to handle the crisis, and each states their preferred course of action. The heroes are then expected to decide what should be done.The Origin of the Dragon EggsIf Acastus is ever asked about where he found the dragon eggs that have allowed him to revive the Dragonlords, he will lie. He says that he sent heroes to explore Thylea a decade ago in an attempt to find dragon eggs. His plan has finally come to fruition, for his heroes discovered a cache of dragon eggs and the lair of an adult silver named Icarus. Acastus claims that Icarus has befriended him, and the dragon wishes to help him rebuild the order.Four Possible SolutionsSecretly, Acastus knows that every possible course of action will be considered controversial by the people of Mytros, and he does not want to be held responsible for any consequences. He wants the heroes to make the decision, so that they will be blamed rather than him.In summary, here are the options that the heroes must choose from:• Cast the 8th level spell control weather.• Order the destruction of the Temple of the Five.• Purchase 10,000 gp worth of livestock to sacrifice.• Convince the gods to work a miracle.Whichever solution the heroes choose, the king will order it done immediately. If the chosen action is successful, Sydon will be appeased or his magic will be countered. In either case, the storms will pass.Option 1: King AcastusFirst, the king wonders whether the heroes can stop the storm with magic. He has heard that there are powerful spells that may be used to alter the weather. Surely if the rumors about the heroes are true, then they should be mighty enough to command such magic?Controlling the WeatherAcastus refers to the 8th level spell control weather, which the heroes probably cannot cast. However, if the party has collected two sets of nymph-hair strings, then they can craft the Boreal harp at the Mithral Forge. In this case, a bard will be capable of casting the spell, but Acastus is impatient, so the harp must have been created before they answer the summons to Mytros.King AcastuschaPter 3 | suMMoned by the kInG89When it becomes clear that the heroes cannot use magic, the king feigns disappointment. If the heroes chose not to sacrifice the great boar to Sydon earlier in the story, Acastus may also wonder aloud at their wisdom in making such a decision.Option 2: Commander GaiusGaius angrily demands that the king dismantle the Temple of the Five and smash every stone to dust. Sydon abhors the worship of other gods, and especially worship of the Five. Gaius has argued for decades that the Temple of the Five should be destroyed, but the idea has recently gained some popular support. If Gaius is to be believed, smashing the temple is the only way to appease the Lord of Storms.Gaius is also contemptuous of both the heroes and Queen Vallus. She is, after all, one of the Five Gods and the daughter of the patron god of the city. As the commander of the Order of Sydon, Gaius believes that the city must abandon its worship of the Five, and stop putting any faith in these “puppets of the Oracle.”Destroying the TempleIf the heroes choose to order the destruction of the Temple of the Five, then the gods will grudgingly accept this course of action. Vallus and Kyrah have long believed that it was inevitable that their power would wane and that the people of Mytros would lose faith, but they had hoped that it would not happen in such a fashion. However, this loss of worship still causes pain to the Five. As a result of the temple’s destruction, Kyrah, Vallus, Pythor, and Volkan will become dispirited and suffer one level of permanent exhaustion.Option 3: ChondrusChondrus argues that Sydon can only be placated by the intervention of Lutheria, his sister-wife. To gain her help the king should order seventy children of the city to “take the black robes” and dedicate themselves to the Cult of Lutheria. He promises that the Lady of Dreams will treat the children well—they will eat the finest of foods and drink the sweetest of wines.In fact, they will all be sacrificed in the cult’s perverse blood rituals. Everyone suspects this and hates the suggestion. Queen Vallus would have Chondrus killed before she would allow it to happen.Keeper of the Great LibraryChondrus appears later in the adventure on the Island of Yonder. He hopes to convince the heroes to bargain with Lutheria. If the heroes manage to turn the king against him, he will use dimension door to escape back to his lair.Option 4: Bella the ConcubineIn normal circumstances, Bella should have no voice in this matter, but the king indulges her. She inno-cently asks why the usual solution has not been tried. Normally, the priests of Sydon sacrifice dozens of animals to placate the storm god. Acastus explains that for a storm like this one, they would need to perform a hecatomb, a sacrifice of 100 oxen. This would require half the livestock in the city, and it would cost about 10,000 gp. Perhaps the heroes might pay the cost? The royal coffers cannot afford such an expense...chaPter 3 | suMMoned by the kInG90Option 5: Queen Vallus Queen Vallus suddenly stands up from her throne and approaches you directly, ignoring the protests of the king. She radiates a sense of profound intellect and divine beauty.“Heroes of the Prophecy, I greet you. I am Vallus, of the Five Gods. For centuries, the people of Mytros have revered me as the goddess of wisdom. Mortal kings once traveled from across the Cerulean Gulf seeking my counsel but, as you can see, my husband prefers to consult with fools and concubines.“We gods are capable of saving the city. Joined together, the four of us can weave a spell to counter Sydon’s magic. Such a miracle will require a sacrifice of our power. I will do what must be done to protect my city, but the others will need to be persuaded.“I have summoned Kyrah, Pythor, and Volkan to the palace so that you might speak with them and make them see reason. You are the Oracle’s chosen. They will heed your words.” Vallus wants the heroes to convince Pythor, Kyrah, and Volkan to help her work a miracle. This depends on the heroes’ ability to convince the other three gods to surrender a portion of their power to protect the city from Sydon’s magic. Working the miracle will cause the gods to suffer one level of permanent exhaustion, but it will bolster the city’s faith in the Five Gods.Performing a MiracleIf the heroes choose this course of action, then Vallus calls Kyrah, Pythor, and Volkan into the throne room. The heroes must succeed on a DC 16 Charisma (Persuasion) check. Alternatively, you can simply role-play this encounter by having each hero make a separate plea to the gods.If the gods are convinced, then they will vow to protect the city. They thank the heroes for their wisdom and go to the Temple of the Five to seek the guidance of Mytros.THE STORMS VANISH Hours pass, and the storm gradually relents. Light breaks through the breaking clouds, spilling down onto the marble pediments and wet paving stones of the city. Slowly, citizens begin to emerge from their homes. Before long, the usual bustle of everyday life in Mytros resumes.King Acastus looks pleased. “Excellent work! I knew I could trust you to handle this matter. Now, let’s see about your reward…” He pulls a rolled parchment out of his cloak and hands it to you.“This map will lead you to the last known where-abouts of the Ultros. It was my ancestor’s ship, the legendary vessel of Estor Arkelander, fiercest of the Dragonlords. There was a time when I thought I might claim it for myself, but I have no need of it now.”“You should know that I am rebuilding the ancient order of the Dragonlords. In time, I will have a legion of dragon-mountedwarriors under my command. Then we will have no more need of heroes and Oracles. We shall drive back the Titans with the power of the drag-ons, just as my forefathers did.”“In any case, this map will allow you to resume your so-called ‘Great Labors.’ I thank you for the service you have done my city. You are dismissed.” The king rewards the heroes with the map to the Ultros, which was last seen near the Dead Falls.Acastus encourages the heroes to leave his city as soon as possible, because their fame has begun to over-shadow his own. Secretly, he will pray to Sydon that his Queen VallusFor centuries, I ruled this city alone. With the looming war, I sought to share my burden with Acastus. Even the gods may have regrets.— Vallus, Goddess of WisdomchaPter 3 | suMMoned by the kInG91bloodthirsty undead ancestor will kill the heroes and put an end to their glory-hogging ways.If the heroes ask why they must recover the Ultros instead of sailing some other ship, Acastus explains, truthfully, that the wrath of Sydon makes travel beyond the coast nearly impossible. They will need a legendary ship if they are to survive the journey.The King's MotivesAs a descendant of the Dragonlords, Acastus feels as though he will never live up to the legends of his ances-tors. The ghost of Estor Arkelander taunts the king in his dreams, promising him fame, glory, and immortality. However, the king knows that his ancestor has treacher-ous designs. Estor seeks to possess a living host so that he may wreak vengeance upon the Titans. Acastus is sending the heroes to the Ultros, hoping to kill two birds with one stone.SUMMONED BY THE QUEENBefore the heroes leave the Great Palace, Queen Vallus sends her chief stewardess, Makhaira, to intercept them as they are leaving the throne room. Makhaira escorts the heroes to see the queen in her chambers.The Queen’s ChambersWhen the heroes arrive, Queen Vallus is resting on a divan across from a series of gilded mirrors. She is accompanied by many scribes and servants in white. While Acastus is off playing king, Vallus works hard behind closed doors, performing the many necessary duties of a true head of state.The Queen's WarriorsThe queen’s chief stewardess is Makhaila (LG amazon warrior), who commands twelve amazon warriors. Makhaira was exiled from Themis by Queen Thesilea VI and came to Mytros ten years ago. She is fiercely loyal to Queen Vallus.The Queen’s WarningVallus explains that her husband has not been entirely honest with the party. The map to the Ultros is accurate, but the king is almost certainly sending the heroes to their doom. She knows that Acastus has been troubled in his sleep by dreams of some kind, and she thinks that his unusual generosity is somehow connected to this. He would never give the heroes such a gift unless he believed that it would work to his advantage.Vallus insists that when the heroes have acquired the Ultros, they should return to her immediately. She is certain that her 'stupid husband' will try to take the ship. She feels that nothing good can come of Acastus controlling both the ship and the dragons.Conflicts in the CityVallus also explains that there are deep conflicts within the city between the followers of the Five and the follow-ers of the Titans. She has some suspicions about what the Titans want. You can decide if your players need to hear anything of the history of the Titans at this point, or whether this would only muddy the waters for them. She is desperately worried that, at the time when the Oath of Peace ends, the powers of the Five Gods will be fully spent. If Pythor or Kyrah are present, she will also be concerned for them, and will make a point of asking after the health of Volkan, her father. Quest: The Cult of LutheriaThis quest is optional, depending upon whether or not you want the party to explore Mytros before they set out on their quest to recover the Ultros.Vallus asks the heroes for a favor. Sydon may have been pacified this time, but the Titans should pay a price for their cruelty and impudence. While attacking the Temple of Sydon would be too much of a provocation, the Cult of Lutheria is gaining a dangerous amount of influence in the city. Vallus asks the heroes to help the city by striking a blow against the cult.The queen suggests that the heroes should investi-gate the Temple of Lutheria (M20) in Stygian Row. This is not an invitation to cause chaos in the lower city—the heroes should approach this carefully and collect evidence against them if possible. The Cult is popular because it supplies the city with much of its wine.One Final WarningBefore the heroes leave, Vallus repeats her warning about Acastus: the king does not need to know when the party has recovered the Ultros.The Blessing of VallusIf the heroes sacrificed the great boar to Vallus, she will reluctantly thank them but she doesn’t understands why they did so. Most such offerings are made to her mother, Mytros. She is appreciative, however, and she grants the heroes her blessing before they leave.Encounter: The King’s DragonThe king’s dragon, Icarus (CN adult silver dragon), is loudly snoring in the main courtyard of the Great Palace, lying atop a small fortune’s worth of silver coins. The king happily allows him to sleep here. The dragon is attended by seven servants, who have been ordered to pamper him with new trinkets and freshly-slaughtered sheep each day.chaPter 3 | suMMoned by the kInG92Icarus the AdolescentAlthough Icarus has the body of an adult dragon, he has the callow mind of a twenty year-old wyrmling. Gaius’s silver dragon, Argyn, is the same. Twenty years ago, when Acastus became King of Mytros, Lutheria gave him sev-eral dragon eggs, along with potions of aging to feed the dragons in order to accelerate their growth. Both Icarus and Argyn were hatched and raised in this way.The heroes may talk to the dragon if they wish, but it will quickly become evident that he’s spoiled rotten and completely self-absorbed. Icarus knows little of what is happening in Thylea, and he cares even less.TreasureThe dragon’s treasure pile contains 20,000 sp. He will awaken immediately if even a single coin is touched, but his first instinct is not to be angry. He likes it when people admire his treasure, and he will allow each hero to take as much as 25 sp, because he likes to feel gener-ous and lordly. However, if the heroes attempt to take more than the few coins he allows them, he will grow annoyed and call for guards to escort them away.EXPLORING THE CITYNow that the heroes have solved the king’s dilemma and learned of the whereabouts of the Ultros, they are free to explore Mytros. They can attempt to recover the Ultros, participate in the Great Games, or investigate other strange events in the city. As the heroes exit the palace, they begin to realize that their fame precedes them.Encounter: Your Adoring Fans As you leave the palace, you realize that people every-where are watching you with great interest. You hear excited chatter among the crowds. “It’s the Oracle's chosen ones, the heroes of the Heartlands! They’ve come to Mytros to save us from the Titans!”Several merchants approach you, expressing grati-tude for the work you’ve done to make the roads safer to travel. Detachments of centurions salute as you walk past. As news of your presence spreads, more and more admirers crowd around you, vying for your atten-tion. Before long, your progress through the city streets has slowed to a crawl. Continuing the StoryNow that the heroes have a map to the Ultros, they may choose to attempt the next Great Labor. In this case, run The Ghost Ship Ultros adventure. Or the heroes may choose to investigate strange happenings in the city, in which case, they should ask around for rumors about the Cult of the Snake. This will lead to the adventuresin The Colossus of Pythor section. With the storms gone, you might decide that it’s time for a celebration in the city. Refer to The Great Games section to give the party a break from dungeon crawling. The City of Mytros Founded five centuries ago, Mytros is named after the matriarch of the Five Gods—the Goddess of Dawn, who is also called the 'Silver Queen.' She is the patron goddess of the city, although her influence has waned somewhat in recent centuries.The city was built around a natural harbor, where trade ships arrive with goods from the distant city of Aresia. Two great bronze colossi once guarded the harbor, but only one of them is still standing. The city's silhouette is dominated by several massive temples.The hills above the harbor provide views that reach as far as the Mithral Mountains and the Oldwoods. These two hills are where the most important buildings are located. One hill is the religious and political center of the city, while the other hill is its mercantile center. Between the hills are slums known as Stygian Row. Behind the city is Mount Volkan, an extinct volcano named after the husband of Mytros.Mytros is mostly a beautiful and clean city. The streets are cleaned every night, and the citizens frown Icarus, the King's DragonchaPter 3 | suMMoned by the kInG93upon those who allow their mounts to defecate in the streets. The city houses close to 50,000 people and, although the majority of the population are human, Mytros is the most diverse city in Thylea, with every race represented.Many of the greatest structures in the city are built entirely from marble, inlaid with bronze, adorned with painted tiles and beautiful mosaics. During the day, the heat of the sun can make the city seem like a mirage, as the air shimmers and the buildings glitter from the reflected sunlight. Great walls surround and protect the city, with only two major entry points—the Royal Gate and the Commerce Gate.FACTIONS IN MYTROSMytros is not a united city. A number of factions com-pete for influence over the citizenry.Queen VallusVallus has been the queen of Mytros for centuries, but she is far removed from her people. As the goddess of wisdom, she is viewed as the natural successor to Mytros, her mother, and her right to rule is affirmed by the Temple of the Five. However, as the Oath of Peace fails, faith in the Five Gods has waned, and people are growing restless with anxiety about the Titans.King AcastusAcastus has been the king of Mytros ever since he persuaded Vallus to marry him, some twenty years ago. He is extremely popular in the city, especially since he obtained a huge silver dragon. The blood of Estor Arkelander flows in his veins, and many view him as the successor of the ancient Dragonlords. Most believe him to be a strong and wise ruler, or else why would Vallus have married him?The Order of SydonThe Order of Sydon are devout worshippers of the Lord of Storms. Although the Titan sent hurricanes to punish the city for its faith in the Five Gods, a surprising number of people worship him and support the Order. Commander Gaius is often seen flying over the city on his silver dragon, and he’s a popular figure with young men and women who dream of joining the Order.The Cult of the SnakeThe Cult of the Snake are known for their abiding loyalty to a mysterious figure called the Lady of Coins. Those who displease the Lady are often found turned to stone, with a green snake painted on a nearby wall. The Cult of the Snake is actually a thieves’ guild, and hence its influence is covert rather than open. Most of the thieves in the city are loyal to the Lady.The Cult of LutheriaThe Cult of Lutheria is the oldest cult in Mytros. The cultists are unabashed worshippers of the Lady of Dreams. Most people find their beliefs and rituals to be repugnant, but they are tolerated because they provide wine and entertainment for the popular wine festivals. In truth, they would have been ejected from the city a long time ago, except that they have “friends in high places”—devotees among the aristocracy.EVENTS IN MYTROSThese are events that can occur in Mytros while the heroes are exploring the city.Event: The Great Games You hear the sound of a runner's footsteps coming from behind you. Before you can react, the source of the noise dashes past you: a lithe young man carrying a torch. He runs for another block before handing the flame to another runner, who immediately takes off in the same direction. The first runner’s friends gather around him and congratulate him. Laughter and excited shouting fill the air."The Great Games are beginning!" The Great Games begin when the pyre is lit beneath the ruins of the Colossus of Mytros (M15). Some people in the street notice the heroes looking at the torch bearer. They cheerfully explain that anyone, even great heroes, can enter the Games. If the heroes wish to enter, then refer to The Great Games section.Event: The Funeral Sacrifice You stumble upon a melancholy scene. Dozens of figures dressed in black robes march somberly down the street in an orderly procession. Mourners line the street: wailing spouses, dumbstruck children, and resigned elders look on. A large bronze cage is held aloft towards the front of the procession. Inside the cage is a shackled minotaur. This is a funeral procession for a dozen centurions killed fighting the centaur tribes on the borders of civilization. The women wail in an ostentatious display of grief for the dead while children look on dumbstruck and slightly scared by the caged beast.The caged minotaur is for a ritual battle before the funeral. Most citizens of Mytros consider minotaurs to be murderous brutes, fit only for use in games and ritu-als. They are sometimes captured by slavers and forced chaPter 3 | suMMoned by the kInG94into oaths of servitude. Once they've been exhausted by years of forced labor, they are entered into gladiatorial games, where most of them are eventually slaughtered. Refer to the Minotaur Market (M21) for details about this dark stain on the culture of the city.The procession stops just outside of the Royal Gate (M6), where a group of pyres has been lit for the dead soldiers. Nearby, a walled pen has been constructed for the funerary games. A group of three soldiers, family members of the deceased, will be chosen to fight the minotaur. A priest of Sydon announces that the sacrifice of the minotaur is a blessing for the dead.Ritual Combat. The soldiers fight the unarmed minotaur to the death. As long as the heroes do not interfere, one of the soldiers will be badly injured but the minotaur will be defeated and killed. Intervening on the side of the minotaur will earn the heroes sour looks and suspicious gossip among the superstitious citizenry.Optional Event: BullbugYou can replace the minotaur with Bullbug (NG mino-taur hero). Bullbug easily defeats the soldiers, but he refuses to kill them. Now freed, he calls out a friendly challenge to the heroes. If one of the heroes can beat Bullbug, he will offer to join their crew.Event: Statues of Terror A small group of people gathers on the road nearby. The object of their interest is easily spotted. It is an incredibly lifelike statue of a woman that has suddenly appeared in the middle of the city street. The statue has a look of abject terror on its face. The gathered citizens will agree that the statue is remarkably lifelike, but none of them recall having seen it before. Centurions arrive within minutes and ask everyone to clear away. The centurions explain that this looks like the work of the Lady of Coins, as though the heroes should know exactly what that means.If the heroes express interest, the centurions tell the heroes to speak with the powerful merchant, Lord Taran. He has publicly called for the Lady of Coins to be brought to justice.The centurions are mildly surprised that he is still alive. Lord Taran can be found at his villa on the Neurdagon Estate (M11).RANDOM ENCOUNTERSThese encounters are an easy way to add color to the city. Roll on the following chart whenever you wantsomething unusual to happen in the city.Random Encounters in Mytrosd20 Encounter1–2 A lost-looking warrior monk from Aresia asks you for directions to the Colosseum. He intends to participate in the Great Games.3–4 Two young acolytes in gray togas ask you for a donation to the Temple of the Five. A pass-ing captain from the Order of Sydon shoves them to the ground and spits on them.5–6 Several young children carrying wooden pikes and shields scurry up to you. "Are you Dragonlords? You don't look so tough to me!"7–8 A band of satyrs playing harps and flutes begin to sing songs about you as you pass. The songs at first seem flattering, but you start to think they're making fun of you.9–10 Seven cultists are roasting spitted pigs over a bronze bier. They offer free pork and wine to passersby. "Compliments of the Temple of Lutheria. All hail the Lady of Dreams!"11–12 Suddenly, a copper coin smacks you in the forehead. You hear a bleating laugh from the rooftops. A single goatling grins down at you. "Keep the change, little starveling!"13–14 Dozens of hoplites in bronze armor march past you. They seem to be heading for the city gates, perhaps to reinforce the outlying settlements. "For the glory of Mytros!"15–16 A portly herald in a white toga stands on a pedestal. He speaks in a booming voice, announcing news to a crowd that has gath-ered to listen. (Loudly read 2-3 rumors).17–18 A crowd of angry citizens are throwing rotten fruit at a fettered philosopher. She stands accused of slandering King Acastus. "Shame on you for besmirching the name of the king!"19–20 A winged siren messenger glides overhead and lands nearby, singing happily. She delivers a message to an old woman, who immedi-ately breaks down into tears at the terrible news. The siren giggles and flies away.The City of Mytros KeyM1. Temple of SydonM2. Temple of the FiveM3. Theater of the GodsM4. The Great PalaceM5. The AcademyM6. The Royal GateM7. The Great AgoraM8. The Vault of ThyleaM9. The Courts of MytrosM10. Bathhouse of VallusM11. Neurdagon EstateM12. The Great GardensM13. The Commerce GateM14. Colossus of PythorM15. The Ruined ColossusM16. The DockyardM17. The Fish MarketM18. The Siren’s RoostM19. The Saty’r TailM20. Temple of LutheriaM21. The Minotaur MarketM22. Mount VolkanM23. Vineyards of MytrosM24. The Soldier’s GateM25. The Harp BridgechaPter 3 | suMMoned by the kInG9596RUMORS IN MYTROSMytros is the center of trade in Thylea, and so it is a place where rumors from all corners of the land can be heard. These rumors might be overheard on the streets, in marketplaces, or in taverns: Rumors in the City of Mytrosd12 Rumor1 The Order of Sydon has demanded that the statues of the Five in the Great Agora be knocked down. King Acastus has refused them, for now.2 The Great Games will be starting soon. Aresia has sent its best team in years and might embarrass Mytros. Even stranger, the Amazons of Themis have sent a delegation to the Games.3 Gaius, the leader of the Order of Sydon, now has more influence over King Acastus than the god-dess Vallus. How can such a thing come to be?4 King Pythor, the God of Battle, has abdicated his throne and no one knows where he has gone!5 The petrified victims of the Lady of Coins are being found in increasing numbers. King Acastus has been unable to stop her! Perhaps the Order of Sydon will help…6 The great chimera of the Cerulean Gulf took a dozen victims aboard a merchant ship that was just one day’s journey from Mytros.7 Ekoh, an oread, is calling for war with Aresia again. After 500 years, she's still trying to get her betrothed back. She should really give it a rest.8 The most powerful merchant of Mytros, Lord Stavros, was banished to the Isle of Exiles for poisoning the son of his rival!9 The Order of Sydon grows too powerful. They have seemingly unlimited wealth. Some think their wealth comes from the lost gygan ruins on the Island of Yonder.10 The barbarian tribes of Indigo Island have been unusually quiet as of late. There have been no raids in recent years. What are they planning?11 Something has disturbed Kentimane. The Titan’s great arms are on the move! Many have seen it!12 The great vortex known as Charybdis has swal-lowed another ship. The ship was from Aresia. It was heading to Scorpion Island, full of young warrior monks going to their final trial.THE TEMPLE DISTRICTThe Temple district is so named because it is home to both the ancient Temple of the Five and the newer Temple of Sydon. This is the center of religious and civic power in Mytros. It's also where the Great Palace can be found. Everything in this part of the city is impressive: the Theater of the Gods can hold crowds of thousands, while the Academy is one of the greatest centers of learning anywhere in the world. M1. Temple of Sydon Before you stands an imposing structure supported by carved stone columns. A series of steps carved to resemble crashing waves leads to the temple’s entrance. Inside is an enormous central statue made of blue-green marble. It depicts a tall, wrathful man with three eyes and long gray hair. He wields an onyx black glaive. This is Sydon, the Lord of Storms. This temple is the primary place of worship for Sydon in all of Thylea. The temple itself is a peripteros with 48 columns. It is built on a high podium that is accessed by an imposing set of steps shaped like ocean waves.A stair at the center of the temple leads to several underground chambers where the paladins of Sydon meet to discuss the Order's many plans.The Order of Sydon are headquartered here. They are a band of zealots who revere the ocean god Sydon above all others. They seek to the end all worship of the Five. During the day, the temple is filled with citizens who come to hear the teachings of Sydon or receive blessings from the priests. During these busy periods, at least three priests of Sydon with six captains as protectors can be found within. At night, the temple proper is quiet, although the underground chambers are occupied by priests and soldiers.Gaius and His DragonThe highest-ranking member of the Order of Sydon is the paladin, Commander Gaius. During the day, he can often be found in the Great Palace (M4), but at night he is usually here. Gaius is a true believer—a zealot who knows that the Five are false gods, thieves who stole the power of the true god, Sydon.According to Gaius, the Five are useless pretenders: Pythor is a carousing drunkard; Kyrah composes terrible poetry; Vallus preens herself in an ivory tower; and Volkan is a crazy old dwarf who builds useless trinkets.Once the heroes sail into the Cerulean Gulf on the Ultros, Gaius will move to the Island of Yonder, where the Order of Sydon have a base. Gaius is able to move between Yonder and Mytros easily due to a gift given to him by Sydon: Argyn (LE young silver dragon).The news from Mytros is never good. Merchants in the Heartlands even have a saying: “South winds carry sirens on wings with ill tidings.”— Kyrah, Goddess of MusicArgyn was bred by Sydon at his tower, Praxys (S25). The dragon has been conditioned to believe that the Five are evil and that Sydon is the one and only force for good in the world. Argyn’s presence in the city is the subject of widespread gossip and admiration, but the dragon’s very existence infuriates Queen Vallus.M2. Temple of the Five This relatively humble temple has an entrance with five stone columns. While it is smaller than the Temple of Sydon, it displays a much higher level of artistry, boasting lofty architecture and beautiful statuary.Intricate carvings embellish nearly every sur-face, complete with gilding and inlaid precious stones throughout. This temple is the oldest civic building in Mytros. Elected representatives from the city districts of Mytros and the outlying villages meet in council here every new moon. However, the structure of civic life is increas-ingly dictated by the Order of Sydon, who believe that the Temple of the Five should be destroyed in order to appease the jealousy of the Lord of Storms.Queen Vallus often visits here. During the day, she can be found at the palace, where she runs the city's civic affairs. She comes here at night to pray to her mother, Mytros, the Goddess of Dawn.The temple is tended by five high priests (LG priests) and each high priest is attended by five acolytes. The priests provide all common temple services at no charge, including the lesser and greater restoration spells.Test of Beauty and WisdomOutside of the temple during the day is a gang of young men who are admirers of Vallus. They are led by a vain young man named Sulla (LN acolyte), the youngest son of the powerful merchant, Taran Neurdagon.Sulla is enamored with Vallus, and spends all of his time trying to gain an audience with the goddess or catch a glimpse of her as she leaves the temple. Vallus finds the young man obnoxious. She ignores him entirely, much to his chagrin. The last time he tried to gain her attention, Vallus told him that she would agree to have an audience with him if he brought her a single mortal of unsurpassed beauty and wisdom.Sulla has heard of the heroes’ exploits. He will single out the hero with the highest Charisma score and another with the highest Wisdom score. He begs the two heroes to accompany him to see Vallus. If the party agrees, then Sulla will take them directly to the queen.Vallus is amused by the fact that the heroes have been roped in by Sulla, but she will humor them. Sulla presents the two heroes and extolls their beauty and wisdom, hoping to impress her. Vallus remains unmoved, pointing out the heroes' various flaws.This forces Sulla into the realm of hyperbole—the heroes are the wisest, most beautiful creatures ever to grace the city! Vallus reluctantly agrees, until finally, Sulla's unrequited affections have been completely transferred from the queen to the heroes.Sulla proposes marriage to each of the heroes, offer-ing a gold ring inset with a diamond worth 1,000 gp. Whichever hero agrees to marry the young man gets the ring. The agreement is not binding, but this entire situation greatly amuses the queen.chaPter 3 | suMMoned by the kInG98M3. The Theater of the Gods A fine theater stands at the foot of the Temple Hill. Rows of seats built into the hillside are arranged around a polished marble stage. Behind the stage is a small building where stagehands and costumed actors come and go, carrying elaborate props. The theater has a marble stage that extends in front of an orchestra pit. It has a four-tiered seating area that ascends the slope of the hill. The building behind the stage has rooms for actors to prepare and storage for props and movable scenery.The Wine Festival. The theater usually stands empty, but if the Wine Festival is happening in Mytros, then it will be busy for a full week. Refer to the Wine Festival event in the City of Estoria (E1) for details.M4. The Great Palace The Great Palace stands at the top of an impressive stone stairway. It is similar in appearance to the tem-ples of the gods, except that its design emphasizes its civic function. Rather than statues to the gods, the palace is decorated with royal seals and with bronze tablets describing the legal codes of the city. While not nearly as grand as the city's temples, this palace is still an impressive building. The stairs lead to an expansive antechamber, which connects to the throne room in the Royal Hall. This is where King Acastus can be found during the day.The heroes are summoned here when they first arrive in the city. King Acastus is usually accompanied by his advisor, Chondrus (see appendix), his concubine Bella (CN noble), and Gaius, commander of the Order of Sydon (see appendix). Acastus is always protected by five of his best centurions (LG captains).Permission to Enter the PalaceThe city guards generally restrict access to the Great Palace, but the heroes are allowed entry because they have been summoned by the king. After their audience with Queen Vallus, the heroes can revisit the palace whenever they like. Refer to the Summoned by the King section for details.M5. The Academy The sprawling campus grounds of the Academy bustle with activity. Over a dozen impressive marble buildings stand in rows, connected by paved, well-maintained pathways. Rich green lawns stretch between the path-ways, and scholars can be seen reading, writing, and hotly debating all manner of subjects. The Academy is spread throughout more than a dozen buildings. This is one of the greatest centers of learning not just in Thylea but most likely in all the world.The Great Library contains scrolls detailing knowl-edge on the flora and fauna of Thylea as well as infor-mation on topics such as metallurgy, alchemy, medicine, cartography, and almost any other imaginable subject. The Hall of Heroes is devoted to recording the heroic exploits of Thylea’s heroes throughout the ages. Marble statues and busts of all of Thylea’s heroes can be found here as well as scrolls of their histories and songs.The Schools of the Arcane consist of eight buildings devoted to the study of the eight schools of magic, each headed by an arcane master (LN mages). The Great Orrery is a building that contains a replica of the many planes of existence, represented as celestial spheres fashioned from bronze clockwork.The Hall of Debate provides a forum where any phi-losophy can be discussed without repercussions, even if it veers into the theological. Some of the greatest minds in Thylea can be found debating philosophy here:• Machaon (CG half-orc mage)• Chalcodon (LG elf noble)• Kerodotos (NG gnome priest)• Atreus (CN tiefling captain)The Academy is well protected and if anyone is foolish enough to make trouble here, they will be quickly sub-dued by the arcane masters.Event: The Great DebatesThe heroes are invited to participate in a series of philosophical debates at the Hall of Debate. Machaon, Chalcodon, Kerodotos, and Atreus all wish to test the intellectual mettle of the so-called "Saviors of Thylea."Each of the philosophers poses a paradoxical problem to the heroes and then awaits a response. There are no right answers to these puzzles: the philosophers want to see how the heroes behave in the debate. They will be impressed if the heroes take the exercise seriously. They will be disappointed if the heroes are sarcastic or silly in their responses.Machaon. The famed ship that brought the Dragonlord Adonis Neurdagon from the old lands to the lands of Thylea was the Valorous. The Valorous had sixty oars, a single mast, and a great prow. Over the The Wine Festival is my most cherished childhood memory. There was little else for a young tiefling to look forward to in Stygian Row.– Chondrus, Priest of LutheriachaPter 3 | suMMoned by the kInG99centuries, it has decayed, and the Neurdagon family removed the old oars and planks, replacing it with newer and stronger timber. They replaced the mast when it was cracked in a storm, and they replaced the prow when the ship ran aground. After five centuries, every single piece of the Valorous has been replaced. Is the Valorous now the same ship that once carried Adonis Neurdagon, or is she a different vessel?Chalcodon. Pythor is in a footrace with a tortoise. Pythor allows the tortoise a head start of 300 feet. If we suppose that each racer starts running at some constant speed(one very fast and one very slow), then after some finite time, Pythor will have run 300 feet, bringing him to the tortoise’s starting point. During this time, the tortoise has run a much shorter distance of only 30 feet. It will then take Pythor some further time to catch up to those additional 30 feet, by which time the tortoise will have moved even farther ahead. It takes more time for Pythor to reach the third point, while the tortoise continues to maintain his lead...Thus, whenever Pythor arrives somewhere the tor-toise has been, he still has some distance to go before he can catch the tortoise, despite running much faster. Clearly, this means that Pythor will never catch the tor-toise. How do you explain this paradox?Kerodotos. A sphinx captures the young crown prince of Mytros. His mother comes to the sphinx and pleads for the return of her son. The sphinx replies that he will only return the prince safely if the mother can guess correctly whether or not he will indeed return the boy.What is the problem here? As it turns out, there is no problem if the mother guesses that the sphinx will return him: if she is right, the boy is returned; if she is wrong, the sphinx keeps him. However, if she answers that the sphinx will not return him, we end up with a paradox: if she is right and the sphinx never intended to return her child, then the sphinx has to return him, but in doing so, he breaks his word and contradicts the mother’s answer. On the other hand, if she is wrong and the sphinx actually did intend to return the boy, then the sphinx must keep him, even though he did not intend to do so, thereby also breaking his word.Atreus. What is the nature of good and evil? Are they metaphysical properties that can be measured or changed? For example, if a man commits murder, his neighbors may call him evil. We may rightly say that he has evil properties. Hoping to atone for his act, this man may offer to pay the victim’s family gold pieces to com-pensate for their loss. Now, let us say that the victim’s family is satisfied by the payment, and they forgive him, saying that he is no longer evil. The man had evil prop-erties before he made the payment, but now he does not. If properties of objects cannot be created or destroyed but merely transferred, where did the evil properties go? Are the coins now evil? Is the family evil?Reward. For participating in the debate, the four great philosophers award the heroes signed copies of their books: Machaon’s Paradoxia, Chalcodon’s Mathematika, Dialogues of Kerodotos, and Atreus’s Metaphysika. The books are worth 1 gp each, and each takes 1 day to read. Studying all four books grants proficiency in Arcana.M6. The Royal Gate This massive gate is wide enough to accommodate traffic moving in both directions. The towers that flank the gate are carved to seem as if they are made from the writhing forms of dozens of dragons This gate is always guarded by two captains and twenty soldiers. They are extremely disciplined and refuse to engage in conversation with passersby.THE NOBLE DISTRICTThe Noble District is loud, crowded, and colorful. Merchants from all across Thylea come here to ply their trades at the Great Agora, and to keep their wealth in the Royal Bank. Many of the wealthiest citizens of Mytros have real estate here.M7. The Great Agora The Great Agora serves as the heart of both the Noble District and Mytros itself. A multitude of vendors sell all kinds of goods from across the continent. Their stalls are protected from the elements by rows of narrow, roofed structures, supported by columns. Sprawled out beyond the Great Agora are a number of large private estates, bathhouses, and temples. Huge marble roofed colonnades or stoa provide shelter from the sun and the weather here. Twelve-foot-tall statues of the Five watch from the edges of the Agora. A new statue of Sydon stands at its center, and it towers higher than any of the statues of the Five. Merchants from all over Thylea gather here during the day to trade and to sell their wares. All manner of goods can be found here; from foodstuffs such as fish, meat, wine, cheese; to animals such as cows, goats, and sheep; to pottery, clothes, and bronze equipment.Grimmik's Armory This large shop stands in a prominent location in the Great Agora. The walls and racks are filled with many varieties of polished bronze weapons, armor, and tools. chaPter 3 | suMMoned by the kInG100This shop is run by Grimmik (NG captain), a retired centurion who sells adventuring gear and equipment. All non-magical weapons, armor, and tools from the 5th Edition Player's Book can be purchased here. He also has a single mithral ingot for sale, for 1,000 gp.Grimmik is proud to have served the city of Mytros as a soldier, and he shows off several scars he earned in battles against the centaur tribes. He purchases all of his equipment from "a small workshop" in Estoria (E9).Zorin's Concoctions This small shop is tucked away in a shady corner of the marketplace. The inside of the shop is dusty and dark, and the walls are stocked with bottles of all kinds. This shop is run by Zorin (TN mage), a disgruntled alchemist who washed out of the Academy (M5). He sells potions and lesser magic items.Zorin spent years perfecting his potions, but all his teachers cared about were oratory skills. Unfortunately for him, he has a habit of insulting his audience in any long conversation. He opened his shop when it became clear that he had no future as a famous philosopher.Zorin's Shop InventoryItem Costpotion of healing 200 gppotion of heroism 200 gpgame of twenty squares 800 gpnecklace of adaptation 1,000 gpperiapt of health 1,000 gpamulet, bulla talisman 2,000 gpThe Great Menagerie This shop is set up in a large tent at one of the stoas. Inside the tent, it seems darker and colder than it should be. Dozens of cages line the walls. A hooded man introduces himself to the heroes as the Collector (LE mage). He travels throughout Thylea and collects exotic beasts and creatures. He offers to sell any of these creatures to interested heroes.Caged Animals. The cages hold a muzzled lion, a muzzled cheetah, a hooded cockatrice, a hooded harpy, a muzzled brown bear, a trussed up goatling, and a trussed up young centaur. The Collector offers to sell any of these creatures for a paltry sum of 100 gp, but he stresses that all sales are final.With the exception of the young centaur, none of the creatures are trained. If released from their bonds, they will attack everyone around them. The young centaur will seek sanctuary at the Temple of Sydon.Treasure. There is a locked chest in the shop that contains 50 pp and the Collector’s spellbook. The book contains all of the spells from the mage spell list. The chest can be opened with a successful DC 15 Dexterity check with thieves' tools.M8. The Vault of Thylea This beautiful bank doubles as a place of worship for Thylea, the Mother Goddess. The vault is sanctified by a circle of druids, who tend to a single great oak tree that grows from the central courtyard. The bankers are elves who have devoted themselves to the Mother Goddess (TN druids). For a monthly fee of 1 gp, anyone can entrust their money, jewelry, gems, or other treasures to the bankers, who will store them in the network of tunnels beneath the huge oak tree.Law and Order in MytrosThe laws of Mytros are primarily focused on how to punish someone who has been convicted of a crime. Jury trials determine whether a crime has been committed. Debts. If someone is delinquent in paying a debt, they have one week to pay it. After that, the debtor may be brought before the court forcibly. Unless the debtor pays the amount owed, the debtor is forced to serve the person he owes for a period of one day for every gold piece owed untilthe debt is paid. Capital Offenses. Murder, bribery of a court official, and treason are punishable by death by “the Dragon.” This is also the fate of anyone convicted of burning a building within the city (or on the outlying farms and settlements).Theft and assault are all punished by enslavement as an oarsman aboard a ship chosen by the courts for a period no less than one year, up to a life sentence. The guilty party may choose death by “the Dragon” instead.The Dragon. This is an ancient chimera that is kept imprisoned in a cavern below the courts. Two of its heads are muzzled, so it will only use its dragon fire on a victim tossed down to it for punishment.chaPter 3 | suMMoned by the kInG101M9. The Courts of Mytros A broad, circular, white marble building stands apart from the other structures in this district. It's divided into three floors with rows of symmetrical windows. Several large bronze tablets at the entrance of the building describe the laws of the city. The court building is circular and its interior has ten rows of seats that circle the entire inside circumference. At the center is a raised platform where both accused and the accuser stand. Court cases in Mytros are decided by jury, and the court can accommodate more than 300 jury members at once, if required.M10. The Bathhouse of Vallus This bathhouse boasts two large baths, both the size of swimming pools. One is filled with hot water, while the other is filled with bracingly cold water. The connected buildings include two huge open air gymnasiums and dozens of smaller rooms for massages. There are several bathhouses located in the city of Mytros, but all of them pale in significance when compared to this one. Queen Vallus had this bathhouse constructed two centuries ago, to celebrate victory in one of the Aresian campaigns. It is a place for exercise, business agreements, courtships, gossip—and even the occasional bath. While visiting the bathhouse is ostensi-bly free, there are several acolytes collecting donations.M11. The Neurdagon Estate Before you stands the most opulent villa in the city. Despite its great size, the house itself is difficult to see: the grounds are full of lush gardens, statuary, pools, fields, and a large hedge maze with what appears to be a great fountain shooting up from its center. This is one of the most expensive villas in Mytros. It is home to the powerful merchant lord, Taran Neurdagon (LN noble). He is descended from the ancient Dragonlord, Adonis Neurdagon, and he has access to immense wealth, although most of it is bound up in his sizable real estate holdings.Taran doesn’t allow uninvited guests, but he is willing to make an exception for heroes who are willing to per-form a specific task for him: he wants someone to track down and destroy the so-called Lady of Coins.Guardians. The entrance to the estate is guarded by two veterans. These stalwarts will turn the heroes away unless they mention the Lady of Coins, at which point, they will invite the heroes into the main courtyard to await Taran. The estate is also patrolled by two captains and twelve soldiers from the Order of Sydon.Treasure. Taran keeps 500 pp and 5,000 gp worth of gemstones, jewelry, and other trinkets in a locked chest in the study of his estate. The chest can be opened with a successful DC 20 Dexterity check with thieves' tools. The chest also contains the deeds for over 6,000 acres of land in the regions surrounding Mytros.Quest: The Lady of CoinsWhen Taran eventually appears, he explains his predic-ament to the heroes. The Lady of Coins is a self-styled folk hero who robs from the rich and gives to the poor of Stygian Row. She has an intense hatred for the mino-taur slave trade and aggressively attacks those who try to make an honest profit. Taran admits that he makes a large portion of his wealth from the minotaur slave trade, so his business suffers more than most.Taran explains that the Lady is cursed—she is a medusa who petrifies anyone who crosses her. Further, he explains that minotaurs are violent beasts with limited intelligence who revel in bloodshed, and the fact that the Lady of Coins has an affinity for them speaks volumes about her character. Taran also suspects that she is behind the Cult of the Snake, a thieves’ guild deeply involved with smuggling and murder.Reward. Taran offers the heroes 5,000 gp for the Lady’s head. He is willing to pay as much as 10,000 gp, if pressed. He advises the heroes to begin their search for the Lady in Stygian Row. M12. The Great Gardens This verdant garden is circled by a ring of immense, ancient oak trees. The air around you is sweet with the scents of flowers, although many of them are unrecog-nizable to you. You can hear loud voices down one of the many paths that wander into the green spaces. The Great Gardens of Mytros are held to be the most beautiful in all Thylea, boasting many paths, trees, flowers, ponds, and fountains to heal the restless spirit. The gardens are surrounded by perfectly-ordered oak trees, all of which are five centuries old. These oaks were planted when the city was founded. Vitalis (LN halfling commoner) resides here. This corpulent halfling is sometimes called “Vitalis the Fat” or “Vitalis the Fragrant” (although never to his face). Many believe him to be the wisest mortal in Mytros. Vitalis lives, sleeps, and eats in the gardens, and he is well-fed by his many admirers.However, his personal habits don’t seem particularly wise, as he never cleans himself, and he dresses in rags. He also flatulates, belches, and harasses everyone who passes by. Some of his favorite insults include:• It looks like your face caught fire... and someone tried to put it out with a hammer!• You’re so ugly that when your mother sent you out to play, they fined her for littering!• Mirrors reveal many things, but they cannot talk... and lucky for you, they can’t laugh, either!• You there! Turn around. Hmmm... I can tell that you're a centaur, but all I can see is the rear end!Seeking Advice. Despite his foul demeanor, Vitalis deserves his reputation. He gives out sound advice to anyone who pays him in fine food or wine. He devours the offerings and then answers questions in a drunken haze, one question per person who feeds him. Treat this as the equivalent of the divination spell.On subsequent or follow-up questions, he will shoo interrogators away, tell them that they must make their own mistakes if they are to learn anything, and probably pass wind from one end or the other.M13. The Commerce Gate This gate is decorated with beautiful statuary and surrounded by lush greenery. The stairway beneath the gate leads up to a verdant plateau: the Noble District. This is a sister to the Royal Gate. The road here is twice as wide as the way to the Royal Gate, because it has to accommodate mercantile traffic coming and going to the Harbor. The gate is guarded by two captains who keep an eye out for riff-raff from Stygian Row.THE HARBOR The harbor of Mytros is as grand as the rest of the city. You see ships sailing in and out of the bay, while others remain tied up at docks. On one side of the harbor stands an immense bronze statue of a muscular man. It's clear that another such colossus once stood oppo-site this one, but it now lies in ruins. The harbor of Mytros is the largest in Thylea. Dozens of ships that ply the sea lanes of the Cerulean Gulf can be found anchored in the bay, while others are in dry dock, undergoing repairs.M14. Colossus of Pythor This bronze colossus is recognizable as a young version of Pythor, God of Battle and current King of Estoria. The statue’s head is wreathed by a crown of leaves. Despite its relaxed stance and serene gaze, the statue seems alert to anything that might threaten the city. This colossus isone of the wonders of Thylea. The twin colossi were constructed before the First War with the aid of Volkan, God of the Forge. In times of need, the statues could be activated to defend Mytros. Refer to the Colossus of Pythor section for details.chaPter 3 | suMMoned by the kInG103M15. The Ruined Colossus Although this bronze colossus lies in ruins, it seems that it once depicted the city’s patron goddess, Mytros. A large pyre blazes at the statue’s feet, and a small crowd has gathered around it. This colossus was destroyed two centuries ago, and the tale is still told with horror by the people of Mytros. The Kraken, a terrifying creature from the Forgotten Sea, attacked the city during a powerful storm. The twin colossi wrestled the creature back into the ocean, but the Colossus of Mytros was torn apart in the struggle. She returned to her guard post and collapsed into ruin.M16. The Dockyard This bustling dockyard boasts dozens of galleys, each of which bristles with banks of oars. Many of the ships seem to have sustained serious damage recently. You can hear a chorus of hammering from the drydocks. The dockyard is always bustling during the day. Although many merchants trade and bank in the Royal District, many come dockside to work and barter. There are bargains to be had with the many ships that arrive here from across Thylea. There are also more than a dozen drydocks where ships are repaired. Sacrificial StockyardThere is a stockyard here that sells sacrificial animals for the ceremonies that are customarily performed before ships embark on ocean voyages. The heroes may pur-chase such animals and sacrifice them to gain favor with the gods, or to avoid confrontations at sea. Sacrificial Livestock for SaleAnimal Cost WeightLamb 25 gp 30 lbsSheep 25 gp 150 lbsGoat 30 gp 150 lbsPig 20 gp 200 lbsCow 50 gp 2000 lbsBull 100 gp 3000 lbsWhite Oxen 500 gp 3000 lbsBlack Oxen 1,000 gp 3000 lbsM17. The Fish Market This crowded marketplace smells strongly of brine. Barrels of freshly-caught fish line every stall, many of which have just been unloaded from nearby ships. The fish market is especially crowded in the after-noon, when the fishing boats start returning from the Cerulean Gulf. Fish of every sort can be found on sale here, including unusual catches like sharks, eels, and octopuses. Quality fishing supplies can also be pur-chased here, including bait, tackle, and nets.The Ancient Mariner. One of the merchants here is a dwarf who has sailed Thylea's oceans for over 500 years. His name is Samuel (TN veteran), and although he's lost dozens of comrades to the treachery of the seas, he still makes sacrifices to the Lord of Storms. Samuel has lots of useful sailing advice to offer to heroes who are willing to listen to him. One of his favorite stories to tell is about a legendary city on the back of a dragonturtle that wanders the Forgotten Sea.STYGIAN ROW This low-lying district is vastly different from the rest of the city. Its clogged, stinking streets are filthy and poorly maintained. Ruffians and vagrants shout threat-ening words at you as you pass. Signs of drunkeness, violence, and open debauchery are everywhere. Stygian Row is a wretched hive of scoundrels and sells-words. This is a den of iniquity, where any vice may be freely indulged, and Lutheria is openly revered. This part of the city never sleeps, as drunken revelers parade through the streets at all hours of the night, and mer-chants hawk their illicit goods in broad daylight.Tiefling Enclave. The district gets its name from the word that many Thyleans use for tieflings—“Stygians.” Five hundred years ago, this district was established as an enclave where tieflings could be corralled, because they were thought to be untrustworthy spies of Lutheria.Half-Orc Enclave. Half-orcs in Thylea are not mis-trusted the way they often are in other lands. When the original settlers learned that no orcs lived in Thylea, many of the half-orcs among them realized that they needed to live in close proximity to keep their bloodline alive. They decided to settle alongside the tieflings.Both half-orcs and tieflings are common in this district, though neither race is particularly villainous, especially when compared to the loathsome humans who manage the Minotaur Market (M21).chaPter 3 | suMMoned by the kInG104M18. The Siren’s Roost Scantily-clad men and women line this building’s large windows, reclining on crushed velvet pillows, rich silks, and gilded furniture. The sign hanging above the door depicts a feathered woman in the throes of ecstasy.As you enter, a beautiful siren dressed in a scarlet toga approaches you. “Welcome to the Siren’s Roost. Here, you can taste the finest fruits of immortality. How may we serve you?” The woman is Ambrosia (NG siren noble), the owner of this tavern. She genuinely seeks to entertain her guests with fine music, wine, and “interesting” company. Unlike similar establishments, she does not discrimi-nate against satyrs, minotaurs, or centaurs, but she does prefer to entertain rich clients and famous heroes.When engaged in longer conversations, Ambrosia makes it clear that she despises Julius, the owner of The Satyr’s Tail, who used to send thugs to collect “protec-tion” money. Now, she employs Vorena (LN half-orc captain), a taciturn former centurion, to protect her establishment. Vorena does her job well.Each of Ambrosia's escorts claims to trace their lin-eage to a god or a nymph, so that clients can pick their preferred flavor of “immortality.”Son of Pythor. One of the escorts is Kalistor (CG spy), who is actually a child of Pythor. He has met his father only once, and they didn’t get along. He is quick to fall in love with any hero who has 18+ Strength.Quest: Kidnapped ChildrenKalistor spends his time in Mytros trying to undermine the Temple of Lutheria (M20). He believes that Trellus and Septia are keeping children locked in their wine cellar for use in human sacrifices. He has no rewards to offer, but he emphasizes that if the rumors are true, then rescuing the children would be the right thing to do.Companions at the Siren's RoostEscort Claimed Lineage Truth CostAxios Son of Narsus, the lost god of beautyFalse 100 gpCalypsa Daughter of a nereid (sea nymph)True 200 gpDoria Daughter of a naiad (river nymph)True 50 gpEosia Daughter of an aurae (sky nymph)False 100 gpKalistor Son of Pythor and a mortal womanTrue 50 gpPhasis Son of Helios, the ancient sun godFalse 250 gpStrymon Son of a nereid (sea nymph)True 100 gpTeygete Daughter of an oread (mountain nymph)False 50 gpchaPter 3 | suMMoned by the kInG105M19. The Satyr’s Tail The interior of this crowded tavern is thick with smoke and various unpleasant smells. Many of the patrons appear to be half-orcs, while others are obviously sailors. It's difficult to walk through the tavern without tripping over its many inebriated patrons. The sailors who come to this tavern drink to forget what they’ve seen on the waters of the Cerulean Gulf. The wine here may be over-sweet and watered-down, but it’s also cheap and plentiful.The taproom is filled with smoke and smells of fish and unwashed bodies. The tavern is run by Julius (CE veteran), a nasty old man and former slave trader. He had his own galley before he ran afoul of Cerulean pirates and lost everything, including his left arm. He doesn’t like seeing his patrons bothered. If the heroes disturb his regulars, he’ll send three of his bouncers (CE thugs) to remove them from the premises.Fryxon, a satyr, befriended Julius a few years back. He provides music for the tavern. If a fight breaks out or the bouncers need help in removing someone, Fryxon will use his pan pipes to help put aggressors to sleep. The Cult of the Snake. This is one ofthe only places to find information about the Cult of the Snake. Fryxon loves to cause mischief, and if asked about the Cult of the Snake, he will loudly introduce the questioners to Grecos and Nero (see below).Tavern PatronsThe tavern is crowded day and night by sailors, bandits, thieves, mercenaries, and other miscreants.Varkon’s Crew. One of the captains is Varkon (CN bandit captain), a half-orc, who is accompanied by a half-dozen of his sailors (CN bandits). They are a rowdy bunch, boasting about their adventures in the Cerulean Gulf. Varkon often works for the Lady of Coins, and he isn’t afraid to drop her name as a threat. He knows the route that leads to the Island of the Dragon, and the Lady of Coins uses him to deliver petrified musicians and perform-ers to Hexia. Varkon also knows where to find the Cult of the Snake’s secret entrance into the Colossus of Pythor.Grecos and Nero. Another table is occupied by two thieves who are members of the Cult of the Snake. They always visit The Satyr’s Tail after successful robberies in order to celebrate by spending their ill-got gains. Grecos and Nero (CE spies) are brothers who love to insult the other patrons with sarcastic remarks. They are also fiercely loyal to the Lady of Coins and, if they notice the heroes investigating the Lady, they will split up. Grecos will let the Lady of Coins know that the heroes are inter-ested; Nero will try to follow the heroes.Wine Merchants. Trellus and Septia (apparently NE commoners when they appear in public) from the Temple of Lutheria (M20) sometimes drop by to deliver new wine to Julius. They are looking for mercenaries to help them track down some missing wine caravans.M20. Temple of Lutheria This small temple stands out from its surroundings due to the obvious wealth that has been lavished on it.The temple interior is dominated by dozens of statues of a grinning, dark-eyed woman with a scythe. Casks and painted jugs of wine are stacked along the walls. The temple is filled with a sweet fragrance. The temple is maintained by a family of wine merchants, keen to promote the worship of Lutheria so as to serve their business interests in the city. The high priest is Trellus (LE cult fanatic), and he is served by six cultists in black robes. His sister and lover, Septia (CE mage), secretly plots to become queen of the city. The siblings officiate in ritual kidnappings and human sacrifices, per-formed every full moon, although they are careful not to kill anyone who might be missed.Admirers of the Horn. If the two discover that the heroes have the Horn of Balmytria, they will offer to buy it for 5,000 gp. If the heroes refuse, then they will secretly plot to kill the party and take it.Quest: The Missing CasksRecently, several wine caravans that should have reached the temple have gone missing. The siblings believe that bandits are hiding out in the woods near the Vineyards of Mytros (M23). They offer 2,000 gp if the bandits can be delivered to them alive (for use in ritual sacrifices), or 1,000 gp for the bandits’ heads.Wine Cellar of Missing ChildrenThe wine cellar of the Temple of Lutheria is a place of horrors. Trellus and Septia currently have thirteen chil-dren (NG commoners) locked away in the cellar, which Septia keeps warded with the silence spell.The children's parents were sacrificed to Lutheria, and their bones are scattered throughout the cellar. The sib-lings intend to induct the children into their cult—and sacrifice those who resist. If the children are freed, they can be sent to Queen Vallus for protection.M21. The Minotaur Market This marketplace is filled with bronze cages, which surround a central, raised platform. A rank barnyard odor assaults your senses. Over a dozen unwashed minotaurs have been locked within the cages. The minotaurs are physically fit but filthy, and many have fresh bruises and superficial cuts from battle. In this market, minotaur slaves can be purchased for 100-250 gp each. There are usually a dozen specimens on display, all of which were recently captured.There are three separate slave houses close to the market. Each is owned by a wealthy merchant who spe-cializes in the sale of minotaurs. The minotaurs are kept in filthy conditions—no better than cattle pens.Minotaurs In MytrosThe citizens of Mytros treat minotaurs as little more than livestock, using them as opponents to be slaugh-tered in the funeral games held to honor the recently deceased. This practice is mirrored and multiplied in the Great Games, which often require hundreds of the creatures. Although some minotaurs used in this manner are captured from tribes in the steppes, others are cap-tively bred for the task. These “domesticated” minotaurs live almost universally in squalid conditions unfit for sentient creatures.Queen Vallus has long sought to end this barbaric practice in the city, but King Acastus and the Order of Sydon have undermined her at every turn. There were a few centuries where minotaurs were merely outlawed from the city, but widespread smuggling and other skullduggery have ensured that the practice of slavery is alive and well.The party may seek to liberate the minotaurs in the market, but it will cause chaos in this district and infuriate the Order of Sydon. The queen would strongly approve of such actions, but most of the district's citizens are cowards who prefer to maintain the status quo.Encounter: Bullbug the MinotaurOne of the minotaurs for sale is Bullbug (NG mino-taur hero), a large fellow even by minotaur standards. Bullbug calls out to the heroes, asserting that he would make an excellent addition to their party. Despite the conditions in the market, he is confident and friendly.Maximus the MercilessMaximus (LE gladiator) is the slavemaster who runs the Minotaur Market. He keeps order in the market with the aid of twelve thugs, and he heaps abuse upon the minotaurs. If any of the heroes are minotaurs and they pass through the market, he mistakes them for escaped slaves. In this case, he approaches the hero and attempts to shackle them, berating them for getting loose.Treasure. Maximus carries 750 gp in his coin purse. He also carries a permit which allows him to sell mino-taurs, which was issued by Commander Gaius of the Order of Sydon. Technically, the permit allows him to transfer oaths of service to his customers, as outright slavery is officially outlawed in Mytros.THE CITY BORDERSM22. Mount Volkan The black, rocky crags of Mount Volkan loom over the northern quarter of the city. At its summit, the great mountain dips into a gently-sloping basin. Although trees grow in abundance on the mountain’s slopes, the interior basin has been cleared to create flat fields. The Great Games are held at the peak of Mount Volkan. The proving grounds for the Games are inside the basin-like crater of the extinct volcano. The Great Games are held outside of the city walls, because they are held sacred as a neutral, non-political event. All of the Kings of Thylea send their best to compete in the Games.M23. The Vineyards of Mytros You come to a vast field with row upon row of grape vines. Although there are no obvious signs of caretak-ers, the vines are thriving, and fruit hangs heavy. The plant life surrounding the vineyard is healthy—but nowhere near as green and lush. These vineyards are owned by a dozen mercantile fami-lies that live within the city. For centuries, these vine-yards have been cared for by a tribe of satyrs.chaPter 3 | suMMoned by the kInG107Encounter: The Fey Glade Following the road through the vineyards, you come to a wooded pass flanked by two large marble statues of leering nymphs. Passing between the statues, you enter a foggy dell carpeted by dead leaves and wild rose bushes. In the mist ahead, you hear the sounds of musical laughter and revelry.It seems that you’ve stumbled upon a glade of fey creatures. This is where the caravans meant for the Temple of Lutheria (M20) have gone. Satyrs have been waylaying the caravans and stockpiling wine casks in the glade. Boreas (NE satyr minstrel) is here, playing a gentle tune upon his enchanted harp. He is accompanied by his brothers, three satyrs, who are drinking wine and enter-taining a dryad. Boreas has permanently charmed a water elemental, which tends to the vineyards for him. The Four Winds: BoreasKyrah recognizes Boreas as one of The Four Winds, a troupe of fey bards who broke into the Temple of the Five and stole her divine instruments. The Boreal harp is one such instrument. Recovering it by force will be a challenge.There is a 75% chance that the harp will be destroyed in the battle, leaving behind a set of nymph-hair strings.Keepers of the Vineyards. Boreas claims that the wine merchants struck a bargain with him years ago, for which he and his brothers were to be compensated in wine. The terms of payment were vague, but the satyrs interpreted it as one cask per month, as long as the vine-yards of Mytros remain fruitful. They claim that they were the ones who enchanted the vineyards, centuries ago, ensuring that the vines would flourish.Trellus and Septia. The merchants, Trellus and Septia, are only humans with short memories, and they’ve broken the oath made by their ancestors. Boreas mocks the siblings, claiming that Lutheria will swal-low their souls as punishment. He offers the heroes his Boreal harp if they will bring him the heads of the treacherous merchants. If the heroes comply, he will smash the harp before handing it over.M24. The Soldier's Gate This heavily-trafficked gate leads northward into the Heartlands. During the day, the road is filled with centurions, pilgrims, and merchants traveling between Mytros and Estoria. At night, the road is patrolled by soldiers with torches, who rotate shifts between a series of stone guard towers. This gate is always guarded by two captains and twelve soldiers. They are replaced each hour by an identical squad from one of the towers along the road.M25. The Harp Bridge This stone bridge is suspended from cascading rays of bright copper wire. When the wind catches the wire, it produces concordant, harp-like melodies. The songs are joined by a chorus of beautiful voices from nearby. This bridge is the gathering point for a flock of sirens. There are over twenty sirens in the flock, and they live in the estates to the west of the bridge. They gather here throughout the day to sing together, and their collective mood fluctuates from one day to the next.There is a 50% chance that they will be joyful and a 50% chance that they will be mournful. On days when they are joyful, commerce in the city flourishes. On days when they are mournful, the city is more superstitious. The Colossus of Pythor The Colossus of Pythor (M14) is a hollow structure, but it is sealed and guarded. In theory, only King Acastus has the password and key to enter the Colossus but, unbeknownst to Acastus, the Lady of Coins has tun-neled up from the sewers. Her servants have built a secret entrance into the interior of the great bronze statue, allowing her to use this as a base of operations.Cult of the SnakeThe Cult is a thieves’ guild that operates in the city’s shadows. They have a headquarters deep within the aqueducts. The cultists have recently been breaking into the homes of wealthy citizens, stealing everything of value, and leaving entire families literally petrified. The leader of the cult is a medusa who calls herself “the Lady of Coins.” She is the sister of Thesilea, the queen of the Amazons, but she fled the Island of Themis after a failed attempt to depose her sister. Refer to the Island of Themis in the Cerulean Gulf for details.Servants of Hexia. Moxena and her minions serve the green dragon, Hexia, and they ferry their spoils to her by ship once per year. Hexia has peculiar tastes: she allows the cultists to keep almost everything of material value, but she collects musical instruments and musicians. They are transported to her in petri-fied form, and she releases them for entertainment at her leisure. Refer to the Island of the Dragon in the Forgotten Sea for details.KEY LOCATIONSC1. Main Entrance (Right Leg) A circular door opens to reveal a small chamber with a spiral staircase reaching upwards. Both the staircase and the walls of the room are forged from bronze, but unlike the statue's exterior, this brightly-polished metal has not been weathered by the passage of time. The locked and guarded main entrance is in the heel of the right foot of the colossus. Two marble golems, each resembling Pythor, flank the door on the outside. If someone tries to open the door without first speak-ing the password, one golem’s head will turn to look at the intruder menacingly. If the intruder continues, the marble golems will attack.The door is locked with arcane lock. It can be picked with a successful DC 25 Dexterity check with thieves' tools. If the arcane lock is dispelled or suppressed with a knock spell, the DC lowers to 15. The spell can be tem-porarily negated by speaking the password, “ADONIS.” This password can be obtained from Vallus.Inside the leg, a spiral staircase ascends to the room in the belly of the colossus (C3). C2. Secret Entrance (Left Leg) A small hole has been bored through the sole of the colossus’ foot. Inside is a room that has apparently been melted out from the solid bronze. A single thug sits at a wooden table by the hole, keeping watch. This entrance has been bored from the sewer system, and the room was created with the disintegrate spell. The hole is only two feet wide, and a makeshift rope ladder hangs down from the room in the belly of the colossus (C3). A thug guards the entrance. If he sees intruders, he rings a bell that hangs beside him before taking any other actions, warning his comrades that there are trespassers in the colossus. C3. The Statue’s Belly This circular room contains a series of coiled bronze tubes that snake around and overlap in a large knot that takes up most of the chamber. One set of pipes stretches a few feet off the ground and has four different colored valves: yellow, red, black, and green. Several minotaurs and a vicious-looking woman wear-ing an eye patch are keeping watch in here. The belly of the colossus is filled with large tubes that resemble intestines. These tubes do serve an important function for the colossus, supplying the chemical biles and humors that power the automaton. The pipes trans-port the biles to all of its extremities.The Bile Traps. There are four different biles: red, green, black, and yellow. Some of these are poisonous to humanoids. The four valves in the chamber give access to the different types of bile. When any bile comes into contact with air, it turns into a gas and retains its colora-tion. Opening a valve takes an action, and the room fills with gas in the next round:• Valve 1 (Red Bile). This odorless gas will cause fits of hilarity. Anyone who breathes it in must make a DC 10 Constitution saving throw or be considered poisoned. Affected creatures are incapacitated by a fit of laughter for 10 rounds. The creature may repeat the saving throw at the end of each of its turns to shake off the effect on a success. • Valve 2 (Green Bile). This has a pleasant smell, but it has a slow, progressive poisoning effect. Anyone who breathes in green bile vapor must make a DC 10 Constitution saving throw or be poisoned. One round after being poisoned, the victim will cough up mucus and take 10 (3d6) necrotic damage. On the next round, the victim will cough up blood and take 21 (6d6) necrotic damage. On the third round, the victim will go into a spasm, takingis said to glow radiant bronze at sunset.Perhaps most miraculous of all, however, was the appearance of the Five Gods. These immortal figures descended from heaven when the tide had turned against the Dragonlords. Some have claimed that they were man-ifestations of Thylea’s own desire to protect her immi-grant children. They took the form of mortal men and women, but their eyes were alight with the fire of divinity.Don’t Spoil the Twist!The people of Thylea do not know the true nature of the Five Gods. Only the gods know it, and they are forbidden to talk about it by the Oath of Peace. The story finale includes a major twist where the Five Gods return to their true forms. Don’t spoil this epic moment for your players!Each of these new gods manifested some portion of the power that had once belonged to the Titans. Pythor, the Lord of Battle, took command of the centurions of Mytros and, after many gruesome battles, the armies of the native races were broken. When the final spear had been thrust into the heart of the Gygan King, the Five Gods fell into a torpor, apparently to recover their strength. The city, it seemed, was safe.But Sydon and Lutheria swore vengeance. The moun-tains shook, the seas boiled with rage, and spine-chilling nightmares descended upon the mortal armies. Such was the anger of the Titans that their retaliation threat-ened to sunder the very foundations of Thylea.In the end, Mytros, the goddess of dawn, sacrificed herself and ascended once more to the heavens in order to rescue her beloved city from destruction.The Oath of PeaceHaving lost their mounts, the Dragonlords commis-sioned a fleet of warships and took to the seas. The greatest of these ships was called the Ultros, captained by one Estor Arkelander. He is said to have sailed into the very depths of the underworld where Lutheria sleeps upon her diamond throne. The other Dragonlords are said to have ascended Phraxys, the Tower of Sydon, where the Lord of Storms watches all.Many songs are sung of the trials and troubles of the Dragonlords, but few can say what actually transpired during their final journey into the perils of the Forgotten Sea. The priests of Mytros watched for signs of the impending apocalypse. On the night of the winter sol-stice, when Thylea’s doom seemed near, the boiling seas suddenly calmed and the nightmares ended.Some days later, a black ship sailed into the harbor of Mytros, carrying the bodies of many of the Dragonlords. The ship was captained by Damon, a powerful wizard who had served the Dragonlords during the First War. He was mortally wounded, but he uttered not a single word. He delivered three precious items to the Temple of the Five, and then vanished in his ship, along with the bodies and arms of his fallen masters. One of the items that Damon carried was a scroll of parchment, upon which was written the Oath of Peace. This Oath was cause for great celebration. Sydon and Lutheria had sworn not to take vengeance upon the mortals of Thylea for a period of 500 years, provided that daily sacrifices to the Titans should resume, and that their temples should be maintained and honored.The Present DayThe Oath of Peace has prevailed for 500 years and, throughout this age, the mortals of Thylea have flour-ished. The City of Mytros grew into a great metropolis, and it has been protected by the twin Colossi, beacons of civilization on the shores of a dark frontier. More settlers came from beyond the Forgotten Sea, and the ranks of humans, dwarves, and elves grew. The remain-ing Dragonlords became kings and established dynasties to rule over the new cities that were founded across the land. As the worship of the Five spread, so also did their power over the land and oceans grow, until every village boasted shrines to Volkan and Pythor, and the dominion of Sydon and Lutheria was nearly forgotten.The Five Gods loved their people and made sure to walk amongst them whenever they could. While five centuries may seem like an eternity, the time now grows near where this period of peace must finally come to an end.The Oracle’s ProphecyWith the imminent end of the Oath of Peace, the Oracle has prophesied the Doom of Thylea: the death of the gods, the destruction of the sacred tree, and the total annihilation of all mortal races. Players in this campaign will take on the role of a group of heroes who have been summoned to the Temple of the Oracle in an attempt to avert this catastrophe.IntroductIon9IntroductIon10TRAVELING TO THYLEAAdventurers who explore the oceans of their world to their farthest reaches will eventually discover the Maelstrom: a terrifying region of hurricanes, whirl-pools, and jagged rocks. Drunken sailors often boast of death-defying encounters within the Maelstrom, but none who have sailed its waters have ever returned.Adventurers who brave the Maelstrom must spend days battling storms, skirting whirlpools, and navigating through treacherous shoals. The passage is so intense that the crew is likely to be rendered unconscious. Lucky adventurers will awaken in calmer waters, under a cloudless sky—a glittering green expanse known as the Forgotten Sea.The Forgotten Sea stretches for hundreds of miles in every direction, and it boasts hundreds of islands. Powerful ocean currents prevent ships from approaching these islands, and any attempt to do so will cause a ship to lose control and be smashed on a rocky shoreline.Watchful sailors may glimpse strange things on the islands: impossibly tall humans in fine clothing, monstrous reptilian beasts, and great stone carvings in the shape of human faces. Intrepid explorers will eventually catch sight of a towering bronze colossus shining brightly on the horizon. This beacon serves to guide ships into the harbor of Mytros, the greatest city in Thylea.Discovering the Lost ContinentThylea may be found in almost any adventure setting. It exists beyond the boundaries of all maps, and its location is unknown to even the most experienced travelers. Sailors often shipwreck here from other worlds.THE POWERS OF THYLEAThe Ancient TitansThe Titans are divine powers native to Thylea. They have existed since the dawn of time.Thylea, Great Mother of AllThylea is the namesake of the Lost Land. She takes the form of a gargantuan tree on an island at the heart of the Cerulean Gulf, and her followers believe that her roots reach deep into the earth, binding the world together in an eternal embrace. Thylea is believed to be a generous, life-giving goddess. The Druids of the Oldwood believe that her will is communicated through the changing of the seasons, rather than through words. Long winters, for example, signal her displeasure; long summers are a sign of her approval.Kentimane, The Hundred HandedKentimane was the most powerful of the Titans. He is believed to be both the husband and eternal guardian of the Great Mother. Many references are found to him in the poetry of the gygans and the centaurs, but few credi-ble sources have survived the ravages of time. Kentimane is usually depicted with one hundred heads and one hundred hands.Sydon, The Lord of StormsSydon is the Lord of the Oceans and all that flows from them. He takes the form of a colossal, bearded man with three eyes, and he carries a terrifying black glaive. He surveys both land and water tirelessly, summoning storms to punish those who displease him. Sydon is a jealous and vengeful god who makes no allowances for the worship of any god but himself or his sister-wife, Lutheria.Thylean DeitiesDeity Alignment Suggested Domains SymbolThe Ancient TitansThylea, Great Mother of All TN Nature Eternal golden ash treeKentimane, The Hundred Handed TN Destruction Spiral of ten stone handsSydon, The Lord of Storms LE Tempest Obsidian eye with garnet irisLutheria, The Lady of Dreams CE Death Crown of black antlersThe Five10 (3d6) necrotic damage and become paralyzed. Each round after being poisoned, a victim can take an action to try and resist: a DC 15 Constitution saving throw stops the poisoning process. • Valve 3 (Black Bile). This vapor causes extreme sadness. Anyone who breathes it must make a DC 10 Constitution saving throw or become poisoned for one minute. While poisoned, they become utterly despondent, they have disadvantage on saving throws, and their speed is halved.• Valve 4 (Yellow Bile). This valve releases a harmless yellow gas that smells like rotten eggs. The foul smell lingers on clothing for one day, causing disadvantage on all Charisma checks.There are three minotaurs in here, along with the female bandit captain. They are all resistant to the One of these days, I should like to return to Mytros and visit my little statue. I think it must get lonely sometimes.— Pythor, God of BattlechaPter 3 | suMMoned by the kInG109chaPter 3 | suMMoned by the kInG110bile vapors, granting them advantage on saving throws against the poisons. The captain tries to open the valves one at a time while the minotaurs engage intruders. The heroes can shut off one of the valves by using an action. C4. The Statue’s Torso This curved, oblong chamber is situated between two staircases. Small circular holes are visible throughout the walls, ceiling, and floor of the room. Round glass doors at each end separate staircases from the cham-ber. The western staircase leads downward, while the eastern staircase leads upward. Two minotaurs stand watch by the east door, apparently unfazed by the sharp, acidic tang that pervades the air. The torso chamber is a large cavity that resembles a stomach. The doors at either end are airtight, with small glass portholes built into them, and they are sealed shut when the heroes arrive. Pipes enter the room from both the ceiling and the floor. The Acid Trap. This chamber is where the gasses that power the colossus are made. When the colossus is active, a powerful acidic liquid is pumped into the chamber and then heated to become a gas. This pro-cess can be activated by using an emergency lever on the outside of each of the exits to the chamber. If either lever is pulled, the doors seal and acidic liquid will pour into the chamber.It takes two rounds for the chamber to fill. Anyone inside the chamber during this time takes 21 (6d6) acid damage per round. On the third round, the walls of the room heat up to turn the liquid into gas. Anyone touch-ing the walls takes 21 (6d6) fire damage in addition to the 21 (6d6) acid damage. On the fourth round, the acid becomes gas and is then pumped out of the room. At this point, the doors open.The process can be ended at any time by pulling either lever to the off position, which immediately drains the chamber and opens the doors. When the liquid is being heated, the only other way to open the doors is to use a knock spell or to succeed at a DC 30 Strength check to force them. If the doors are opened in any way, the process ends and the room immediately drains. Two minotaurs wait on the east side of the cham-ber, watching for intruders. They wait until at least two visible intruders are inside the acid chamber. Then they move outside to pull the emergency lever. Anyone out-side of the chamber at the west end will see the emer-gency lever move into the “ON” position, the doors will seal, and they can clearly see what is happening to their companions through the porthole.Heroes outside the chamber can try to pull the lever to the “OFF” position by testing their strength against the minotaurs. The minotaurs have advantage as they are helping each other, but the heroes can do the same. Once the chamber has been re-opened the minotaurs will rush forward to attack.C5. The Statue’s Chest The main feature of this room is a bizarre, top-heavy furnace that tapers to a rounded point. It hangs in the center of the chamber from a series of pipes that sprout from its top. Two thugs are busying themselves with the furnace’s operation while another two stand ready at the entrance from below. These are four cronies of the Lady of Coins (CE thugs). Heart of the Colossus. The furnace here looks like a heart, and it helps to power the colossus. It is usually dark and cold unless the colossus is active. However, if the thugs hear any intruders below, they will power it up using a lever on the east side of the chamber.The Fire Trap. Once active, the furnace begins to rumble rhythmically, once per round. The thugs will leave the furnace door open so that every time it “beats,” a jet of fire explodes into the room. The blast of fire extends from the opening in a 5 ft. wide stream to hit the back wall. The flames do 10 (3d6) fire damage. Anything within 5 ft. of the back wall is engulfed in flames. The thugs know where the flames go, so they easily avoid the blast.C6. The Statue’s Head This spherical room is clearly the head of the colossus. Two circular glass windows overlook the ocean to the south. Heavy silk curtains line the rest of the chamber. A beautiful woman wearing a platinum helmet lounges on a hammock next to three lifelike statues of a dwarf, an elf, and a gnome. A strange white orb swings gently on a bronze chain at the center of the room. The eyes of the colossus are windows that allow light into this chamber. Behind the curtains, the walls of the room are full length bronze mirrors, a dozen in all. A single cord can be pulled to drop all of the silk curtains and reveal the mirrors. Finding the cord requires a suc-cessful DC 15 Investigation check.The milky white orb that hangs from a bronze chain is the control mechanism for the colossus. Only some-one in possession of King Acastus’s rod of rulership can activate the orb and take control of the colossus. To do this, one must touch the rod to the orb. The woman on the hammock is Moxena, the Lady of Coins—and the leader of the Cult of the Snake.chaPter 3 | suMMoned by the kInG111THE LADY OF COINSThe Lady of Coins (TN medusa) keeps her lair in the head of the Colossus of Pythor. Although few in the city know it, her true name is Moxena.Moxena commands her forces from here, using the chamber as her personal quarters. She has set up a silk hammock on one side of the chamber. She wears a ring of warmth, which she expects her followers to kiss.Statues for HexiaThere are a three statues set up around the room—vic-tims of petrification. The victims include a bard, (Xollos, an absent-minded CN dwarven bard), a poet (Sylla, a shy CG elven noble) and a musician (Gondros, LN gnomish commoner who believes he is the greatest composer of this time, and probably ever).Moxena intends to ship these entertainers to her mis-tress, Hexia, on the Island of the Dragon. If the heroes are able to free the victims from petrification, they are immensely grateful and swear oaths of service.Battling the Lady of CoinsIn combat, Moxena will pull the cord that drops the curtains, revealing the circle of mirrors. She has trained herself to remain focused on one target, so that she doesn’t see her own reflection. With the mirrors revealed, Moxena's petrifying gaze affects everyone in the room, except for targets who close their eyes. The party may be forced to fight with the blinded condition.An Unlikely AllyIf Moxena senses that she has no chance of victory, then she will surrender to the heroes and propose a deal: she will join them on their quest. She has been using her thieves’ guild as a means to gather resources so that she can make war on her sister Thesilea, the Queen of the Amazons. She offers to show the heroes the way to Themis. There they may plunder the island for its many treasures, including the legendary sword Titansbane, a powerful weapon that can be used against the Titans.Moxena's TreasureThere are twoGodsMytros, The Goddess of Dawn LG Life, Light Silver dragon with golden eyesVolkan, The God of Forges NG Forge Silver anvil wreathed in blue flamePythor, The God of Battle CG War Golden hammer and five starsKyrah, The Goddess of Music CG Trickery Silver-stringed lute with five starsVallus, The Goddess of Wisdom LG Knowledge Golden laurel wreath with five starsForgotten GodsNarsus, The God of Beauty TN Beauty Ivory mask with sapphire eyesHelios, The God of the Sun NE Wealth Golden sun with twelve raysIntroductIon11Every temple in Thylea fears the wrath of Sydon. Daily sacrifices are offered to him in every village, even as the settlers continue their silent prayers to the Five. Whenever thunder rolls through the skies of Thylea, you can be sure that someone has provoked Sydon’s anger.Lutheria, The Lady of DreamsLutheria takes the form of a beautiful, black-eyed woman who sleepwalks through the underworld, greeting the spirits of the dead. She carries a crystal scythe, which she uses to harvest the souls of those who displeased her in life. Lutheria commands her followers to live without remorse, to drink, dance, and feast to their heart’s desire, because any day could be their last. She is a mother to the fey races of Thylea, who she strongly favors.Worship of Lutheria is rare among settlers, but she is nevertheless honored with many feasts and festivals because Sydon demands it. Whenever any drink is poured, a libation must be made to Lutheria or else a swift punishment is sure to follow.The Five GodsThe Five Gods are widely celebrated as the settlers’ favored gods. With the exception of Mytros, they are not heav-en-dwelling deities but familiar faces who walk among their people. They have been known to take mortal hus-bands and wives, rule over cities, and sire demi-god chil-dren. They helped the Dragonlords and the mortal races to defeat Sydon and Lutheria during the First War. For centuries, they have blessed the mortal races, protecting them from tyrannical domination by Sydon and Lutheria.Shrines to the Five gods can be found in nearly every settler household. Prayers to the Five must be accom-panied by the sign against the evil eye to ward off the jealous gaze of Sydon and Lutheria.Mytros, The Goddess of DawnMytros, called by some the ‘Silver Queen’ is the most benevolent of the Five Gods and the patron goddess of the most important kingdom in Thylea. She is widely credited with the survival of the city during the destruction and aftermath of the First War, and she is said to appear to her priests as a warrior queen clad in shimmering golden armor. Having ascended to the heavens after a cataclysmic battle with Sydon and Lutheria, she no longer walks among mortals. She is the most powerful of the Five Gods, and the source of most priestly magic in Thylea.Volkan, The God of ForgesNot much is known about Volkan except that he is the husband of Mytros. He concerns himself with artifice and crafting and is primarily worshipped by dwarves, smiths, and wizards. He is depicted as an elderly and wise-looking man (and sometimes as a dwarf ). He is rumored to travel through the Heartlands on the winter solstice, distributing toys and sweets to children.Pythor, The God of BattleA son of Mytros and Volkan, Pythor appeared to the settlers during the First War and fought tirelessly against the centaurs and gygans that threatened to overwhelm the city of Mytros. His praises were sung for centuries after, and he is said to have walked among the settlers in mortal guise, taking women to his bed and fathering demi-god children. A few centuries ago he became the king of the city of Estoria when he over-threw a mad tyrant.Vallus, The Goddess of WisdomVallus is revered as the goddess of wisdom and beauty, and she is believed to know as much about Thylea’s history as Sydon and Lutheria. She was once known to travel far and wide, surveying ancient ruins and col-lecting lore concerning the origins of the land and the fey races. Prayers are offered to Vallus when guidance is needed and information is scarce. She is the oldest daughter of Mytros and, in many ways, she has inherited her mother’s legacy, serving as both queen and patron goddess to the city.The goddess of dawn took her name from the city she loved. She died protecting Mytros during the First War and ascended to the heavens. We humble priests still draw upon the power of her magic.— Aesop of the Dragon ShrineMytros, the Goddess of DawnIntroductIon12Kyrah, The Goddess of MusicKyrah is revered as the trickster goddess of music and poetry. She is the swiftest of all the gods, capable of dis-appearing in the blink of an eye and she can travel great distances with each step. Her voice is said to be more beautiful than any musical instrument. There are very few shrines to her, except among bards, who revere her as the Muse.THE MORTAL KINGDOMSThe Kingdom of MytrosThe city of Mytros was the first settlement founded by the Dragonlords. It was protected by the Goddess of Dawn and grew into a mighty kingdom after the end of the First War. It is the largest city in all of Thylea and the center of commerce, religion, and politics. The Great Games are held outside of the city once a year. The Temple of the Five stands at the center of the city, but in recent years the worship of Sydon has been growing in popularity. The Titan now has his own grand temple that stands across the street from the Temple of the Five. Mytros is ruled by the mighty King Acastus, the last true descendant of the Dragonlords. Acastus is revered across all of Thylea and he is the husband of Queen Vallus, the wisest of the Five Gods. Through some miraculous feat of magic, he has recently resurrected the race of dragons, which were thought to be extinct since the end of the First War. He now seeks to rebuild the ancient order of the Dragonlords and restore the city of Mytros to its former glory.The Kingdom of EstoriaEstoria is an ancient stronghold that has resisted cen-turies of attacks by centaurs, cyclopes, manticores, and other dangers which thrive on the steppes beyond the Arkelon River. The king of Estoria is Pythor, the might-iest of the Five Gods. He rules from his palace at the highest vantage point in the city.From his throne, Pythor can survey the sprawling farmlands of his kingdom to the south and watch vigi-lantly for any new threats that might emerge from the north. Although the Estorians are considered provin-cials by the people of Mytros, everyone knows that the greatest warriors and adventurers of this age are forged in the service of the Lord of Battle.The Kingdom of AresiaThe kingdom of Aresia has long been a rival to the kingdom of Mytros. The two cities have been engaged in dozens of wars over the last several hundred years, which are collectively known as the Aresian campaigns. The reasons for the fighting vary, but one thing is cer-tain: warriors on both sides seek glory in battle.The warrior monks of the eastern shore are amongst the most feared fighters in all of Thylea. Their children begin training with spears from the day they take their first steps, and every adult is required to serve in the militia. Aresians spend their lives in pursuit of ‘degrees’ in schools of martial philosophy, which have been refined over many centuries of defending their borders.Aresian warriors cultivate an air of rugged austerity out of a sense of pride in their history, but it disguises long hours spent on beauty rituals, poetry readings, and decadent feasting. The most powerful families in Aresia are those which take the greatest pains to appear ascetic—eating unspiced gruel and wearing little to nothing in public, while lavishing fine foods and lux-urious garments on their servants in paradoxical and conspicuous displays of wealth. The highest caste war-riors make a point of leading lifestylesthat most closely resemble those of their hard-pressed ancestors.Barbarians of the GulfFor millennia before the coming of the Dragonlords, outsiders would occasionally wash up on the shores of Thylea. These were usually shipwrecked explorers or merchants who were blown far off course. Of all races and nationalities, these people had to live in harmony with the natives of Thylea. They formed tribes and lived on the islands of the Cerulean Gulf. When the Dragonlords came, these tribes fought with the natives of Thylea against the newcomers. In present times the barbarians are still looked upon with fear and distrust by the civilized races. They are seen as being as dangerous as the centaur tribes or fey creatures of the Oldwood. The most feared of the barbarian tribes are the Amazons that dwell upon the island of Themis.PEOPLE OF THYLEAThylea is home to many different races, only some of whom are native to her shores. Thyleans are collec-tively referred to as mortals—even those with very long lifespans. For more information about Thylea's native races, including their origin myths and physical descriptions, refer to the Playable Races appendix.Native Races• Centaurs, Satyrs, and Sirens. These creatures have existed in Thylea for thousands of years. They are common in rural areas but somewhat rare in cities.• Gygans. The gygans are a race of ancient cyclops that were mostly exterminated during the First War.When I first came to Estoria, it was home to little more than goatherds and beleaguered soldiers. But now, we are the pride of the North!— Pythor, King of EstoriaIntroductIon13• Medusae. Medusae are mortals who have been cursed by dark powers. They are secretive and very rare.• Minotaurs. Minotaurs are cursed tribes of humans. They are usually treated very poorly in cities.Settler Races• Humans. Humans are plentiful. Some were ship-wrecked here thousands of years ago, and others came over with the Dragonlords 500 years ago. Humans populate all major cities and settlements.• Elves, Dwarves, Gnomes, Halflings. These races are less common than humans, but they populate all major cities and settlements in fair numbers.• Half-orcs. Half-orcs are rare, and they are not stigma-tized as they are in other lands. There are no orcs.• Tieflings. Tieflings are called “Stygians” and assumed to be servants of Lutheria. They are secretive and rare.• Dragonborn. Dragonborn are exceedingly rare. If they exist in Thylea, then they are hidden away in remote places. Thyleans would be shocked to see one.FACTIONS OF THYLEAThe Temple of the FiveThe Temple of the Five was one of the first buildings constructed in the city of Mytros, and is the oldest civic building there. Elected representatives from the dis-tricts of Mytros and her outlying villages form a council that meets at the temple every new moon. However, the pattern of civic life is increasingly dictated by the Order of Sydon, who believe that the Temple of the Five should be destroyed in order to appease the Titans. King Acastus has taken no sides in this conflict, but the peace is becoming precarious.Centurions of MytrosThe city of Mytros conscripts a regular army of cen-turions to enforce the law of the land. The centurions have a history that dates back to the First War, when they followed Pythor into battle against the centaurs and gygans. Although the centurions honor Mytros at religious festivals, nearly every soldier prays openly to Pythor, the god of battle. The highest-ranking centurion is King Acastus who commands the army and serves as the final arbiter of justice for the city.The Academy at MytrosThe Academy was formed centuries ago and is the center of learning in Thylea. The great wizard Damon was one of its founders, but it wasn’t only an institution for magical learning. It was also a place for philoso-phy and other intellectual pursuits. Now it consists of many colleges devoted to the different schools of magic (divination, evocation, etc.) and to safeguarding the lore of Thylea. It is also a place where Thylea’s interests in theater, song, and other arts are encouraged.The Temple of the OracleThe Oracle is a famous water nymph who dwells in the hot springs below a temple south of Estoria. She has the gift of prophecy, and her soothsaying is heeded by gods and kings alike. Despite her heritage as a daugh-ter of Sydon, she has always had a special fondness for the mortals of Thylea, and she is attended by many faithful priests.The Druids of OldwoodDeep within the Oldwood is a druid grove ringed by monolithic stones. The druids of Oldwood are white-clad men and women who wear laurels and wield oaken staves. They worship the mother goddess Thylea, and believe that the people of Mytros should never have settled in her Heartlands. They perform a daily ritual sacrifice to Thylea, hoping to atone the sins of the mortal races.The Order of SydonThe Order of Sydon are zealots who revere the ocean titan Sydon above all other gods. They watch for signs from the heavens—lightning strikes in particular—and their priests communicate the will of the ocean god to the council of Mytros. The ranks of the order are filled with heavily-armored paladins who wear cerulean cloaks and golden clasps, but they welcome true believ-ers from any warrior background. The Order wishes only to enforce the will of Sydon, and they have been known to destroy shrines to the Five. The Cult of the SnakeThis thieves’ guild operates in the shadows of Mytros. They are headquartered deep within the aqueducts. The cultists have recently been breaking into the homes of wealthy citizens, stealing everything of value, and leaving entire families petrified. The leader of the cult is someone who calls herself the Lady of Coins.Lost Tribe of the GygansThe gygans were Sydon’s favored people, six armed giants with a single eye. Once the greatest civilization in Thylea, the Gygan Empire fell during the First War. The ruins of this empire can be found on countless islands throughout the Cerulean Gulf. The few surviving gygans keep to themselves, but take any opportunity for venge-ance against the hated settler races. Centaurs of the SteppesThe centaurs of the Steppes are a nomadic people divided into dozens of warring tribes. They move through the hills in thunderous stampedes, hunting, foraging, and raiding the camps of other peoples. Centaurs hold themselves to a strict code of honor, and the children of warriors slain in battle are adopted and raised as part of the conquering tribe. During times of IntroductIon14truce, the centaur tribes set up camps along the steppe rivers, drink honeymeade under the stars, and sing tales of ancient Thylea.The Raving OnesThe Raving Ones are a den of fey creatures who worship Lutheria. On the edges of the Oldwood, west of Atrokos, there is a system of caves where they are said to dwell. They sometimes travel along the roads in the guise of maidens in distress, luring travelers back to the den to be torn apart and devoured in rituals to the goddess of revelry. The Raving Ones are the mothers of the goatlings, who are born from the union of a satyr and a Maenad.THE LAWS OF THYLEAThere are several aspects of Thylea that are different from a typical fantasy world. Oaths are expected to be honored upon the life of the swearer, and guests can expect to be shown hospitality even in the homes of their fiercest enemies. When these ancient laws of Thylea are disobeyed, the resulting punishment can forever change the life of a hero.Oaths and curses are not enforced by any particular titan or god. These are natural laws that were woven into the fabric of Thylea at the dawn of time. Even Sydon and Lutheria must honor their oaths or suffer dreadful consequences.Guest FriendshipGuest friendship is a concept of great import in the lands of Thylea. It requires that all hostsshow generosity and courtesy to guests who are far from home, no matter what disputes may divide the two parties. For guest friendship to be established, a host must invite someone into their home and provide them with food or drink.It is expected that the guest should provide a gift to the host to seal the friendship, but the bond is estab-lished as soon as the guest has shared a meal with the host. The bond of guest friendship ends when the guest has departed with the host’s blessing. After that, the two may become enemies once more.However, if one party brings about harm to the other while the bond is in effect, then the friendship is broken, and the offending party is now subject to the curse of the treacherous. The Furies are widely known to be the arbiters of such disputes, and few are willing (or foolish enough) to suffer their wrath.Sacred OathsOaths are sworn between men and their kings all the time, but oaths between men and gods are rarer and more binding. Oaths sworn to powerful creatures of the Fey, or to demons and devils can be just as binding.Oath of PeaceAn oath of peace is one where a powerful creature or king demands that the person swearing the oath will commit no violence against them or any of their serv-ants. There is almost always a time limit to such an oath. Sometimes the time limit can be weeks or months, but other times it may be years or centuries. An oath of peace is central to the story presented in this book.Oath of ProtectionAn oath of protection is one in which a powerful indi-vidual is sworn to come to the aid of another in a time of great need. One of the most famous of these oaths IntroductIon15in mythology is the oath that the Achaean kings swore to Menelaus, husband of Helen. The kings swore to assist Menelaus if anyone ever threatened Helen. When Menelaus called upon the kings to fulfill their oaths, the Trojan War was the result.An oath of protection requires the swearer to answer a call for aid as quickly as possible. Once the threat has been neutralized, the oath is fulfilled, and there is no further obligation. Failure to answer the call, or even allowing the other party to come to harm, will cause the oath giver to be branded an oathbreaker, and they too suffer the curse of the treacherous.Oath of ServiceAn oath of service is an oath sworn by one individual to another. The swearer is required to perform one task, which does not need to be specified when the oath is sworn. Unlike the oath of protection, this task could be of any type: it may even require evil deeds, such as assassination. For this reason, most people are hesistant to ever swear such an oath, viewing it as a last resort.When the oath swearer is called upon, they must answer as quickly as possible. Once the task has been completed, the oath is fulfilled and there is no further obligation. Failure to answer the call, or refusal to com-plete the task, brands the swearer as an oathbreaker and makes them subject to the curse of the treacherous.Mortal CursesCurses fall upon those who break oaths, break guest friendship, make deals with powerful evil creatures or anger the gods. Curses are not to be taken lightly: they publicly and clearly mark a hero’s untrustworthy quality for everyone to see.Curse of the HarpyAny person afflicted with this curse will slowly trans-form into a harpy. It is sometimes invoked by powerful fey creatures such as hags or nymphs when an oath is unfulfilled, though sometimes the gods might punish a mortal with this curse. The only way to stop the trans-formation is through powerful divine magic. Curse of the HarpyTime Curse Progression1 week Cursed individual grows wings and now has a minimum fly speed of 20 ft.2 weeks The wings are now fully grown, increasing fly speed to a minimum of 40 ft.3 weeks Cursed individual gains the luring song ability (see below).4 weeks Creature is fully transformed into a harpy. Alignment becomes chaotic evil, and the character is now under the control of the GM. Only reversible with wish spell.Curing the Curse. Casting the greater restoration spell once per day for three days is required. Each time the spell is cast, the transformation is slightly reversed. However, the spell has no effect once the subject is completely transformed at the end of week 4. Missing a casting requires the whole process to begin again. Harpy Ability: Luring Song. The harpy sings a magical melody, and every humanoid and giant within 300 feet that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to keep singing, but it can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores all other charm effects. If the charmed target is more than 5 feet from the harpy, they must attempt to move toward the harpy by the most direct route. The target doesn't avoid opportunity attacks, but it may repeat a saving throw before moving into dam-aging terrain, such as lava. A charmed victim should also repeat a saving throw when it takes damage from another character, as well as at the end of each of its turns. If a creature's saving throw is successful, the effect ends. Targets that successfully save are immune to this ability for the next 24 hours.Curse of the MedusaA person cursed in this fashion will slowly transform into a medusa. This curse usually comes from bargains made with devils and demons: a mortal might have been asking for beauty or eternal life, but instead was granted the terrifying form of a medusa. Sometimes, ancient fey creatures such as hags will transform a victim into a medusa, often simply for amusement. The transformation can be stopped with divine magic, but without intervention the victim will transform within a few weeks.Curse of the MedusaTime Curse Progression1 week Cursed individual's Charisma improves by 4 points to a maximum of 24.2 weeks Creature's skin turns sickly green. Gains darkvision 60 ft.3 weeks Creature's hair transforms into snakes. Gains the snake hair ability.4 weeks Creature gains the petrifying gaze action.5 weeks The cursed victim fully transforms into a medusa, Alignment becomes lawful evil, and this character is now controlled by the GM. Only reversible with wish spell.IntroductIon16Curing the Curse. Someone must cast the greater restoration spell on the creature once per day for three days, and each time the spell is cast, the transformation is reversed a little. The spells have no effect once the subject has been completely transformed, and if a cast-ing is missed the process must restart.Medusa Abilities. These abilities are described in the medusa playable race entry in the appendix.Final Transformation. After 5 weeks have passed, you may choose to follow the rules described in the table above, but you may also allow an affected player to re-create their character with the medusa playable race, using the same level and class that they were before.Curse of the GraverobberThis curse is visited upon someone who takes any magical item from the grave of a hero blessed by the gods. Those afflicted by this curse cannot eat. After a number of days equal to their Constitution score, the cursed character will gain one level of exhaustion every day until they die from starvation. It is impossible for the person to get rid of the magical item that they stole, even by returning it to the correct grave. It will always return to their possession at midnight.Curing the Curse. Casting the greater restoration spell on the affected creature will remove this curse. The curse can also be removed by finding someone who will take possession of the stolen magical item will-ingly. To do this, the cursed individual must be truthful about the item’s provenance.This would require a DC 20 Charisma (Persuasion) check on someone with an Intelligence score of 10 or less.Curse of the TreacherousThis curse afflicts those who abuse guest friendship or break powerful oaths. Those who violate the tenets of guest friendship are at risk of being cursed by the offended host or guest. Breaking an oath made to the gods will almost always cause the offending mortal to be cursed, but a person might also become cursed for breaking an oath to an especially powerful king, or even a pious beggar. The effect of this curse is directly related to the injustice of the offense.Dispatching the Erinyes. The curse of the treacherous manifests itself in a manner that is unique to Thylea. The Furies, the three queens of the erinyes, gather in the Room of Far Sight in Praxys to determine the severity of the offense. When they have agreed upon a necessary response, they dispatch 1-3 erinyes to punish the target.These erinyes will hunt and try to capture their quarry until they have been defeated. Those captured by erinyes are taken to the Island of Oathbreakers in the Nether Sea (area N), where they must live out the rest of their miserable lives.Hunting as the Erinyes. The erinyes are dispatched from the Island of Oathbreakers, and they must first track down their prey. This takes d100 hours. Every erinyes dispatched in this manner possesses a rope of entanglement. She also has a temporary special ability that allows her to cast plane shift at will.She is only able to cast plane shift on her quarry, and only if the target is restrained by the rope of entangle-ment. If these requirements are satisfied, then the target must make a DC 16 Charisma saving throw. Failing this saving throw causes the target to be banished to the Island of Oathbreakers in the Nether Sea. Adventure Overview Prologue: The ProphecyThe adventure begins in a rural inn called The Sour Vintage. The heroes are summoned by the goddess Kyrah, who has disguised herself as a traveling poet.The Boar Hunt. Kyrah explains that the Oracle has had a vision which revealed the heroes as the chosen warriors who will prevent the 'Doom of Thylea.' In order to confirm this, the heroes must defeat a monstrous boar which the Titans, Sydon and Lutheria, sent to ravage the countryside.Temple of the Oracle. After dealing with the Great Boar, the heroes travel to see the Oracle, who has been captured by a hag. After rescuing her, the heroes learn that they must complete three 'Great Labors' in order to prepare for their confrontation with the Titans:• Drink from the Horn of Balmytria• Light the fires of the Mithral Forge• Recover the weapons of the DragonlordsAct 1: The Great LaborsKyrah suggests that the heroes begin their Labors in the city of Estoria. Estoria is ruled by King Pythor, one of the Five Gods, who should prove helpful.The King's Daughter. But first, King Pythor needs the heroes' assistance to rescue his daughter from being sacrificed to Sydon. Once this is done, Pythor throws a celebration for the heroes and offers them guidance for their quest. The heroes also meet Pythor's father, an absent-minded dwarf who claims to be the god Volkan.The Great Labors. The heroes can use Estoria as a base as they search for clues and complete each of the Great Labors. The Labors require them to visit three locations—The Mithral Mines, The Mossy Temple, and The Necropolis at Telamok. Each of these dungeons can be reached with a half-day journey from the city.The Dream. Once the heroes recover the Horn of Balmytria, they must drink from it to complete their IntroductIon17task. This triggers a dream where two more Labors are revealed—the heroes must recover a ship called the Ultros and an ancient artifact called the Antikythera.Summoned to Mytros. Once the heroes have accom-plished two of the Labors, King Acastus of Mytros sends a detachment of soldiers mounted on dragons to invite the heroes to his city for an audience. King Acastus is revered across the lands, for he seeks to restore the ancient order of the Dragonlords. The heroes should finish their final Labor before answering the summons.Act 2: The DragonlordsWhen the heroes arrive in Mytros, the city is assailed by hurricanes sent by Sydon, the Lord of Storms.The Storm. As the Oracle's Chosen Ones, the heroes are expected to quell the anger of the Titan, and they are faced with a difficult choice. Once this is done, King Acastus thanks the heroes and rewards them with a map to the legendary trireme, the Ultros—the only ship that can brave the storms of the Forgotten Sea.The City of Mytros. The heroes meet Queen Vallus, the goddess of wisdom, who offers the heroes counsel and warns them about the king's ambitions. Afterwards, the heroes are free to spend time exploring the city.The Dead Falls. Eventually, the heroes must travel to the Dead Falls to battle the undead crew of the Ultros and recover the ship for themselves. They encounter the ghost of an ancient Dragonlord, Estor Arkelander.The Celebration. Once the Ultros has been recov-ered, the heroes return to Mytros, and Vallus throws a massive celebration in their honor. She gives the heroes an ancient navigational device called the Antikythera. With this, the Great Labors are completed, and it's time for the heroes to set sail to confront the Titans.The Legendary Crew. Pythor crashes the celebration with his father Volkan in tow. Pythor swears an oath of service to the heroes and joins them aboard the Ultros, while Volkan promises to forge them weapons at the Mithral Forge. But the heroes must make haste—the Oath of Peace will come to an end in sixty days, and the Titans are preparing for war.The Dragon Egg. Secretly, Vallus gives the heroes another gift: a single dragon egg. This is the last dragon egg that Acastus had in his possession. Kyrah reveals that Lutheria gave several eggs to Acastus, and she fears that the dragons will be used to wage war against all the mor-tals of Thylea. She asks the heroes to raise the egg and prove that they are worthy to be the new Dragonlords.Act 3: The Great VoyageNow that the heroes have the Ultros, they must seek out and confront the Titans. However, the first thing they need is the missing gear for the Antikythera.The Cerulean Gulf. There are many islands for the heroes to explore as they search for the gear. The gear is located in the Great Library on the island of Yonder, where Gaius, the commander of the Order of Sydon, makes his base. Gaius and his knights have been a recur-ring problem for the heroes ever since the beginning of their quest. He rides a silver dragon named Argyn.The Forgotten Sea. This region is more dangerous than the Cerulean Gulf and should not be braved lightly. The heroes may sail into the mouth of Charybdis to reach the Nether Sea. Alternatively, they may sail to Praxys, the Tower of Sydon. There are many islands here to explore, some of which are home to great treasures. The heroes must use their time wisely.The Nether Sea. This strange underworld is where Lutheria dwells—aboard a roving barge called Hypnos, the Throne of Dreams. The heroes must locate the vessel in order to board it and confront the Titan. But first, there are several islands to explore where the heroes may learn some of her weaknesses.Praxys, Tower of Sydon. This tower is where Sydon has long dwelled, consolidating his power. The heroes must scale this massive dungeon, floor by floor, to seek out and confront the Lord of Storms. In the end, the heroes are forced to reckon with the Titan's empyrean children. Sydon meets the heroes but refuses a confron-tation—he has plans in motion to attack Mytros.Act 4: The Battle of MytrosWhen the sixty days have passed, the Oath of Peace ends, and the Titans are free to attack Mytros.The Gods Transform. When the Oath of Peace ends, the Five Gods revert to their true
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