Thursday, March 16, 2023

Session 23

 The goddess Vallus sends Artemis from the Royal Palace to aid the trio. Seranfar Hastes her, making her a whirlwind of destruction. Defeat 5 more minotaurs & reach the head of the Collossus, engage the Lady and her 4 eyeless guards. The Lady kills Artemis, but is slain by Seranfar. The Night Hag Morta, one of the Fates, appears to Artemis and tells her she has been deceived by the false god Helios, a golden dragon. Morta charges Artemis with slaying Helios, and restores her to life. Potions of flesh to stone are used to restore two of the lady's victims - the absent minded dwarf bard Xollos and the shy elven noble poet Sylla. The two are intensely grateful, and sing the Heroes' praises throughout Mytros (Fame>11). Gondros the Gnome, a musician who reportedly  believes he is the greatest composer of this time, and probably ever, is kept by Artemis as a nice lawn ornament. The victors and rescuees leave the Collossus, Artemis lowered out through the small hole down to the sewers. 

Day 18-19 Resting & collecting rewards: Sylla's family gives greedy Seranfar 1000gp. Taran Neurdagon gives Seranfar the promised 5000gp, and then another 5000gp for the Lady's enchanted breastplate.
Versi the Nymph tells Leander to bring her the fresh corpse of the Lady of Coins and she'll make him some medusa-blood de-petrifying potions for free (normally 1000gp). "Be sure to give them to your friends, my precious - I couldn't stand to think of you all stony-hard and unyielding!"
Versi can brew 4 potions of stone to flesh from the Medusa's blood (Days 18-21)
After teleporting Artemis, Vallus retires to bed for several days. All four of the gods (Volkan, Vallus, Kyrah and Pythor) seem to be diminishing as the Oath of Peace nears its end. Even Pythor's daughter Meroe has been feeling under the weather recently. Conversely Versi, a daughter of Sydon, seems to be growing in power, and His grandson Seranfar is likewise in rude health. 
Day 20: Long Rest completed.

Session 22

Day 17 (08-15/03/23) Elpis Seranfar & Leander debate with the four greatest philosophers of Mytros, are rewarded with their books, then meet with the wealthy merchant Taran Neurdagon, and investigate the Lady of Coins, a Medusa crime lord. At the Satyr's Tail on Stygian Row meet with Varkon, a friendly half orc ship captain, who points the way. The Lady's lair is discovered within the Collossus of Pythor. Battles with minotaurs. 

Thursday, July 7, 2022

Session Accounts Sessions 12-21

 Session 12

Returned to the mines and fought a load of death dogs and cockatrices.  Artemis nearly got turned to stone!  We found a deep and forbidding shaft as well as a highly suspect dwarven elevator. To no one's surprise it was trapped to fill with oil which would then be ignited. We jammed the pipes so only got a bit steamed.  We also found a giant cerberus corpse on the upper floor. 

After that we on the lower level of the mines we found a lava pit with a salamander - the forgekeeper - swimming in it.

We started to talk with the salamander but then the cub of the dead cerberus appeared.  Very tough fight with Leander, Meroe and Artemis all being one hit away from dead. Artemis fortunately was able to grapple it and bring it down which meant we were striking with advantage. Leander struck the final blow with the butt of doom! 

We now need to work out what to do about the forgekeeper  - apparently she was imprisoned by the dwarves to power the forge. Also there's several tunnels still to explore.

Session 13

Forgekeeper released and has promised to power the Mithril Forge for us for a Year and a Day.  Volkan is already on site and forging stuff!  We get "invited" to visit King Acastus of Mytros by three centurions riding strangely unintelligent/uneducated copper dragons.  The city of Mytros is under siege by a hurricane created by Sydon.  Speaking through his pet minion, Gaius, he's said the price of leaving the city intact is for the people of Mytros to destroy the Temples of the Five Gods.  Clearly wanting to avoid the flack from that, King Acastus summons the Heroes of prophecy to sort things out...

After hearing a series of bad and really bad options (including child sacrifice  ), we suggest that the Five Gods voluntarily offer up some of their divine power in sacrifice to Sydon in order to preserve the city.  This way, while the Gods are weakened, their reputation is enhanced and we take measures to ensure that this is the version of events the people of Mytros hear. 

In thanks King Acastus hands over a map detailing the location of the (in)famous ghost ship, the trireme Ultros (which we'd dreamed about after drinking from the Horn of Balmytria...)

Session 14

In Mytros we explore a bit of the city and then decide to enter the Great (Olympic) Games.  Aster wins an impressive bronze medal in the Running, despite choosing to run in full armour!  Serenfar takes bronze in the Discus.  Meroe takes adamantine (silver) in the Wrestling and Javelin, while the final in the Boxing is between Meroe and Leander.  Being accustomed to unarmed fighting enables Meroe to take the mithral (gold) medal.

Two tavern owners approach her offering 1000gp sponsorship deals.  She chooses Ambrosia of the Siren's Rest (a tavern/bordello).  As part of the deal Aster enjoys a very pleasant evening with an obliging young lady...

The next day while out shopping for some new armour for Aster, he and Meroe encounter a funeral procession of some Sydon-worshippers.  They are towing a cage containing an enslaved minotaur who is to be sacrificed to Sydon as part of the ritual.  Unwilling to see a captive sapient being sacrificed to anyone, Meroe offers to buy the minotaur slave, suggesting that the priest of Sydon could use the gold to instead buy oxen for the sacrifice.  After some "discussion" he agrees and Meroe finds herself the owner of Bullbug the Minotaur who promptly swears to serve her loyally...

Serenfar sacrifices his bronze medal to Sydon.  Aster buys his armour and we prepare to leave Mytros following the map to find the Ultros.

Odyssey of the Dragonlords 11/5/22

Finding the Ultros

During our last few days in Mytros, Seranfar manages to sell the adamantine trident found in the Mithral Mines for 600gp which he gives to Aster, to allow him to upgrade his armour and to buy another 300gp diamond.  With the remaining 100gp we purchase two more Healing Potions.  Aster remains in Mytros along with Bullbug the Minotaur while we set out.

Following the map towards the Dead Falls we retrace our steps part way towards Estoria before turning cross country towards the Sour Vintage crossroads tavern where we first met.  Upon arrival we are greeted as heroes and the drinks flow all night.  Many songs are sung and stories told of the Ultros: shepherds have seen in sailing on the (landlocked) River Lethe; it was Estor Arkelander’s ship, crafted of such powerful magic that even Sydon’s storms could not sink her.  The Dead Falls themselves are said to fall through a hole in the earth into the Underworld, and the rocks near the falls scream their fury at such desecration.

Leaving the Sour Vintage the next day we encounter a strange creature on the path: an immense headless cyclopean monster, its single eye and mouth in the middle of its chest.  We’ve only ever heard stories of such creatures: a Blemys.  It cries out, maddened with grief, that it has killed its human friend – an unfortunate figure (clearly deceased) whom it waves around in its giant grasp.

Seranfar attempts to reason with it but consumed by the strength of its emotions it picks him up and hurls him into a nearby tree.  Artemis moves forwards to grapple it and stop it from following up its attack on the sorcerer but is herself grappled in turn, and crushed into the ground taking grievous injuries.  Meroe moves in attacking it with her Xiphos and the Shield of Volkan and manages to stun it.  Taking advantage of the Blemys’ disorientation, Leander first breaks Artemis free from its grasp, then disarms it, forcing it to drop its immense club.  After that we manage to kill the insane creature.

That night we dream…  we see a single figure on a plain, facing away from us and recognise Lutheria’s voice taunting us, chiding us for seeking knowledge when mortals are happiest left in ignorance.  The figure turns around revealing eyes, mouth and ears all sewn closed.  We wake less rested than before we slept.  Elpis, Leander and Seranfar seem particularly badly affected.  Needing time to recover before venturing onwards to find the Ultros, we call on the goddess Thylea to whom we once sacrificed the Great Boar.  A group of rabbits appear from the forest and lead us to a secluded dell where we spend a restful night.

We spend the next two days following the River Lethe through terrain that gradually becomes more mountainous until we reach a narrow gorge.  The head of the gorge is less than 20’ wide and below us the Lethe cuts its way through the gorge as turbulent rapids, almost certain death should we miss our footing and fall.  The rocks on either side appear to be carved to resemble screaming faces and as the wind rushes past them they seem to scream.  Meroe notices the rock walls starting to move together and shouts for the others to run.  She and Elpis manage to get through, as does Seranfar who has swiftly cast a spell to hurry his steps.  After a momentary flashback to when she was trapped in the collapsing room trap in the Labyrinth of Telamok, Artemis flings Leander across her back and the two just manage to avoid the crushing rocks.  When the rocks part about five minutes later we can see the bloody smear of a bird that hadn’t escaped in time…

Not far beyond the rocks we reach the Dead Falls themselves.  Unlike the similar sized Falls of Arkelon, there is little sound of the roar of water here: the rocks onto which this water crashes lie far beyond us in the depths of the earth, at the entrance to Lutheria’s domain if the legends are true.  Beyond the Falls a shallow lake has formed and floating in it we see a majestic trireme – the Ultros.  It appears to be in good repair but we see no sign of crew though we catch snatches of sailors’ chatter and singing in the breeze.

Meroe sneaks onboard and sees groups of ghostly figures apparently going about the routine business of taking care of the ship.  Once she has returned to the others we plan for Elpis and Artemis to start singing shanties and tavern songs such as might distract sailors, while Leander, Seranfar and Meroe climb aboard.

No sooner have we climbed aboard than we are confronted by a ghostly dwarven Helmsman called Davos.  Leander tries to order the Helmsman to send word to Estor Arkelander that he has arrived, naming himself as a descendant of Xander Huorath.  Davos instead laughs arrogantly and tears away the skin of his face revealing a skull crawling with worms.  The shock catches Seranfar and Leander unprepared, and it is only Meroe’s Aresian-trained self-discipline that enables her to retain some degree of equanimity. 

Striking in tandem Meroe and Leander manage to disperse the ghost of Davos, but not without cost: the horror of what they have seen has prematurely aged both Leander and Seranfar.  Moving forward we lower the boarding ramp so Elpis, Artemis and Kyrah can board the ship.  Kyrah reassures Leander and Seranfar that once we return to Mytros, the goddess Vallus will be able to restore their lost years.

We start to explore the ship.  The oar deck runs the length of the ship with doors leading into cabins fore and aft.  Between the banks of oars sits a pallid, eyeless figure crouched next to a drum.  “Are you ready to sail for Mytros?” she asks in a monotone.  Ignoring her for the time being we go to the forward cabin.  It leads initially into a storeroom with a further door leading to a luxurious cabin in which is a desk strewn with papers and a journal.  Leander reads the journal which tells of Estor Arkelander’s deal with Lutheria to achieve immortality through the sacrifice of his crew.

We then go to the stern cabin where we see six hammocks and find a magically sealed chest bolted to the floor which we are unable to open.  We return to the forward storeroom and Leander uses one of the adamantine javelins to lever open a locked chest.  In it we find six burnished Dragonlord coins, 75sp, 35gp and another journal, this one chronicling Estor Arkelander’s atrocities against the fey and non-human beings of Thylea which incited Sydon’s wrath and led to the First War.

Having found nothing else we spead to the drummer and bid her to take us to Mytros.  She starts to pound the drum and ghostly rowers pull at the oars.  The Ultros accelerates towards a sheer cliff face but instead passes through the rocks.  Water rushes up, sweeping across the decks, forcing us to hold our breath until our lungs start to burn.  Around us we can see creatures of legend from the depths of the sea, then just as we feel we can last no longer the Ultros breaks the surface and we find ourselves on the surface of the Cerulean Gulf.  The gentle movement of the trireme combined with the ship’s unearthly magic sends us into an uneasy sleep.

Once more we dream…  Estor Arkelander walks the decks of the Ultros and we appear to be part of his crew.  He announces his intent to walk into the Fires of Typhon to become like unto a god.  In his absence he asks for volunteers to command the Ultros warning that we have to kill his three traitorous thanes: Davos, Metron and Skathon.  Seranfar, then Meroe take the oath: “I swear upon my blood that I shall captain the Ultros with honour, even as far as the Nether Sea.  My fate shall be bound to hers.”

Acknowledging that Davos has already been killed he leaves us to deal with Metron and Skathon.  In the fore-cabin we confront Skathon who calls to his aid his animated armour “Azurescale” and his animated makhaira “Ebony”.  Having learned from the fight against Davos of the dangers of fighting a ghost we focus our attacks on Skathon.  Wielding the Axe of Xander Artemis lands two mighty blows on the ghost and it falls to Leander to finish him off.  As the ghost dissipates the animated armour and sword fall to the floor.

We take a few minutes to catch our breath and head aft to face the last ghost: Metron.

Session 16 

On the Ultros – the Last Traitorous Thane

As the dream continues we head towards the stern cabin of the Ultros to fight Metron the Navigator – the last ghost Estor spoke of.  We enter the familiar cabin, still with its locked box on the floor and six hammocks swaying from the bulkheads.  This time one of the hammocks sags as if holding an invisible weight.  As we open the cabin door the ghost of Metron fades into visibility, the locked box opens and from it emerge three spectres.

Metron starts to speak but forewarned from our encounters with the other ghosts we attack immediately.  Meroe is fastest but her attacks with the enchanted mithral xiphos go through Metron’s form leaving the ghost unaffected.  She changes target to the spectres.  Leander quickly follows and the spectres are soon defeated, but then four more emerge from the box.

Assessing the situation Seranfar casts a Shatter spell into the room, damaging the spectres to an extent that only a single blow is need to destroy them.  With a path now clear, Meroe reaches the box and slams the lid closed to prevent further spectres from materialising.  Metron screams in fury and attempts to possess Leander but the warrior’s strength of character proves more than sufficient to block the ghost.  Allowing her anger to overcome her, Artemis rushes in and lands two powerful blows against Metron using the Axe of Xander and Metron’s ghost disintegrates.

With the last Thane killed we emerge from the dream onto the deck of the Ultros.  In the distance we can see the storms summoned by Sydon so know we must be near to Mytros.  The spirit of Estor Arkelander appears and congratulates us on our victory.  Speaking to Meroe and Seranfar who had both sworn the oath to captain the Ultros, he offers one of them the chance to be his successor and experience his power.  Remembering the stories of the Dragonlord’s cruelty and obsessive search for immortality, Meroe quickly demurs and urges Seranfar to do likewise.

To Estor’s delight Seranfar’s own thirst for knowledge and power brings him to agree to the ghost’s offer and the Estor’s wraith-like form is absorbed into Seranfar’s body.  We can only watch in dismay his eyes darken to black and his mouth twists into a vicious grin.  After a minute or so his eyes return to normal as Seranfar seems to regain control, but  now and again we can catch the glimpse of something old and evil in his gaze.

On our return to Mytros Queen Vallus comes to the quay and congratulates us on the success of our mission.  Moments later King Acastus arrives riding his silver dragon, Icarus.  Much like Mytros’ other dragons, Icarus’ eyes hold nothing of the fierce intelligence the legends have attributed to dragons.  King Acastus adds his congratulations but dismissively comments that ancient warships will be of less use than dragons and his new order of dragonlords.

Behind us the ghostly crew of the Ultros have vanished, leaving us the need to recruit about 150 rowers for the ship.  The people of Mytros have banded together to offer us gifts ahead of our perilous voyage: four goats, two oxen, a quiver of ten arrows, six healing potions, four climbing potions, four potions of resistance and, most importantly, the Antikythera.

Vallus explains that we will need to use the magic of the Antikythera to quickly navigate the Cerulean Gulf as only sixty days remain before the Oath of Peace ends.  She warns that before he left for the Isle of Yonder, Commander Gaius stole a gear from the Antikythera which we will need to recover to navigate the Ultros beyond the Cerulean Gulf and out into the Forgotten Sea.

A keledrone sent by Volkan delivers the finished version of Pythor’s greatest weapon to Meroe.  Seranfar is sufficiently unnerved by Estor’s presence in his mind that he takes a white ox to Lutheria’s temple to sacrifice it and ask for the intercession of the goddess of death and dreams.  He talks with Lutheria’s priest Chondrus who expresses his concern at Seranfar’s role in the upcoming fight.  Estor’s spirit is pushed into a magical torpor, but Seranfar is warned that the measure is only temporary…

As we wait in Mytros for a crew to be recruited for the Ultros and provisions to be laid onboard, we go to the theatre and, to the delight of the audience, recreate the fight with the Cerberus of the Mithral Mines.  As no one else needs it, Meroe suggests giving Ebony, the mithral makhaira, to Bullbug and also purchases a shield for him to use.

The gods Vallus, Kyrah, Pythor and Volkan are to accompany us along with Bullbug the minotaur and Versi, the Oracle.  Leander tries to suggest to Versi that they should take some time apart, but Versi seems unconvinced by his argument.  Vallus also presents a small, ornate casket to Kyrah who receives it without comment.

Vallus goes on to explain how the Antikythera works: each island in the Cerulean Gulf (and the Forgotten Sea) is represented by one of the constellations.  The Antikythera (which can only be adjusted on land) is set to point to one of the constellations and then it gives a course to guide the ship to the corresponding island.  Between us we know a few of these connections:

The Second Constellation – the Prisoner – refers to Fire Island

The Fourth Constellation – the Tricksters – refers to Chimera Island

The Seventh Constellation – the Centaur – refers to the Isle of the Scorpion

The Eighth Constellation – the Queen – refers to Indigo Island

The Ninth Constellation – the Twins – refers to the Isle of Themis

Versi tells Leander that she has had a vision of a dragon’s egg on Fire Island.  She then speaks with Aster, telling him that the Antikythera could be modified to travel beyond the Forgotten Sea and outside Thylea.  She warns him that it would take the skill of one of the legendary Gygan smiths to do this, naming Steros, Bront and Garzoon.

Vallus tells Seranfar that the Fortress of the Dragonlords will be found in the Garden of Helios.  As Seranfar doesn’t know where this is he speaks with other heroes.  Artemis relates an incident that occurred to her when a being claiming to be Helios tried to seduce her.  She recalls hearing that he lived on an island in the Forgotten Sea.

We decide to offer one of the oxen as a sacrifice to Sydon in the hope it will ease our way through the storms when we depart.  Seranfar takes the sacrifice to the temple of Sydon and takes the opportunity to ask a few more questions about Commander Gaius and the Isle of Yonder.  When he returns he tells us the Isle of Yonder lies under the First Constellation – the Gygan.

On the day of departure Artemis and Elpis recognise Loreus, the satyr from the Mossy Temple, in the crowd.  He’s selling small trinkets so we buy one each: Artemis gets a bronze pentacle etched with a rat’s head; Elpis gets an unbending needle; Seranfar receives an ugly cameo brooch; Meroe gets an unintelligible map; while Leander picks up some knucklebone dice.

With all the preparations completed we set sail from Mytros, Fire Island our first destination…

Session 17

The Dragon Egg of Fire Island

Day 1

With the Ultros finally fully stocked and crewed we set the Antikythera for our first destination: Fire Island.  To the cheers of the crowd we row past the Columns of Pythor and out into the Cerulean Gulf.

That evening when we are about twelve hours out of Mytros a siren lands on the trireme carrying a letter.  Aesop, Keeper of the Dragon Shrine, tells us that the four dragons of Balmytria’s brood have possibly been captured and we should listen for any rumours as they might be held on a island somewhere…

Seranfar tries to access Estor’s memory to see if he can discover the name of Estor’s dragon.  With Estor’s consciousness still quiescent thanks to the ritual at the Temple of Lutheria, he finds nothing more than a deeply held anger and resentment towards the dragon who had “abandoned” him.

Day 2

As dawn breaks we glimpse Fire Island on the horizon, silhouetted in front of a huge dark storm cloud – a hurricane sent by Sydon at the heart of which we can just about make out the immense shape of an Empyrian – that thankfully is paying us no notice.  Rather than run before the wind and seek the refuge of Mytros we trust in the Ultros’ reputation for seaworthiness and sail into the heart of the storm.

With Meroe at the helm, guided by Seranfar’s navigation skills we weather the worst the storm can throw at us.  By the afternoon the storm has passed and our weary rowers push us towards our destination.  With the sun low in the sky Meroe is able to spot the reef surrounding the island, and with a leadsman at the bow we make our way safely into the lagoon.  Despite the crowded quarters, we remain aboard the Ultros overnight, unwilling to risk the unknown dangers of Fire Island in the dark.

Day 3

Fire Island apparently derives its name from being volcanic.  The centre of the island is dominated by a large volcanic cone and a strong smell of fire and brimstone warns that the volcano is active.

At first light we row to the beach and are met by a female lizardfolk attended by six others.  She introduces herself as Vytha and says she’s seeking our help.  She tells us “Jancor has corrupted the Fire Walkers to serve his lord, Sydon, and his turned them away from the worship of the Goddess.”  She further goes on to tell us that he has dragon eggs and is served by two cyclops.  She warns us that Jancor also has possession of some kind of artefact and that there are a number of pteradons roosting around the volcano.

As a gesture of welcome she offers to prepare a feast including her youngest son, Psskht, as part of the menu.  Elpis convinces her it would be a more useful role for the youth to accompany us as a guide.  Led by Psskht and accompanied by Kyrah and Bulbug we ascend the side of the volcano.

It takes most of the morning but we eventually reach the rim of the crater and look down into the caldera.  Buildings linked by bridges run around the sides of the caldera at the centre of which magma bubbles lazily.  The route down to the nearest bridge has been formed of a giant skeleton of some worm-like creature.  The top of the bridge is guarded by four lizardfolk and a pair of salamanders.

Despite never having fought salamanders before we advance to attack.  With a swift series of blows Meroe manages to injure the first salamander but is engulfed by its fiery aura.  When it counterattacks she falls to the ground unconscious.  Bullbug screams in fury and leaps to attack it but his greataxe does little damage.  With his foes immune to fire magic, Seranfar settles on hasting the minotaur.

As the first salamander falls the second tears into Leander, nearly killing him and throwing him down the slope towards the magma lake.  It’s sheer chance that stops his fall halfway down the slope.  Elpis revives Meroe with a healing potion and, still being badly wounded, she attacks salamander and lizardfolk with her chakram.

Eventually the bridge guards are killed without their having the opportunity to raise the alarm.  Supported by Artemis we belay down the slope to rescue Leander and then pull back to take time to recover from the close run fight.

At the base of the bone bridge the path offers two options: left into a large adobe building with substantial double doors, or right towards another building roofed by a giant turtle shell…

The Dragon Egg of Fire Island – Part 2

Day 3

While we rest following the fight with the guards, we discuss tactics to use against them.  At the same time Aster catches up to us as he had left the ship after we had.  He offers prayers to Mytros to aid Artemis, Leander and Meroe.

After some discussion we decide to head for the more impressive building crowned by the giant turtle shell.  Bullbug kicks open the impressive doors revealing a single, large room.  On a dais in the centre sits a lizardfolk King holding a staff carved with arcane runes.  At his side stand a shaman and a salamander.  A small copper dragon is coiled sleepily at his feet.

The King challenges us to explain our presence in this domain of Sydon.  Seranfar replies that he is the grandson of Sydon so the King welcomes him and his minions in their fight against the heretic worshippers of Chalcia, the titan imprisoned by Sydon and Lutheria beneath the volcano.   The King says that the copper dragon is a gift from Sydon and at Seranfar’s urging, he quietly tells him that another dragon egg is in a cave guarded  by salamanders on the far side of the caldera and that you need to cross the edge of the caldera to reach it.

We step outside of the Throne Room to consider our options.  Seranfar supports working with the Lizard King against the followers of Chalcia in order to claim the egg as the grandson of Sydon.  The rest of us feel uncomfortable leaving forces loyal to Sydon in place so close to the end of the Oath of Peace.

In the end we decide to attack.  Unwilling to take an active part in the fighting, Seranfar casts Haste on Artemis and stays out of the way.  We re-enter the throne room and Aster uses the Horn of Balmytria to paralyze the salamander.  Meroe activates the Flame Tongue aspect of her sword and charges in, killing the lizard shaman.

The wyrmling copper dragon wakes up and attacks Meroe with a cloud of gas, but she resists it.  Seeing the dragon attacking his friend, Bullbug charges in and kills the creature with a single blow.  As his fury abates he looks down on the small dragon’s corpse with sadness.

Artemis charges at the paralyzed salamander landing three powerful strikes with the Axe of Xander and nearly kills it outright.  Leander finishes it with a javelin.  Seeing the way the combat is progressing, the Lizard King tries to flee but his route is blocked by the Tentacle of the Deep summoned by Elpis.  Moments later Meroe catches up with him and stuns him.  After that he is an easy target for Bullbug, the Tentacle and Artemis, who lands the fatal blow. 

Bullbug picks up the staff that the Lizard King had dropped, looking at it in curiosity.  Elpis calls out that she wants to have a look at it, but Seranfar is quicker off the mark and his honeyed words convince the minotaur to hand over the staff.  He drops into a trance, apparently communing with Sydon, and announces it is a Staff of Thunder and Lightning.

Meanwhile Bullbug goes over to the corpse of the small copper dragon and wraps it carefully in a blanket.  Sympathetic to Bullbug’s distress, Aster goes over and casts Gentle repose on it before Bullbug puts it in his pack.

Kyrah tells us quietly that Seranfar is fated to restore the Dragonlords and that he carries the spirit of his grandmother held in a locket.  Knowing that both his Grandmother spirit as well as the spirit of Estor Arkelander are whispering their own agendas in his subconscious, the rest of us remain concerned about Seranfar’s ultimate motives.

We rest in the Throne Room for about ten minutes while Aster casts the ritual Water Walk which should help us if anyone falls into the lava.  We continue on to the next building inside which Meroe can hear the quiet conversation of lizardfolk who appear unaware of our presence.  Unfortunately they realise we’re there when we try to open the door and find it locked…

Instead they muster and open the door to confront us.  It turns out to be a boon for our spellcasters as Aster casts Faerie Fire, Elpis summons the Hunger of Hadar, and Seranfar casts Fireball.  Unsurprisingly none of the lixardfolk survive.

Kyrah returns, telling us that she has passed the word to many of the other lizardfolk that their King is dead.  She also tells us that according to some of the lizardfolk she spoke with that a Jancan smith is living in one of the caves in the caldera.

The nearest cave is directly behind the building where we had just killed the lizardfolk, so we climb up to it.  Meroe leads the way accompanied by Bullbug.  A Jancan smith wearing a set of coloured monocles looks up from his workbench where we can see many mechanical creatures.

He introduces himself as Steros and, as Meroe talks with him, tells us that his father Bront is held on the Isle of the Amazons.  We invite him to come with us on the Ultros, telling him that we are likely to go to the Isle of the Amazons at some point and we would investigate the whereabouts of Bront.  Artemis meanwhile is fascinated by an as yet incomplete construct of a mechanical goat and offers Steros a Dragonlord Coin for it.  Aster just promises to go after Bront to rescue him in return for payment of a mechanical owl. 

Session 19

As we rest in Steros’ cave, a patrol of four lizardmen enters.  Reacting quickly Meroe kills the first, then Aster calls a Moonbeam down on them.  Artemis shoots one while Leander throws a couple of javelins at another.  The last is killed by Elpis’ Eldritch Blast before it can escape and raise the alarm.

We move on to the next chamber, this one similar to where we fought the Lizard King as it’s formed from a giant turtle shell.  Listening at the door Meroe hears a somewhat diffident female lizardfolk wondering if it was worth sounding the alarm.  Leander kicks in the door, then he and Meroe rush in.  The room is dominated by a huge statue of Sydon with its three eyes crafted from emeralds.  We also see a Lizardfolk Queen accompanied by two shamans.  Meroe stuns the Queen and one of the shamans while Leander engages the other, tripping it to the ground.  The rest of the heroes charge in.  The ensuing fight is short and brutal.

In the throne room we find a single burnished Dragonlord coin, but despite temptation decide discretion is the better part of valour and leave the emeralds set as the statue’s eyes undisturbed.

Beyond this room we find a prison block where Pskkh identifies three of his fellow tribesmen.  The two large lizardfolk guards are swiftly killed and the prisoners released.  Pskkh suggests he escort them back to his people along with the news that Jancor the Lizard King and the Lizard Queen have been slain.

Continuing onwards we find a finely decorated cave in which is a crystalline pool housing several fire snakes.  There is also a chest which contains Jancor’s treasure: 400gp; 1100sp; 2 emeralds @500gp; 1 sapphire @1000gp.

From a nearby cave we hear a voice greeting us.  A cyclops steps out, introduces himself as Polyphoros, one of Jancor’s advisors, and challenges one of us to an arm-wrestling contest with the prize of information on a powerful magic item should we win.  Meroe accusing him of lying, and as Polyphoros growls in anger Aster’s magic sends him into a magical slumber.

Elpis shatters the crystalline pool, killing the fire snakes.  The rest of us tie up Polyphoros and once he awakens question him about the Dragon Egg.  He tells us it’s guarded by a mated pair of salamanders along with several fire snakes.

Polyphoros goes on to confess there was no powerful magic item – he simply was hungry and wanted to eat us.  Aster scolds him and tells him of the glory of Mytros, pointing out that the goddess’ power had placed him at our mercy while Sydon had offered no protection.  Polyphoros is convinced by Aster’s arguments and promises not to eat any of the children of Mytros.

Session 20

With the objective of our visit to Fire Island close at hand we consider how best to cross to the side of the crater where the salamanders’ cave is located along with its priceless treasure.  Aster casts Water Walk to aid us in crossing the lava field where is misstep could send us into the boiling magma.  Calling on his divine power, Aster soars into the air while the rest of us dash across the baking hot stones to the far side.

Entering the cave we see three salamanders – two with bows and one with a glaive – and four fire snakes.  Meroe dashes forwards and uses the magic of the Rod of Pythor to terrify her enemies.  Unable to approach Meroe, the glaive-wielding salamander savagely attacks Bullbug, nearly killing him.  The fire snakes slither to the salamander’s assistance and Bullbug falls unconscious.

Meroe hurries over to him and tips a healing potion down his throat, returning him to consciousness, but two of the salamanders co-ordinate their attacks against him and Bullbug is killed.

Enraged by the death of our ally, Artemis tears into the glaive-wielding salamander, killing it, while Leander destroys the four fire snakes before closing with the next nearest salamander that is being menaced by Elpis’ Tentacle of the Deep.  Between them they kill that one.

Holding the Staff of Thunder and Lightning that he took from Jancor’s corpse, Seranfar charges forward and strikes the remaining salamander with a mighty blow that resounds with magical thunder.  Meroe moves to assist him and the last salamander soon falls dead to the ground.

Leander collects the precious Dragon Egg from the fire snakes’ nest while Aster calls on Mytros to allow Bullbug’s spirit to remain with his body so he can be revived once Aster has had a chance to rest.  Carrying the Dragon Egg along with our deceased comrade we return to the Ultros.

That evening a great feast is held to celebrate our success and we consider where to go next…

Day 5

After some discussion we decide to use to Antikythera to set our course for the Isle of the Chimera as there had been rumours of a giant chimera terrorising shipping across the Cerulean Gulf, and the head of a chimera would be a useful component for Volkan to use while working at the Mithral Forge. 

Aster recalls a dream he had where the ship on which he had travelled to Thylea had been wrecked on the shores of a rocky island but he’s unsure if it was Isle of the Chimera.

Through the intervention of Mytros Bullbug is revived.  After some discussion regarding the nature and character of heroes, Vallus and Kyra admit they have three scrolls of Revivify.  Two of the scrolls are handed to Aster while the last remains in the goddesses’ keeping.

Day 7

As the sun rises the Ultros reaches the crescent-moon shaped Chimera Island.  In its lagoon we see a number of ships, most of them old and decaying.  Moments later we also see the shape of a massive chimera soaring above the island…


Session 21

Day 7

As we approach the island we see a second chimera join the first.  While both have the traditional three heads: lion, goat and dragon, on one the dragon head is white; the other’s dragon head is black.

The two swoop to attack the Ultros, blasting us with the breath weapons of the dragon heads.  We scatter along the length of the ship to make it more difficult for them to target a crowd, striking at them with ranged weapons and spells as they fly past.  Pythor, currently sober, climbs the mast and prepares to leap on one should it venture too close.

They hold off, waiting for their energy to recover so they can once again use their breath weapons, but they are close enough that we can still strike at them with many of our ranged attacks.  One, more heavily wounded, turns to flee while the other roars in rage and dives towards Pythor.  It proves a grave tactical error as Pythor leaps at it, grapples its wings and brings it crashing down onto the deck.

Once grounded it is attacked by Seranfar, Meroe and Pythor, but it is Aster who lands the fatal blow.  In the meantime Artemis has been shooting at the retreating chimera using her mighty bow.  She lands a couple of strikes but the chimera reaches the central mountain on the island and disappears into a cave, bleeding heavily.

While we rest and recover from the fight, the crew brings the Ultros to anchor and sends out teams to search the wrecked ships grounded in the bay.  After about an hour we start the long climb to the chimera’s cave.

As we near its lair we see the ground littered with the bones of countless creatures: human, humanoid, horses and even a few whales.  Entering the cave we find the chimera too has recovered some of its strength, but it’s to no avail.  Pythor charges in and lands a mighty blow, staggering the creature.  Seranfar stuns it using the Staff of Thunder and Lightning and then it’s a straightforward matter for Artemis and Leander to finish it off.

In the cave we find the chimera’s treasure: 11,000cp, 7,600sp, 12,300gp, 25 x 100gp gems, 3 necklaces @500gp each and 7 platinum rings @150gp each.  Aster recognises the latter as they belonged to the crew of the ship he was on travelling to Thylea.

That night we rest on the deck as Kyra tells us the Legend of the Bear.

Day 8

The next day after some discussion we set the Antikythera to guide us to the Isle of Themis, the land of the Amazons.  As we sail SSE we see a raft, apparently from a shipwreck, on which sit three beautiful women.  Seeing the Ultros they start to sing…  Entraced by their songs Pythor and Meroe leap into the water and swim towards the raft, but as they get closer they see the beautiful women are in fact three hags.

The surprise is sufficient to break their enchantment.  Meroe starts to swim back towards the Ultros while Pythor reaches the raft and climbs aboard to attack them.  Artemis leaps into the sea, forgetting in her enthusiasm for battle that centaurs are ill-designed for aquatic combat…

Seranfar and Aster blast the hags with spells as their attempt to turn Meroe and Pythor into crabs fails.  Two of the hags are killed and the last leaps into the water to try to escape, but Pythor follows her.  Even her element a sea hag is no match for the God of War and Pythor kills her.  It proves much more time-consuming to rig a sling to haul Artemis back on board the Ultros.

**

That night we dream…  Lutheria whispers to us: “why do mortals feel the need to explore and seek out what lies beyond the horizon?”  She shows us a vision of shipwrecks sailors, overcome by rage and hunger, who have turned to cannibalism.  As we watch, unable to look away, they tear at each other with desperate fury.

Day 9

We wake and find that Seranfar, Leander, Artemis and Aster have been consumed by bloodlust from the dream – only Meroe, Bullbug and Pythor have remained sane.

Before he can act, Bullbug is critically wounded, bleed out on the deck.  Knowing the danger posed by Seranfar’s magic, Meroe tries to stun the sorcerer, but he resists.  It takes Pythor’s mighty strength to throw Seranfar, Leander and Aster from the ship into the sea.  Meroe quickly tips a healing potion down Bullbug’s throat.

Unbeknownst to us Aster can fly and then turns invisible, biding his time to attack at the most opportune moment.  Seranfar blasts the deck of the Ultros burning Artemis, Pythor and Bullbug, sending the latter unconscious again.  He also uses the Staff of Thunder and Lightning to attack everyone, deafening Artemis and Meroe with the Thunderclap.

Pythor tosses Artemis into the sea as Aster targets Pythor with a Guiding Bolt, only to miss as the God of War is able to see Aster through his shroud of invisibility.  Splashing around in the water Seranfar, Leander and Artemis attack each other.  Seranfar is the first to lose consciousness and is at risk of drowning.

Then Kyra starts to sing and her magic breaks Lutheria’s curse – except for Artemis who, deafened by the Thunderclap, cannot hear her song…  Leander manages to knock Artemis unconscious with the butt of his spear even as Aster disembodied voice calls out that he will save Seranfar.

Pythor dives in the water and hauls out the unconscious centaur back onto the Ultros by sheer brute force before assisting Leander.  Aster brings Seranfar aboard and heals him.  Exhausted by the fight and Lutheria’s manipulation we slump to the deck as the ship continues towards the Isle of Themis.

Monday, March 21, 2022

Session 11: Trogs 27-28/3/500 XP: 9078+1000=10,078/14,000

 27/3: Enter the Mithral Mines, battling savage troglodytes (the king & his court depart after giving Meroe his Headband of Intellect), recover 2 centaurs 1 alive 1 dead. Retreat and meet with centaur band, drink under the stars. Aster converts the centaurs to the worship of Mytros. Revivify the dead centaur.

28/3: Return to the Mithral Mines, kill a two headed death dog.



Sunday, March 6, 2022

Session 10 23-26/3/500 XP: +1000>9078/14000 Fame: +1>7

23/3: Aster enjoys the plays of the Wine Festival, and narrowly avoids losing his heart to a leading actress.

24/3 Travel east to Woodhike halfling & gnome village meeting sprites on the way. Upstream defeat 8 brigands and bring a friendly cyclops back to the village as their guardian.

25-26/3: Travel west to the Great Falls of Arkelon, meeting 12 centaurs 25/3 who ask party to find two missing centaurs taken by Troglodytes. 

Sunday, February 20, 2022

Session 9 15-22/3/500: Xander Huorath L5 XP 6853+1225= 8078/14000

 XP 5 minotaur skels 450x5= 2250 3 skel hoplites 300 > 2550/6 = 425. Quest completion gain the armour of Xander (Breastplate of Mytros) +800 each. Total 1225 each.

Back in Estoria celebrating their triumph, a halfling village leader asks the Heroes for help with some brigands - and a cyclops.



Sunday, February 6, 2022

Session 8 15/3/500: The Labyrinth of Xander. L4>5 XP 5945+908=6853

Party enters the Labyrinth of Xander Huorath, always turning left. They defeat Graxis, many undead, and the False Tomb. 

XP: 3 minotaur skeleton 1350, Graxis, Keeper of the Labyrinth 2000, 12 skeleton hoplites 1200, False Tomb rug 450 &  mimic 450 = 5450/6 = 908 xp each.

Graxis




Sunday, January 23, 2022

Session 7 15/3/500: The Necropolis at Telamok. L4 XP 5445+500=5945/6500



 15/3: The Mithril Mountains. Defeat 3 harpies on the mountain road. Reach the Necropolis and Damon, its Lich-Guardian. Damon greets Leander as an old friend. Tour the tombs of the Dragonlords; Kyrah is unhappy at the tomb of Estor Arkelander. Claus the tomb-robber returns the stolen necklace and is freed from his curse, promising Meroe to serve the Temple of Mytros. Come to Leander's empty tomb; the friezes indicate he once had a wife. Visit the great Tomb of Balmytria, then enter the Labyrinth of Xander Huorath. Destroy two guardian skeletal minotaurs, one flees, turned by Aster.

XP (each): Harpies + skeletal minotaurs 200, meet Damon 100, explore tombs 100, end Claus's curse 100. Total 500 each.



Sunday, November 28, 2021

Session 6 The Rock of Estor; Travelling to Telamok. 11-15/3/500. L4 XP +1240 >5445/6500

11/3 Meet with Pythor,

12/3 Chained to Rock of Estor at dusk, kill two basilisks.

13/3 Released at dawn, celebratory feast at palace.

14/3 Leave for Telamok, meet with Centaurs. Overnight at ford inn. Rumours of a great storm in the Cerulean Gulf.

15/3 Into the mountains. Capture and release female Cyclops. See Hands of Kentimane. Approach the Necropolis of Telamok. 


Sunday, November 14, 2021

Session 5; 5-11/3/500. Commander Gaius. L4 XP +620 >4205/6500

5/3: Kill 2 maenads & 5 goatlings (1 escapes) and rescue 12 more youths. Rest overnight in the Mossy Temple.

6/3: Leave the Mossy Temple. Kyrah escorts 4 youths to Mytros, accompanied by Meroe. Others head north for Estoria. Leaving the Oldwood & heading west along the north bank of the Arkelon River, when confronted by Commander Gaius of the Order of Sydon astride a silver dragon, then attacked by 5 Sydon-worshipping centaurs. Elpis the Satyr is slain after wounding Gaius, but is returned to life by the intervention of the spirit of her mother Roxana. The centaurs retreat. Camp overnight in a shallow cave.

7/3: Head for Estoria, stay that night at a roadside inn.

8/3: Reach the southern outskirts of Estoria around noon. Aster visits the Dragon Shrine, is thanked by Keeper Aesop, and begins research into the Antikythera Mechanism. Lodging at Dragon's Tooth Inn.

9/3: Elpis gets a breastplate from Volkan's Hall.

10/3: Meroe rejoins the party at the Dragon's Tooth.

11/3: Kyrah rejoins the party. Summoned by the King.

(15/3: Night of the Full Moon. Princess Anora due to be sacrificed at the Rock of Estor.)

____________________________________

XP

Monster XP:

5 goatlings 250

2 maenads 1400

Total 1650/6 = 275 each.

Youths rescued 120 each.

Battle with Centaurs 225 each.

Total 620 each.

Approaching Estoria

The 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.

News of your coming with the rescued teens and the Horn of Balmytria precedes you; a small crowd of locals gathers along the roadway to watch as you approach the city. A few of the teens spot relatives, and there are several grateful reunions and shouts of "Praise the Heroes! Praise them with Great Praise!"

The land here seems dry and parched, despite the time of year - clearly it has not rained in weeks. Approaching the city from the south, you see ahead  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 lumbering along the dusty road.

Meroe is well acquainted with Estoria, though she has not been here in some years. Since the dragon took her mother, her father King Pythor has spent most of his time in a drunken stupor, mixed with the occasional alcoholic rage.

__________________

Entering the city, several of the teens are swiftly reunited with their families, to much rejoicing. Here and there is weeping from mothers whose sons will not return.

Accompanied by a small throng of admirers, Corinna and about a half dozen remaining teens whose families dwell in the vineyard vales east of Estoria, you arrive at the city Agora (E5). *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. * Around the outside of the agora are long, open air buildings that have shops in the back.  It looks as if you should be able to sell most of your loot here.

____________

As Aster is trading with the merchants, he encounters a starved looking man desperately trying to sell an emerald necklace that he claims to have found at the Necropolis at Telamok.  Claus is willing to sell it for only a few gold, but none of the merchants in Estoria are willing to buy it. Claus spots Aster and sidles over to him. "My friend! This is a mighty *Necklace of Fireballs * taken from the Necropolis - to such as you, only 1 gold!" The plump jeweler Aster was talking to yells: "Claus! Be off with you, and your cursed necklace!" Claus scowls.

_____________

Claus mumbles something. The merchant speaks up: "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 for him 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." Claus nods dumbly. "You'll be hungry - but only 'til you sell it to someone else!" he suggests hopefully.

_____________

To the west of the Agora is the Amphitheatre, it looks as if a matinee performance is just beginning. To the north on the right is the great smithy of Volkan's Hall, a large building with fortified stone walls and a shingle roof. A sign hangs from the building’s heavy, bronze-banded doors. And beyond that on the left you can make out the large merchant's inn, the Dragon’s Tooth. It's an expansive red brick building with carved white stone accents. 




Sunday, October 31, 2021

Session 4 5/3/500 XP 1200, L3>4 XP 3585/6500

Party defeats roots & three ochre jellies in the ancient baths then descends into the grotto, leaving flowers in sacrifice to Sydon at the Gygan statues guarding the stairs. Party explores the grotto & halls beyond, finds & kills Demetria and her Gygan guard, rescues five of her victims, a boy & 4 girls, friends of Corinna from the Estorian vineyards. 6 other boys have already been killed. Elpis takes her mother's ring from Demetria, as well as her bow of cupidity, and drinks from the Horn of Balmytria, falling swiftly asleep.



Sunday, October 17, 2021

Session 3 3-5/3/500 XP 345+100 L3 XP: 2385/6500

Claire's Session Account

Meroe joined the party, the hag was defeated and the Oracle released.

A note was found detailing that it was Praxys who wanted the Oracle.


The Oracle prophesied three tasks to all before private one-to-ones with the party members

- Shaking of the Silver Fires

- Claiming of the Mighty Weapons

- Drinking from the Dragon Horn

Oh and Serenfar definitely didn’t kill his captain, this is well known now as the Oracle came out and announced it.

All received a golden arrow from Kyrah and Elpis reluctanty conceded to join the fellowship.


As the party debated where to head to first, Artemis and Elpis headed off to the Oldwoods towards the Mossy Temple to seek the Silver Fires. They encountered a panicked girl running away from goatlings who were promptly shattered. The girl mentioned that a dozen boys and girls had been seduced who were later rescued by a satyr called Laurius.


The full party reunited at the Mossy Temple where there was a squirrel encounter and a broken shield with the symbol of Dragonlord Estor on it.

The party started to enter the deep tunnel of the temple… 


Combat XP

Helaka 450

6 Goatlings 50x6=300

5 Roots 25x5=125

Total: 875/6= 145 each

Quest XP

Rescue Versi 200 each

Total: 345 each





Sunday, October 3, 2021

Session 2 Day 3 afternoon-evening 3/3/500 XP 580+100 account = 680 L3 XP 1940/2700

Elpis (Claire) 

Elpis doesn’t keep a diary, but if she did it might read a bit like this..

So I guess it turns out all those rumours are true and I am gods-damned cursed…

A manticore tried to snack on me on my way to the Oracle – a freaking manticore!?! Before I could deal with it this have-a-go-hero charged up and spooked it away. I managed to get a little hit in – I am NO-ONE’S snack!!

The hero guy turned out to be some fighter called Leander – I have an awful feeling that it’s -that- Leander, the failed thief and family betrayer. He definitely fits the description.. Trailing up along the path behind him was the rest of the party I’d been cutting through the woods to avoid contact with.

Kyrah – a bard who is far too chirpy and ‘helpful’ and seems convinced that my fate is to join and travel with this party… uh right!

Aster – a nymph but not just any nymph, no he’s the freaking god-spawned star nymph! The carnal seducer. Honestly, the latter part’s better than the first as long as he does it far from me.

Seranfar – I thought he was human but he boasts of a draconic magic.. he seems a coward but I’m unsure, didn’t he become captain by stabbing his superior in the back?

As we were all heading to the same place it made sense to walk on to the Oracle together. But it didn’t feel right, there were mephits in the geysers and blue-cloaked soldiers in the temple who made a beeline for Leander (guess I better keep away from him - I don’t need tarnishing with that brush!) But I needed to see the Oracle and there was no way I could get through this many on my own.. I summoned a tentacle from the Deep and I gotta say it was incredibly satisfying seeing it in action. All soldiers but one were slain, many were deceived by Seranfar surrendering then attacking when they least expected it. Aster took the last as a hostage, seemed a rather pointless if noble thing to do. 

Inside the temple there were Sydonites threatening Sydonites, I don’t know why the party made a huge deal out of it.. none of us were here for those godbotherers. Anyway it turned out the Oracle was facing off with a witch below which spooked Leander who shouted out “Pumpkin!” (what the hells?!) and ran off to find a key. Which was trapped, of course, leading the whole group to be attacked by the bloody fanatics. Including me. Big mistake on their part, they won’t be bothering anyone or any god again.

At some point in the fighting Artemis the centaur joined us, I figure she was with the group earlier. She can pack a punch and parties with the best of them from what I’ve seen.

Then the bard Kyrah says that we’re destined to be the team that save the world – I should’ve turned around and walked away..but I needed to see the Oracle. I needed to know.

Fighting our way past a fake door that became a monster and a too-friendly carpet we finally found the Oracle.. being held in place by water and a hag slaughtering her lackey.. how in the hells did a simple trip to the Oracle become so cursed?!

___________________

Achievement XP (total)

In the Hills

Manticore scared off - 350

Temple of the Oracle

4 steam mephits - exploded - 50x4 = 200

8 Order of Sydon soldiers - 5 killed, 3 flee (inc Dalpo the Captive) - 100x8=800

Braeca, Sydon cult fanatic - dragged down to the Nether Sea - 450

4 Flying Swords - 50x4=200

Mimic Door - 450

Rug of Smothering - 450

Total: 2900/5 = 580 each.




Monday, September 20, 2021

Session 1; 1-3/3/500. L3 XP: 900+260+100 account >1260/2700

1/3/500 CE: The heroes met at the Sour Vintage. Artemis the Centaur flirted with the handsome red-bearded hunter Taneias, and was doing well until she gave a very horsey whinny. 

2/3/500 CE: Next dawn they headed out to face the Great Boar. Their first encounter was with a very large sheep, then four thugs menacing a willowy blonde shepherdess Jenesis and beating her aged father Rastus. The heroes and their allies (Kyrah the Bard and the hunters Taneias & Javon) killed or drove off the thugs, rescued the two shepherds, then headed on into the hills. They found the boar's cave but retreated from the foul stench, camping overnight with alarm snares.

3/3/500 CE: The snares alerted the party to the boar's approach in the cold light of dawn. The party offloaded massive attacks on the boar, but though horribly wounded it would not die, until the nymph Aster used magic to send it into magical slumber. Artemis then cut off its head, which spoke to them of fell prophecies. Kyrah revealed to Taneias that he had been fated to die to the boar that day - somehow he had cheated Fate. Was Fate after all not immutable? Aster then took Kyrah the Bard aside for a little chat.... The group then debated which god to sacrifice the boar to, Aster proposed the goddess Kyrah, but Artemis held out for the Mother Goddess Thylea herself, which won the day. After a feast of boar meat and receiving the blessing of Thylea, the heroes then headed for the Oracle's Grotto to learn of their destiny.

Jenesis the Shepherdess, daughter of Rastus
 
The Great Boar

Session 1 Account - by Jack (Aster)

The Boar and The Bard

Z  The Oracle has prophesised the Doom of Thylea, including the death of the Gods, the destruction of Mytros and the total annihilation of the mortal races. This is believed to occur when the Oath of Peace ends… which is soon. I, along with a handful of warriors of some renown, have been summoned to avert the coming catastrophe.

Z  Apparently, our first task is to be found in the Heartlands. We are to meet a woman named Kyrah[1] at The Sour Vintage. She wants to hire us for a ‘difficult task’, promising a sizeable reward and more information about the Oracle’s prophecy…

Z  This is the diary of Aster, the Aurae nymph of Mytros also known as “Stargazer”. I answered the call of the Oracle, determined not only to save Thylea, but also hoping to find out more about where I came from. For those who don’t know, I crashed to earth on an island outside Mytros only 3 years ago, though my recollection of how I got there is absent, except for fleeting memories and dreams. I have been granted magical gifts by Mytros herself; it would be wrong not to use such gifts to help Thylea in her time of greatest need.

Z  Upon the road from Mytros to the Heartlands, I am accompanied by the human Serenfar, a Captain of the Mytros Centurions. Rumours orbit around him like flies around a corpse. Even I have heard of the sorcerer who saved his ship from certain destruction… or was it the charlatan who murdered his superior officer to create dead man’s shoes to fill? It is dubious company I keep, but he also has been summoned by the Oracle, so perhaps I should place a little more faith in him.

Z  At a crossroads, we meet two others summoned by the Oracle: Leander, a human warrior in ancient armour, and a centaur shieldmaiden named Artemis. The former matches the description of the man who supposedly invoked the wrath of both King Acastus and Queen Vallus, Goddess of Wisdom, also rumoured to be the Oracle’s pet, of sorts. The latter would have been a mystery, was she not so open about her penchant for Bacchaen wine and exacting revenge upon a dragon that murdered her tribe. As we gather outside the inn, whilst Serenfar assists a local smith with his craft, we are suddenly joined by another summoned by The Oracle. I recognise her as Meroë, a warrior monk said to be a daughter of Pythor, the God of Battle, and a denizen of Mytros like Serenfar and myself. Once gathered, we enter as one.

Z  The barkeeper, a lady made famous, as I recall, for hunting a mythical and terrible stag, informs us that Kyrah has a tab open for us, and is currently performing her music for the locals at the other end of the inn. Wishing not to interrupt a bard mid-performance, as well as enjoy the music further, we decide to sit and wait for her. My new compatriots, including the hungover centaur, do not hesitate to add an assortment of alcoholic beverages to the bard’s tab.

Z  Following her set, Kyrah joins us. She seems gleeful despite the serious news she brings. A cursed Giant Boar has been a menace to the local community, attacking the locals and proving too powerful for many adventurers and rangers to handle (Kyrah gestures towards a sullen group of wounded men on a nearby table). This is to be a test, of sorts, to see if The Oracle’s visions of us were true. Though the rest of the group are resistant at first (I am aware of the magic bards can lace into music, but the others apparently are not), Kyrah insists that she will accompany us on this quest. Leander seems especially keen to prove his valour in battle with this foe, or perhaps it is to impress The Oracle? Artemis is also keen to impress, though this is directed towards the more aesthetically pleasing rangers, whom she quickly trots over to. As the others drink, I notice the starlight streaming in through the window: night has come, and my attention immediately goes to that. As I take my wine outside, I hear our centaur friend whinny excitedly – it is the kind of half-squeal that only the most enthusiastic can achieve[2]. As I set out my bedroll for the night, I gaze up at the sky, and see Mytros’s constellation, The Queen’s Crown, shining brightest of all. I am lost in the sheer magnificence of this spectacle for what seems like hours – truly, this is a good omen, the Silver Queen smiles upon us!

Z  In the morning, we are guided across the plains by two of the rangers who had escaped the beast’s attacks (it would seem Artemis’s display in the evening had granted an unexpected benefit), following the destruction left in the boar’s wake. Along the road, we stop suddenly, as Meroë spots a large creature moving towards us. As we brace for attack, we soon relax as it is revealed to be a giant sheep. The reprieve soon dissipates though, as we hear an old man crying for aid ahead. Immediately, we rush to aid, Meroë in the van.

Z  Two muscle-rippling ruffians are beating the feeble man, whilst a younger woman is being held by another two. Their attention soon turns to our group, aided by Kyrah bursting into magical song. Drawing their weapons, Meroë and Leander engage three of them, whilst I illuminate the thugs with Fey magic to make them easier to hit. Despite this, the attackers prove a savage group when together, Meroë sustaining terrible wounds despite her incredible agility. I act quickly, calling upon Mytros to bolster my allies, granting the Demi-Goddess some much needed vitality. The fourth tries to make off with the young woman, but Artemis’s javelin and Serenfar’s fire and threats causes them to jettison their human cargo and make for the wilderness. With the centaur assisting the Oracle’s champion (Leander) and the Daughter of Battle (Meroë), the three are soon dispatched. The old man is thankful for being saved, even more so that his magic sheep is unharmed, but is clearly still distressed about the cursed boar that roams the land. After exchanging kind words with the Sorcerer Captain (Serenfar), the young woman, named Jenesis, assures us that she will escort her father back to the tavern and safety. I pray that the Five will guide their path.

Z  Some time later, the rangers lead us to the Boar’s lair. We note the creature is active at night, but that is soon approaching, and will not allow us time to prepare a trap for it. Under Meroë’s direction, we double back and make camp in a clearing, the surrounding area being carefully filled with trip alarms using our various ropes and Meroë’s tools. I elect to been on watch most of the night, being the only one of this group, that I am aware of, with the eyes to see in the night[3].

Z  In the early morning, as the rangers cook a rabbit, Meroë’s alarm bells ring – the Boar had found us! Before it has the wit to charge our camp, Artemis gallops up to engage the foe – it is a most hideous creature, looking half-dead with atrophied features, yet it appeared twice as dangerous, with it’s sharp tusks and extra barbs, like a giant abortive hedgehog! Though our martial warriors (Artemis, Leander and Meroë) close down the beast, all of our ears are pierced by its cursed cry. I briefly experience my hairs stand on end and a fogginess of mind, but it subsides quickly. The same cannot be said of the rangers and Leander, who all lose focus on the foe, and turn their attention to within. Despite taking blow after blow that should have slain the beast thrice, it still stood firm, surely in an unfathomable amount of pain. I almost pity the creature, wishing its torturous existence to not go on any longer, and pray to the Goddess of Dawn to permit the creature a temporary slumber. With the boar at rest, it falls to Artemis’s great axe to make it permanent – a clean death to end its suffering. Though decapitated, the boar had one last thing to say – and this is not a misuse of that term! An unearthly voice creaks from the boar’s mouth, warning us that we, along with the rest of Thylea are doomed, and nothing we can do can stop what is to come. Kyrah confirms our suspicions that this may indeed be Sydon, one of the Titans who will seek to bring ruin to the land. Only the Oath of Peace stands in his way, and that is soon to end.

Z  To finally cleanse the creature and the land of its curse, Kyrah insists we sacrifice the boar in the name of one of the Gods. With my suspicions of her true identity, I propose sacrificing the boar in the name of Kyrah, Goddess of Music. Only Serenfar (of all people) agrees with this since it was Kyrah’s music, and Mytros’s magical slumber through me, that ultimately defeated the creature. Despite my efforts to convince and beguile Artemis, she insists we offer the boar to Thylea herself, the first Titan and Great Mother of all, since this is a creature of her land – Meroë agrees, and Leander eventually concedes to this. They, along with Serenfar, begin to build a pyre, whilst I take Kyrah aside.

Z  As someone demonstrating a good understanding of the Gods, I confess that, as someone deriving power from Mytros, I cannot dishonour the Five by partaking in a ritual dedicated to one of the Titans. Kyrah assuages me, however, noting that eventually the two sides (that of the Titans and the Five) will need to unite to create peace. Of all the Titans, Thylea does not possess wickedness or cruelty like her offspring. There is something in the manner of her speaking that at once reassures me and prompts me to ask the question that has plagued me since we met. After some hesitation, Kyrah reveals she is indeed the Goddess of Music herself! I have never met a God before, and so lose myself in silly questions about what title to refer to her by and how to treat her. She is refreshingly down-to-earth, asking that I refer to her only as Kyrah, and not to identify her to others outside of my new comrades. She notes I will have to be honest with them, since we are all about to take an Oath of Fellowship, and I will need people I can trust before we meet The Oracle tomorrow. They are a strange group, I admit to the Goddess, but I believe there is good in each of them. I return to the group and help them build the pyre. As the smell of cooked boar fills the air, I feel a presence rise up through the ground and into my body – perhaps Thylea has granted us a blessing. Shortly, we will gather our things and head to meet The Oracle, Kyrah in tow. I pray that both the Five’s and The Oracle’s faith has been well-placed in us!



[1] Kyrah is also the name of the Goddess of Music, and the Kyrah we are to meet is a bard. Surely, this cannot be a coincidence?

[2] I have heard a sound of this kind once before, when I was approached by a gaggle of maidens in Mytros, who seemed to know me only by reputation and were seemingly enraptured by my mere presence.

[3] I also find myself at my most conscious and alert at night, the midday sun seems to give me a lethargy of sorts. I am not sure if this is always true of my kind since I have yet to meet another Aurae Nymph.


Thursday, August 26, 2021

Odyssey of the Dragonlords (5e)

 

The Aresian Colossus 
ODYSSEY OF THE DRAGONLORDS

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.

Schedule: Wednesdays from 6.30pm 

The Heroes of Prophecy
PC Level: 8 Fame: 11 (group) XP: 45,891/48,000
1. Meroë (Μερόη) - Judith. Human female Demigod Monk - Way of the Shield. 
2. Aster - Jack. Aurae (Star) Nymph male Lost One Twilight Cleric. 
3. Seranfar - Bill. Human male Gifted One Draconic Fire Sorcerer. 
4. Leander - Kermit. Human male Vanished One (Dragonlord) Battlemaster Fighter. 
5. Elpis - Claire. Satyr female Haunted One Warlock. 
6. Artemis - Jelly. Centaur female Dragonslayer Herculean Barbarian. 

NPC Companions include
1. Kyrah, Goddess of Music 
2. Bullbug the Minotaur
3. Pythor, God of War
4. Vallus, Goddess of Wisdom
5. Volkan, God of the Forge
6. Versi, the Oracle

2021 (September-December)
Session 1 (1-3/3/500) Session 2 (3/3/500) Session 3 (3-5/3/500) Session 4 (5/3/500) Session 5 5-11/3/500 Session 6 11-15/3/500
2022
Session 7 15/3/500 Session 8 15/3/500 Session 9 15-22/3/500 Session 10 23-26/3/500 Session 11 27-28/3/500 Sessions 12-21 28/3 to 16/5/500

Odyssey of the Ultros
Depart Mytros 1/5/500. The Oath of Peace ends in 60 days, on 1/7/500.
(2022)
Day 1 - leave Mytros (Session 17). 1/5/500
Day 2 - reach Fire Island that evening.
Day 3 - explore Fire Island. Fight lizardfolk, meet Jancan smith Steros.
Day 5 - sail for Isle of the Chimera.
Day 7 - reach Isle of the Chimera, kill Chimerae.
Day 8 - Sail for Themis.
Day 9 - Madness of Lutheria.
Day 10 (3/8/22 and 7/9/22) Reach the Isle of Themis.  Fight with an Amazon patrol, including rhinos and basilisks.  Discover leadership is based on Temple Island.  Fight with group of Maenads and Goatlings. Told that Amazon heir Princess Darien is held on Temple Island and likely to be sacrificed. 
Day 11 (14/9/22 and 16/11/22) Travel to Temple Island to free Princess Darien.  Lots of marble statues on the beach turn out to be golems. Enter the caves on Temple Island and discover a hydra.  Free Princess Darien then return to fight the medusa sisters and free Bront, father of Steros.
Day 13 (16/11/22) Finish spreading the news that the late Amazon Queen Thesilea was a medusa, and endorse Princess Darien to take over as Queen.
Day 16 (16/11/22) Arrive back in Mytros (Session 21). 16/5/500

2023
Session 22 Day 17 Debate Mytros Philosophers & investigate the Lady of Coins.
Session 23  Day 17-19 Defeat the Lady of Coins; Artemis is slain, but raised by Morta the Night Hag.
Session 24 (29/3/23) Day 20 Vineyards of Mytros - defeat the wine-stealing Satyr Boreas & his brothers, the Four Winds (1216 XP). 
Session 25 (05/4/23) Day 20 evening - Party rescue many kidnapped children from the Temple of Lutheria in Mytros, killing most of the priests (3000 XP).
Day 21 - The Ultros leaves Mytros, bound for the Isle of Yonder.
Gygan
Session 26 (26/4/23) Day 24 - pass through Sydon's dawn storm and reach the Isle of Yonder at noon. Meet the captain of the watch tower. Kill two gygan heroes on the beach; then head inland defeating an attack - Artemis makes friends with another Gygan - and attack the Forbidden Library (ca 3pm). (4140 XP) 24/5/500
Session 27 (17/5/23) Day 24 Battle rages at the Forbidden Library. Many Sydonites fall, but things take a bad turn when Commander Gaius arrives aboard his silver dragon Argyn, blasting Artemis & Leander with dragon cold breath and javelins of lightning. Meroe Elpis & Leander retreat into one of the larger outbuildings, a feasthall and prison, while Artemis takes shelter in the Temple of Sydon.


Kyrah the Muse, Goddess of Music

D&D Beyond campaign site & join link.

PC XP by Level 
Level    Total XP 
3                900 (campaign start)
4              2700 
-----------------------------
5              6500
6            14000 
7            23000
8            34000 
9            48000 
10          64000 
--------------------------------
11          85000  
12        100000 
13        120000 
14        140000 
15        165000 
16        195000
------------------------------
17        225000 
18        265000 
19        305000 
20        355000 
Regular advancement stops at Level 20, but Level 20 characters may receive Epic Boons (per DMG) from the gods and other powers. Some may even become gods themselves. Epic Boons may include a Feat or a +2 Attribute boost of the player's choice; Attribute maxima remain unchanged, but PCs who have achieved divinity typically have one attribute at 30. 

Introduction

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 children 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 annihilation 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.
The Sour Vintage is a traditional country inn located at a crossroads, a three day walk east from the City of Estoria. The exterior is rustic wood painted black, and the sign hanging from the door depicts a woman carrying 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...

Estoria Region 2 miles/hex


The Heartlands, approx 2 miles/hex. Estoria's new queen is Anora daughter of Pythor, god of War. Mytros is ruled by mortal King Acastus, married to the former ruler Vallus, goddess of Wisdom. Aresia under mortal Queen Helen lies across the Cerulean Gulf. Aresia holds Narsus, god of Beauty. 







Estoria Key:
E1. Public Amphitheater
E2. North Gate
E3. South Gate
E4. East Gate
E5. The Agora
E6. Residential
E7. The Dragon Shrine - Reliquary of Balmytria. Keeper Aesop (Elf Priest, Male)
E8. The Dragon’s Tooth Inn. Innkeep Delphion (Human Veteran, Male)
E9. Volkan’s Hall. City Smithy. 
E10. TheQueen's Palace. Queen Anora (Human Noble, Female), daughter of Pythor.
E11. The Rock of Estor. Sacrificial rock.
E12. The Northern Steppes
E13. The Estorian Vineyards. Thericles Phobas (Human Scout, Male, adoptive father of Corinna)
E14. 3 miles to Woodhike, Halfling Enclave



The City of Mytros Key
M1. Temple of Sydon
M2. Temple of the Five
M3. Theater of the Gods
M4. The Great Palace
M5. The Academy
M6. The Royal Gate
M7. The Great Agora
M8. The Vault of Thylea
M9. The Courts of Mytros
M10. Bathhouse of Vallus
M11. Neurdagon Estate
M12. The Great Gardens
M13. The Commerce Gate
M14. Colossus of Pythor
M15. The Ruined Colossus
M16. The Dockyard
M17. The Fish Market
M18. The Siren’s Roost
M19. The Saty’r Tail
M20. Temple of Lutheria
M21. The Minotaur Market
M22. Mount Volkan
M23. Vineyards of Mytros
M24. The Soldier’s Gate
M25. The Harp Bridge

DRAMATIS PERSONAE - RUMOURS & TALES

1. Elpis, the Haunted One
A short young satyr with a straggly mop of black hair and pale blue eyes that fail to mask a haunted hollowness within, Elpis is known for being a lone satyr from the Oldwoods. Although quiet and subdued compared to the revelry of other satyrs she seems mostly harmless.
However according to recent rumours..
1. Don't enter a drinking contest or you'll lose more than your coin. She sold her soul to a demon and must trade another's or she will never dance or sing again.
2. She's lost it- satyrs aren't meant to live alone and the strain has clearly driven her mad, making her ramble and rant about imaginary friends and family. Sad really.
3. She's been cursed with a dark and terrible magic - strange sights and sounds have been reported from her part of the Oldwoods and what kind of satyr refuses to play music?


Meroë, daughter of Pythor, the Demigoddess
2. Meroë, the Demigoddess 
1. Meroë is the daughter of Pythor, God of Battles, and Ophea.  It’s said that Pythor, seeing Ophea in the arms of Lykos the Captain of his Guard, killed them both in a jealous rage.  His faithful retainers covered it up by saying Ophea had been kidnapped and Lykos had been killed trying to prevent it.  Guilt and melancholy over the killing is the reason why Pythor stays in Estoria.
2. When she was a young girl, under the orders of King Acastus, Meroë was taken to Aresia and imprisoned in a tower guarded by a cadre of hoplites.  Single-handedly she escaped and returned to Mytros, leaving the hoplites foolishly guarding an empty tower.
3. Meroë was separated at birth from her twin brother Meron.  While Meroë was sent away, Meron’s existence was kept secret by King Acastus in order to give him time to train him to be the first of a new generation of Dragonlords in time for the end of the Oath of Peace.

Meroë (Μερόη)

Aster the Aurae, the Lost One
3. Aster, the Lost One
A nymph from a distant land, Aster appeared in Mytros only a few years ago, crashing to earth on a nearby island. He has spent most of his time studying the constellations and the Gods. Known as “Stargazer” for his habit of staring into the sky at all hours of the day, he has an otherworldly charm which has attracted a lot of attention - though usually unintentionally. He also appears to be far more active in the evening than the day, which has only furthered some of the locals suspicions about him - though he maintains a good relationship with scholars and the clergy.
1. Aster was born from a star.
2. He is a son of the "Silver Queen" Mytros, sent to earth by her to carry out her divine will.
3. The nymph has used his beguiling magic to ensnare several young women, and keeps them on his private island as his thralls and concubines.

Artemis the Centaur
 4. Artemis, the would-be Dragonslayer
Hailing from an Arcadian island in the Forgotten Sea, Artemis is the last of her woodland centaur tribe. Rumours relating to Artemis:
- She has learnt fae magic from the denizens of the wild forests she now frequents, and has become addicted to Bacchaen wine.
- Spurned by a lover, she betrayed her tribe to a dragon, who destroyed them all in fire and blood.
- She is the daughter of the Queen of the Amazons and her favourite stallion, and thus is said to be favoured by the God of War. 

5. Leander, the Vanished One
Leander is clearly a battle-hardened fighter. He has a bronze breastplate made with a skill that was lost many years ago, and greaves with silver ankle-pieces. A faded, tattered cloak is thrown around his shoulders, and his presence is surrounded by rumours and tall tales including these:
1. He killed his father and two elder brothers in order to take the armour of his grandfather which he wears, but the slaying of his family has brought the wrath of Vallus, goddess of wisdom, down upon him. She has cursed him to wander Thylea searching for a homeland, but has stolen his memories of where he belongs as punishment for his betrayal of his family.
Leander, the Vanished One
2. The Oracle has sent him into the world and has prophesied that he will play a pivotal role in the mortals' battle against the Titans, but she cannot discern whether he will lead them to glorious victory or to their doom.
3. He is the ringleader of a plot to steal the most valuable treasure of King Acastus from the vaults below the palace in Mytros, but the secret has been discovered and the King has sent assassins to find him.

6. Seranfar, the Gifted One
Seranfar the Sorcerer is a former Captain of the Centurions of Mytros. He won acclaim in the last war with Aresia across the Cerulean Gulf.
Rumours relating to Serenfar:
1) He saved his ship by mending the mast during a great storm, allowing him and the rest of the crew to make it back home.
2) During the war he used sorcery to kill his superior, the Mytroan aristocrat Captain Aladec, then used his unearthly persuasion to take Aladec's position.
3) In Mytros he goes round to local houses at night and repairs broken toys and assorted items out of kindness without letting himself be known.

 

The City of Aresia Key
A1. The Hanging Gardens
A2. The Queen's Palace
A3. Temple of Narsus
A4. The Gymnasium
A5. The Sanctuary
A6. Temple of the Shield
A7. Temple of Tranquility
A8. Temple of the Shadow
A9. Temple of Elements
A10. The Wind Shrine
A11. Temple of the Sword
A12. The Market
A13. City Gates
A14. South River Gate
A15. Gate, Lion's Gate
A16. Gate, Boar's Gate
A17. Gate, Ram's Gate
A18. Noble District
A19. The Red Lotus
A20. Gallery of Paintings
A21. Merchant Coalition

THE ASTRAL SEA

Aurae Nymph
The Astral Sea, or Heavenly Sea of Stars, lies above the World, and is considered the domain of the ascended goddess Mytros, though beyond the Queen's Crown there are still many Titanic monsters and other threats there, such as the Githyanki star pirates, renegades from another dimension, and the terrible Astral Dreadnought, a mighty servant of the Titans. Its counterpart the Nether Sea lies below the World, and is considered the domain of Chaos and the Elder Titans, especially Lutheria. Aurae nymphs are said to sail the calmer islands of the astral sea/sea of stars in their starfaring vessels, and this is the realm of the angelic Celestials, many serving Mytros, great goddess of the Heavens. Most of the fixed stars visible from Thylea are celestial island domains - a few stars are said to themselves be horrible monsters, or like Mystros' personal demesne of Hestavar the Bright City (on the Astral Isle of Elysium/Isle of the Blessed, in the Constellation of the Queen's Crown) they may simply be too radiant for mere mortals to approach without burning up. But the majority of astral domains may be navigated to by star-faring vessels. It is said that on moonlit nights the silvery sea-spray can form shining bridges or star-streams between the astral sea and the seas of the mortal World, though only the master navigators of the Aurae, and perhaps the Gygans, know the secret of their navigation.

Iarila, Aasimar Captain of the astral ship Stargazer
Iarila is Protector Aasimar Priestess of the dawn goddess Mytros, and a citizen of the Queen's Crown, the ring of astral island dominions that shine in the light of Hestavar, the goddess' own Bright City. She was Captain of the famous astral ship Stargazer, Aster the Aurae her second in command. She was said to be seeking the long-lost Treasures of the Dragonlords in preparation for the soon-coming dark times, when the Oath of Peace finally ends. However three years ago (497 CE) the Stargazer was lost during a terrible storm in the Cerulean Gulf; it is unknown if there were any survivors. Iarila's Game Stats


RULES STUFF

Characters: Use the campaign  Player's Guide at eg https://img.fireden.net/tg/image/1554/42/1554428638121.pdf

Character Creation
Use either Standard Array, Point Buy, or roll at table (or GM rolls): best 3 of 4d6 in order, then replace any one attribute with a 15.
Human PCs get both Standard & Variant human benefits, so effectively Variant Human with an additional  +1 to all Attributes.
PCs initially start at 3rd level, with 900 XP. This game uses a single party XP tally, so new PCs come in at party level.
Permitted sources are the PHB, XGTE, and the Odyssey Player's Guide. Other setting-appropriate sources will be considered, including appropriate races from VGTM.
Multiclassing is permitted, with a maximum of one spellcasting class per Attribute (Intelligence, Wisdom, Charisma).
Characters who start with Heavy Armour Proficiency (eg Fighter, Paladin) as a Class (not subclass) benefit may swap it for this alternate Feat:  Hoplon Master (Feat): Requires STR 13+, martial weapon proficiency. The character may wield a Lance (heavy spear, Hoplon) one-handed on foot, as if mounted.

PC Armour Proficiency: Starting Armour
Light: Studded Leather
Medium: Breastplate
Heavy: Breastplate or Chain Mail

New Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
Long Spear** 2 gp 1d6 piercing 4 lb. Versatile (1d8), Reach (10')
Martial Melee Weapons 
Mace-Axe 15 gp 1d8 slashing or blunt 7 lbs. Versatile (1d10)
War Spear* 8 gp 1d8 piercing 4 lbs. Versatile (1d10), Thrown (range 20'/60')
Martial Ranged Weapon 
Chakram 10 gp 1d6 slashing 2 lbs. Thrown (range 60'/120'); Finesse, Light, Monk weapon
Special: The chakram returns to you when thrown, unless you fumble the attack by rolling a natural 1. 

*War Spear may be used with Polearm Master feat.
**Longspear, Pike or Lance used with Polearm Master feat allows opportunity attack, but not bonus attack.

ArmorCostArmor Class (AC)StrengthStealthWeight
Light Armor
  Padded5 gp11 + Dex modifier
Disadvantage8 lb.
  Leather10 gp11 + Dex modifier10 lb.
  Studded leather
45 gp12 + Dex modifier13 lb.
Medium Armor
  Hide10 gp12 + Dex modifier (max 2)12 lb.
  Chain shirt
50 gp13 + Dex modifier (max 2)20 lb.
  Scale Mail
50 gp14 + Dex modifier (max 2)Disadvantage45 lb.
  Breastplate100 gp14 + Dex modifier (max 2)20 lb.
  Half Plate
250 gp15 + Dex modifier (max 2)Disadvantage40 lb.
Heavy Armor
  Ring Mail
30 gp14Disadvantage40 lb.
  Chain Mail
75 gp16Str 13
Disadvantage55 lb.
  Splint200 gp17Str 15
Disadvantage60 lb.
  Plate600 gp18Str 15
Disadvantage65 lb.
Shield
  Shield10 gp+26 lb.


House Rules

Classes

Rogues may Sneak Attack with any light melee weapon.

Inspiration
Each player (not PC) can hand Inspiration out once each session to one other player, normally for some cool bit of roleplay. Characters may have multiple Inspiration. It may be used before the roll to cancel Disadvantage or to grant Advantage. It cannot affect a roll that already has Advantage.

Rests
Short Rest A Short Rest resource (Battlemaster Superiority Dice, Monk Ki, Warlock spell slots, etc) may be restored at most 3 times per day.
Long Rest takes 5 Days in the wilderness or on a ship deck, 4 Days in poor habitation such as an inn common room,  3 Days at a shared inn room, ship cabin or similar, 2 Days at a luxury inn room, palace chamber, or temple refuge. A Long Rest restores all hit dice. 
A comfortable overnight rest restores 1 level of Exhaustion and 1 hp per level (classed character), or 1 hp per hit die (unclassed).

Combat

The following incur opportunity attacks if done within enemy reach:
Shooting a bow, except a crossbow
Reloading a bow or similar weapon
Standing from prone
Picking up an object (such as a dropped weapon) from the floor and standing back up

The following use up half a character's movement:
Standing from prone (as per RAW)
Picking up an object from the floor and standing back up
Mounting or dismounting a mount.

Grappled Casting: At the grappler's option, a character who attempts to cast a spell (except a cantrip) while Grappled must make a CON save at DC 10 or else lose the spell. If Restrained or Grappled & Prone, the save is with Disadvantage.

PC Advancement
PC level increase requires only a Short Rest. Wizard PCs must take the usual times to add new spells to their spell book. 

Caps
Maximum AC & Spell Save DC is 30.
Maximum To-Hit Bonus & Save Bonus is +20.
Skills are not capped, but DCs rarely exceed 30 (Nearly Impossible).

Spell Changes

Summoning & Conjuration
Summoning is generally more restricted in Thylea, though fey are common.
Animate Objects - animated objects cannot fly. Only objects with legs or wheels (or spherical) are able to move and attack.
Conjure Woodland Beings - only usable in forests; typically summons forth several Satyrs (CR 0.5), a local Dryad or two (CR 1), or possibly a Naiad/Nereid (CR2), if cast by a a forest pool. There are no Pixies here! If there are no fey available, the spell fails.
Simulacrum - the created snow Simulacrum is CR 0 with all stats at 10, 10 hp, and no spellcasting ability.

Raising
Gentle Repose - this spell prevents both bodily decay, and the claiming of souls by Lutheria, for its duration.
Revivify - May be employed within the duration of Gentle Repose. Casters often employ other precious stones of equivalent value linked to their nature, eg fire opal for a flame priest, pearl for an oceanid bard.
Raise Dead, Reincarnation, Resurrection, True Resurrection - raising or reincarnating the dead once their souls have been claimed by Lutheria (one hour after death) is generally regarded as impossible (and this game uses a single party XP tally, so new PCs come in at the party level), but there are legends of Heroes venturing into the Underworld/Nether Sea to recover a lost loved one. A few even return.
Clone creates a newborn infant with no memory of a previous life.

Other
Contagion: as per 5e Errata.
Force Cage: victims adjacent to the Cage wall when it forms are allowed to use their Reaction to make a DEX save to get out, moving 5' to just outside cage. Caster can still auto-trap people within the 20x20 version, but not quite as many.
Banishment works normally, but Thylea, her Astral Sea, and her Nether Sea, all count as a single Plane for Banishment purposes, so natives of all three will return to their original location once the spell ends. The occasional recent invader from another Dimension may be Banished normally; however foreign-born creatures that have lived for many years in Thylea may be considered Native.

PCs Starting at Higher Level

Higher level PCs use the rules above, with either the Medium Magic starting items from the DMG chosen by the player, or the High Magic starting items chosen by the DM, at player's option.

PC Level Starting Gold / Starting Items Medium/High
3-4                 -                        /                      -        /   -
5-10       500gp+25gp/level      /                    -         /  1 Uncommon    
11-16     5,000gp+125gp/level  /                   2 Uncommon / 3 Uncommon + 1 Rare
17-20   20,000gp+125gp/level / 2 Uncommon + 1 Rare / 3 Uncommon + 1 Rare + 1 Very Rare

Replacement PC Epic Path
Choose a different Path than your previous PC. Either an unchosen path, or (with agreement) the same path as another current PC - you share their destiny.

Session Account XP awards by Party Level
For a full session account; partial and vignettes get fractional.
Tier I (level 3-4): 100 XP
Tier II (level 5-10): 200 XP
Tier III (level 11-16): 500 XP
Tier IV (level 17-19): 1000 XP
To earn the XP, post the account (with session number) in the comments section below, or in the Discord Odyssey Game Info channel.

Beyond 20
Level 20 PCs may occasionally receive Epic Boons. An Epic +2 attribute increase also raises the attribute's cap by +2. No more than two attributes may benefit from this raised cap.

According to legend, only at the Forge of Volkan may the greatest items be crafted.

Thylean Paladin
Thylean Fighter
Aresian Warrior Monk
Thylean Warlock


The Sour Vintage Inn, between the Oldwoods and the River Lethe. Proprietor is Aetala the Huntress.


Session 27 pics