Thursday, August 26, 2021

Odyssey of the Dragonlords (5e)

 


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: weekly Wednesdays 27/4 4/5 11/5 18/5 25/5 1/6

The Heroes of Prophecy
PC Level: 5  XP: 12,378/14,000 Fame: 7 (group) 
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. 

Companions
1. Kyrah, Goddess of Music 

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. 

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. Estor's king is 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. 






The Titan Kentimane, the Hundred Handed One

The Collossus of Pythor at Mytros


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. Volkan (Dwarf, Male)
E10. The King's Palace. King Pythor (God, Human Male). Princess Anora (Human Noble, Female)
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








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 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 takes 10 minutes. 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 2 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 (10 minutes). 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 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
Above 20th level every additional 50,000 XP gains the PC one Skill or Tool Proficiency. A PC may also swap out one character element as if gaining a level. 
Level 20 PCs may occasionally receive Epic Boons. An Epic +2 attribute increase may raise an attribute to 22, or to its current cap if higher. 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.


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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 ),...