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.