D&D 5E [Let's Read] Odyssey of the Dragonlords

Greetings everyone, and welcome to my next Let’s Read! I know that I said I’d review SIGMATA, but I found myself feeling a lot more passionate about another book. As such undertakings take quite a bit of time and effort on my part, I felt it best to do the ones that fill me with the most excitement and energy. Back in the 90s and early Aughties, Bioware was the most prominent studio that...

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Greetings everyone, and welcome to my next Let’s Read! I know that I said I’d review SIGMATA, but I found myself feeling a lot more passionate about another book. As such undertakings take quite a bit of time and effort on my part, I felt it best to do the ones that fill me with the most excitement and energy.

Back in the 90s and early Aughties, Bioware was the most prominent studio that brought the Dungeons & Dragons rules to the realm of video games. Even their much-acclaimed Knights of the Old Republic used rules derived from the Star Wars D20 System. Although Bioware moved on to its own Intellectual Properties over time, the company brought countless gamers to the Forgotten Realms seeking to learn more about the vaunted cities of Neverwinter and Baldur’s Gate.

In a way, it wasn’t too unsurprising when the lead designers of said games (as well as Dragon Age: Origins) wrote up a 5th Edition-compatible adventure for their account of Baldur’s Gate. But that was not their only delve into tabletop; last year they advertised a very successful KickStarter for an original setting.

Odyssey of the Dragonlords is part setting, part level 1 to 20* adventure path that takes heavy inspiration from Greek mythology. The continent of Thylea is dominated by two divine pantheons, the Five Gods and the Titans, who settled into an uneasy Oath of Peace for 500 years. But the Oath’s magically-binding duration is coming to an end, and the PCs are spoken of in a prophecy to be Thylea’s only hope. As the wicked Titans muster their forces to bring ruin and devastation, every day is one step towards uncertain doom.

*the book advertises 1 to 15 but it got extended as a stretch goal.

Introduction
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Our book opens up with a discussion of distinguishing tropes to make Odyssey stand out from the typical D&D faire. For one, the plot has high stakes: even at level 1 the PCs are assumed to be well-known and accomplished heroes with a few mighty deeds already under their belts. At low levels the rulers of city-states are calling upon an audience with them, and at higher levels they can even challenge the gods themselves who have convenient stat blocks for such a purpose. Oaths are powerful and cosmically-binding, and accruing fame from deeds nets you followers and power represented by a Fame score. Fate and prophecies are a gift and a curse which even the gods cannot defy, and the lives of mythic heroes have elements of comedy and tragedy.

The fate part is subverted in the adventure path proper, as some visions that can be averted and there are multiple ‘timelines’ the major Oracle character can witness. The comedy/tragedy thing isn’t really something one can do save based on the subjective tastes of the group. The adventure likely has potentially tragic moments (cities being destroyed, NPCs suffering cruel fates, adventure plots and backstories revolving around past injustices, etc), but more comedic and absurdist elements aren’t really present from my initial reading.

The World of Thylea: Thylea is an island-continent located in a remote section of the known world, guarded from the rest by the actions of the local gods. Ample islands and peninsulas reach off its southern shores, lush forests and valleys occupy much of the central area, while wild steppes in the far north are ill-explored save by nomadic bands of centaurs, cyclopes, and various monsters. Thylea’s recorded history stretches back 2,500 years, when much of the continent was home to fey races such as nymphs and satyrs, and the ur-cyclops race known as gygans* ruled a mighty empire. Two deities, the Titans Sydon and Lutheria, reigned supreme over the land and received worship and sacrifice by mortals. Over time, various refugees, sailors lost at sea, and other people from unknown lands found themselves on Thylea’s shores, where they had complicated relationships with the native races. Sometimes such conflicts were violent, and they beseeched Sydon and Lutheria for protection. Which they received, but not enough that they were capable of building civilizations beyond some meager far-flung villages.

*a smaller yet more intelligent subrace of six-armed cyclops.

This all changed when a group of warriors astride mighty bronze serpents known as the Dragonlords set wing and foot upon Thylea’s coasts. They helped the settler races build great cities and repel the worst of the centaur and gygan raids, and soon the Titans grew jealous at their status. The First War was waged, causing great devastation on both sides. As the last of the Dragonlords fell, a new pantheon of Five Gods came down from heaven to prevent the Titans from destroying all. Eventually an Oath of Peace was brokered between the old and new pantheons; the details were vague, but for 500 years Sydon and Lutheria swore not to take revenge upon Thylea’s mortals and in exchange they would continue to receive honor and tribute in the form of temple maintenance and daily sacrifices.

But as of the campaign’s beginning, it is mere months before the Oath of Peace ends, and the famed Oracle prophecies the Doom of Thylea. Where even the gods die and the mortal races are wiped off the face of the earth. The PCs, notable heroes in their own right, are summoned by her to find ways of averting this dire prediction.

Powers, Factions, & Mortal Kingdoms of Thylea: These next three sections discuss religion and politics of the setting. Beginning with the deities, it is known that the gods and goddesses of Thylea are not the only ones out there, although foreign gods from the wider world leave Thylea largely untouched and their worshipers are few in number beyond some storm-tossed foreigners. The two major pantheons are the Ancient Titans and the Five Gods, although there are Forgotten Gods whose names and power grew few to the point that they are rarely honored outside of specific groups. With a few exceptions the gods do not dwell in separate planes of existence, but live in the Material Plane so as to keep a closer watch on their mortal charges. For example, Sydon spends much of his time in the lighthouse-fortress Praxys, while Pythor and Vallus are the ruler and wife of a ruler, respectively, in two of the larger city-states. Narsus, the God of Beauty, is not technically ‘forgotten’ but is the patron god/prisoner of the city-state of Aresia.

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As you can see by the above, the Titans are the more ‘natural,’ cruel, and tempestuous of the pantheons. Thylea is the oldest titan, for it is said that the very continent is her body, her limbs extending as deep roots throughout the earth. Kentimane is Thylea’s husband, a gigantic being who stands taller than the highest mountain and regularly patrols the seas around the continent so as to guard his wife’s tomb from outside threats. The twins Sydon and Lutheria are the two surviving children of Thylea and Kentimane, their siblings long since murdered or imprisoned at the hands of their wicked kin. Sydon is a tyrannical deity in control of the seas and storms, and he longs for a world where all bow to his feet. He brooks no worship of any other entity besides his sister Lutheria, and even then only grudgingly. Lutheria is a cross between Hades and Dionysus, a harvester of souls and granter of insanity who encourages her followers to care about nothing but themselves and take what they will without consequence. Unsurprisingly the squickier elements of Odyssey shine through involving her or her worshipers; most NPCs who are sexual predators are loyal to her, and the goddess herself is a rapist in the “use enchantment magic to make people have sex with each other” kind of way.

The worship of Sydon and Lutheria is a controversial one among mortal society; people make sacrifices to Sydon more out of fear than loyalty and for safe voyage, and many find Lutheria’s doctrines disgusting. But Lutheria has devotees among some noble houses, her followers control the wine trade, and they host some of the larger public holidays which makes her a tolerated evil.

The Five Gods are the new pantheon, and unlike Sydon and Lutheria their acts of folly extend more to irresponsibility and lapses in judgment than outright sadism or malice. Mytros is the Goddess of Dawn and for whom the largest city-state is named. She is now back in the celestial realms after a battle with Sydon and Lutheria, and is by far the most common deity for clerics among the settler races to worship. Volkan is the God of Craftsmanship and invention, and is also the Santa Claus equivalent of the setting where he travels during the winter solstice as children await his gifts and sweets. Pythor is the God of War and has ruled over the city-state of Estoria for centuries after overthrowing its tyrannical king, and while popular his impulsiveness and alcoholism has dulled his ability to make wise decisions. Vallus, the Goddess of Wisdom, was once a traveler of the world and a collector of lore. Now she serves as the wife to King Acastus of the City of Mytros, and is prayed to for those seeking wisdom in overcoming some dilemma. Finally, Kyrah the Goddess of Music is a cross between Hermes and Apollo, known for being a quick-stepping trickster who provides inspiration to musicians and artists of all stripes.

Thylea has Mortal Kingdoms but no true nation-states or empires in modern times. Generally speaking, society is divided into two groups: the three major city-states and smaller settlements under their protection, and various independent tribes and villages who are scattered yet self-sufficient. The native races largely fall into the latter category barring a few exceptions such as the satyrs who are fond of visiting larger settlements.

The city-state of AthensMytros is a grand metropolis that is the religious, economic, and cultural center of Thylean society. It is home to the great Temple of the Five and ruled over by King Acastus, a descendant of one of the Dragonlords and notable for trying to rebuild said ancient order by somehow reviving the formerly-extinct race of dragons. The city-state of Estoria* is a border stronghold which holds off raids from the northern steppes; the god Pythor sits in a castle on the highest hill where he can survey the land. Finally, the city-state of SpartaAresia is home to some of the most famous warrior societies. While it doesn’t have a reigning god, its founder kidnapped and imprisoned Narsus, the God of Beauty. This act has led to centuries’ of on and off wars with Mytros. Aresian culture takes great pains to appear, well, spartan among the upper classes to separate themselves from the ‘decadent, barbaric Mytrosians.’ In practice its upper class is more elaborate at hiding their wealth and parties while using bread and circuses to keep the loyalty of the common folk. The southern islands are controlled by no large overarching power, with various barbarian tribes reigning supreme. The Amazons are the most well-known by outsiders and live in the largest island of said archipelagos: Themis.

*Apologies for not knowing what Greek City-State it’s based on.

We get a look at the ten major factions of Thylea, organizations who are either tied to a political or religious group or a power in their own right. Many of them check off typical fantasy trope boxes: the Cult of the Snake is a notable Mytrosian thieves’ guild, the Academy of Mytros is the foremost center of learning where philosopher-wizards hang out to share spells, the Order of Sydon is a paramilitary organization taking increasingly violent action against temples of the Five, the Centurions* of Mytros are said city’s standing army, and the Druids of Oldwood worship Thylea and make sacrifices to her to atone for the ‘original sins’ of the settler races’ presence on her land. The Temple of the Five and the Temple of the Oracle are institutions dedicated to the Five Gods and Versi the Oracle respectively, and only the former gets involved in secular politics with the Oracle being more removed from mundane affairs. The last three factions are monstrous in nature: the remnants of gygan tribes band together in small families and seek vengeance against the settler races, the centaurs of the Steppes war upon each other and the city-state of Estoria when they’re not partying and stargazing, and the Raving Ones are maenad worshipers of Lutheria who dwell in caves and shadowed glens, ambushing unlucky travelers to rob, torture, and sacrifice to their patron.

*hey, that’s a Roman term!

The inhabitants of Thylea are collectively referred to as Mortals, even those among the native and fey races to distinguish them from the more monstrous and divine entities. The ‘native races’ include the more classic Greek mythology creatures: centaurs, the various cyclops subraces (who are sadly non-playable), medusae, minotaurs, satyrs, and sirens. The ‘settler races’ include the standard PHB stock, and are pretty much assimilated wholesale into greater Thylean society beyond a few rare exceptions: orcs do not exist on Thylea so the half-orcs are a small community in Mytros, while tieflings are referred to as “Stygeans'' and live in Mytros’ ghettos due to a believed association with Lutheria. Dragonborn are virtually non-existent, and if one were to show up the average Thylean may think them to be either a monster or a scion of the Dragonlords.

The inclusion of the non-human PHB races is perhaps the most obvious case of ‘square peg round hole’ for importing D&D tropes into Odyssey. Most NPCs who aren’t of the native races or monsters are humans, and there’s no real place in the world for elves or dwarves that makes thematic sense. I find that the native races more or less fill most of the PHB races’ roles: centaurs and minotaurs are strong warrior guys, nymphs are nature-loving magical people, medusae are the cursed and shunned outcasts, and satyrs and sirens have Dexterity bonuses and racial features which are good for subtle distractions and/or mobility. The only real thing missing is a half-elf ‘jack of all trades’ or Small-sized races like gnomes and halflings.

We briefly get into the Laws and Oaths of Thylea. They are magically-binding aspects of the world which virtually all native Thyleans know, and even the gods can be limited by them. Generally speaking if a person swears to do or not do something, then they suffer some persistent misfortune should they intentionally break the oath. The Furies, who are not gods but very powerful beings, are three women tasked with interpreting and enforcing said Oaths. They dispatch erinyes to take the more egregious Oathbreakers to their own special hell in the afterlife known as the Island of Oathbreakers.

The most common types of Oaths are Guest Friendship (hospitality to those who invite you into their home) which is used for neutral meeting grounds and periods of peace even between sworn enemies; an Oath of Peace, where the swearer promises to commit no violence against them or their servants; an Oath of Protection, a one-time promise to come to a person or group’s aid in times of crisis; and an Oath of Service, where someone swears to perform one task on behalf of an individual. This last one is the most rare for said task is open-ended and the beneficiary of the Oath can ask them to perform dangerous, suicidal, or even wicked deeds.

We also get a list of sample curses for those who break Oaths, but can also be for those who otherwise anger the gods or commit some other great crime. They are persistent conditions which worsen over time and are typically only cured via powerful magic or rectifying the original misdeed. Curse of the Harpy and Curse of the Medusa transform the victim into the aforementioned monster types, while Curse of the Graverobber makes all food non-nourishing and slowly starves the tomb-robber to death.* Finally, Curse of the Treacherous causes the Furies to dispatch a trio of erinyes devils with special spells and equipment (entangling ropes, plane shift, etc) to kidnap the unfortunate soul and take them to the Island of Oathbreakers.

*this is only inflicted on those who steal from holy sites; otherwise the average adventurer would be in deep naughty word.

Epic Paths
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Epic Paths are one of the larger aspects of Odyssey of the Dragonlords. Added on in addition to standard backgrounds, they are aspects of a PC which tie them into the larger plot. There are certain points in the Adventure Path where a relevant Epic Path will provide an alternative means of solving a task, bonus quests and rewards, fosters a relationship with an existing important NPC, and in some cases explains what the PC was up to before the start of the campaign.

Barring one exception they are all mutually exclusive, so every PC must have a different Epic Path than the rest of the party. Additionally, each Path has a Divine Boon of some sort where the PC can be rescued them from death for free only once in the campaign. It may take the form of a notable NPC coming to resurrect them, fate turning things in their favor at the last moment, the spirit of a loved one possessing their body to bring them back from the brink of death, and so on and so forth. Furthermore, there’s a Divine Blessing which is gained via completion of the Epic Path’s overall story, and some can end earlier than others on the Adventure Path.

The Paths’ entries outline the various milestones encountered during the adventure, but said adventure sections in the appropriate chapters also make callbacks in handy little sidebars for user-friendliness. For said reasons I won’t cover them here but instead during the review of relevant chapters.

Demi-God: The PC is one of Pythor’s many bastard children, and the god feels in his heart that their progeny will succeed where he failed and maybe take his place as the God of War.

Vanished One: The PC is the last surviving Dragonlord, but the Oracle Versi became obsessed with them and jealously took them as a favored pet/implied concubine a la Odysseus and Circe. Her magic helped the Vanished One be virtually ageless, but ephemeral time spent in a secluded cave has dulled their abilities.

Doomed One: Lutheria has a thing for murdering children, and sacrificing babies is one of her cult’s most infamous rites. The PC parents were part of her cult but refused to offer up their only child for slaughter. This earned their death at the hands of the goddess’ many servants. Lutheria’s minions have tormented the PC ever since and making their life hell, the goddess viewing the whole affair as incredibly funny.

Unlike the other Paths, the PC can be resurrected immediately twice upon death, but the third time they remain dead forever unless or until Lutheria is destroyed.

The Haunted One: The PC had a happy idyllic life with a loving family. But a prophecy foretold that the PC will find a way to overcome death itself, thus posing a threat to Lutheria’s dominion. So she used her powers to gather the souls of the PCs’ loved ones in her scythe. But she made one mistake: the PC somehow escaped her clutches thanks to Mytros shielding them and erasing all memories of their legacy from reality. But the PC remembers what they lost, if not necessarily the deities involved.

The Gifted One: Like the Demi-God the PC has a divine bloodline, but as one of Sydon’s grandchildren. The cruel god murdered his mortal wife, but was unaware that she gave birth to a daughter, who is in turn the PC’s mother. Said PC is destined to restore the glory of the Dragonlords and defeat their grandfather.

The Lost One: The PC is the survivor of a shipwreck from a foreign realm outside of Thylea, and more than one PC can choose this Epic Path. This one has the last least ties to the adventure path, and its main goal is to find a way back home.

The Dragonslayer: The PC’s village was wiped out by a dragon raining flaming breath down upon hapless innocents. Said ‘dragon’ is actually Helios the Sun God (something not known immediately), and the Epic Path revolves around hunting down and slaying the one who took everything from them.

The Cursed One: The PC hails from a family or tribe who carry an ancestral curse from the Titans’ wrath. The PC has faced a life of difficulty, and their brethren are fated to die off within a generation if a means of lifting the curse isn’t found.

Guidelines are provided for the DM to make their own Epic Path; the advice focuses mostly on how to ideally space the magic item rewards based on level, making granted special powers equivalent to Epic Boons from the DMG, NPC mounts and companions should be of CR 3 or lower, Divine Blessings follow the guidelines for Supernatural Gifts (Blessings unsurprisingly) under the DMG’s Other Rewards section, and the Divine Boons should involve a key NPC from the plot riding in as the cavalry to save the PC’s now-dead bacon.

The remaining sections are short entries which can be better summed up in future chapters: an Adventure Overview outlining the plot in bite-sized chunks as well as recommended Fame and Experience Levels for the major Chapters, advice on Session 0 prep and how the PCs came together, and sample advice for role-playing the more notable and recurring characters of the Adventure Path (most notably the gods). The last part of our chapter is a picture of the Thylean alphabet which is similar to the one of Ancient Greece’s.

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Thoughts So Far: I feel that this is overall a rather good introduction to the world of Thylea. We didn’t get into any deep detail or new mechanics and rules, and some of the entries feel like they’d be more appropriate in later sections on account that they show up much later in the book. I do find it rather funny how the city-state with the God of War as ruler is not the one ripping off of Sparta, though.

The mechanics-facing aspects of the Epic Paths show up in the appendix, and speaking of which they’re a mixed bag. Some of them have more pertinent ties into the world and larger plot, such as the Demi-God and Haunted One. Others feel more like side-plots at most such as the Cursed One, Lost One, and Dragonslayer. The Vanished One being captive by an incredibly possessive character has quite a few warning bells,* and given that the Oracle is meant to be a major patron and the person who summons the call to adventure for the party in the first place, it is the kind of thing that may require a social contract or Trigger Warning for the gaming group to clear beforehand. Additionally, the Doomed One and Haunted One are too close in concept (Lutheria took away your family) and their relevant plot points are also the same. I understand that trying to make enough potential paths which have differing consequences echoing throughout an entire campaign can be difficult, so my criticism on the sameness front is a bit muted.

*like making the PC swear an oath to return to her cave when all is said and done, trying to murder characters they fall in love with, and also restoring said PC to life via a kiss as the Divine Boon.

All in all, I feel that this is a good introduction, but some things can be ordered better.

Join us next time as we cover new options for PCs: races, class archetypes, spells, equipment, and the rewards and Divine Blessings for the Epic Paths! Read future posts on this book in the comment section below!
 

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scottieboy86

Explorer
The plot holes don't stop there. The materials are inconsistent with respect to the lore of the setting and what the people of Thylea do and do not know about their history. There are some who think this is intentional, but I just find it frustrating. The DM shouldn't be kept in the dark about these sort of things. Players, sure, not DMs.
 

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Von Ether

Legend
The adventure naturally expects that the PCs will defy him and take up arms against the god, even more so than Lutheria. Joining Sydon and felling the Five Gods is not supported at all in the rest of the adventure path, so it sounds more like a Non-Standard Game Over where the PCs forsake their duties and join the cause of evil.

My answer to that would be "Next week, we'll be making level 1 PC in this same universe, thanks for helping make new end game bosses."
 

Libertad

Hero
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This chapter gives the PCs one year of downtime between it and the resolution of the Battle of Mytros. The details are left vague, but the DM can draw from the existing Fame system as well as one of the Appendices which details what happens when/if a PC builds a new Order of Dragonlords.

The destruction from the Titans’ fall left many refugees and scattered people, and various new settlements named themselves after various heroes who proved themselves during this time. Naturally several are named after the PCs, and there are perks for PCs who patronize and fund said settlements.

The adventure begins when the nymph Ekoh approaches the party with a message. Narsus was once one of the new dragon-turned-gods, but like his brethren he lost that spark at the end of the Oath of Peace. Five hundred years ago he was kidnapped by an obsessed queen of Aresia, and he’s lived as a hostage-guest in said city ever since. Ekoh was once in a contest to win the hand of said god in marriage, but the Aresian Queen cheated her out of it and kidnapped Narsus. Not only that, Ekoh claims that Narsus learned of a means of allowing mortals to ascend to godhood themselves, and that such knowledge is dangerous in the hands of the Aresians while also implying that he’ll give said secrets to whoever frees him. Meeting with knowledgeable NPCs to confirm this story demonstrates that the claim is indeed from Narsus; he’s too prideful to lie about something like this, which...sounds kind of contradictory to me; arrogant people exaggerate and lie all the time!

Aresia is on hostile terms with Mytros, and by extent Estoria, and the Dragonlords are not recognized as a legitimate organization in the city-state’s dominion. This makes the matter of just walking up to the city and asking for an audience unlikely. The adventure also implies that chaos will reign with the loss of the Five Gods and at least two of the Titans, but never goes into detail on the effects. Mytros and Thylea are still around, so it’s not a totally godless world even if the PCs killed Kentimane, Helios, and the twins Sydon and Lutheria. Does the world become a joyless, boring place without the Goddess of Music? Are timeshares and quack doctors making a killing without a replacement God(dess) of Wisdom? The adventure does not say.

The PCs have two major means of dealing with Aresia: they can lead an army to besiege it Trojan War style, or they can infiltrate the city and find a means to rescue Narsus themselves. Negotiation with Queen Helen of Aresia is an option, but the party’s NPC allies will advise against it unless they use the threat of invasion as a big stick in any dealmaking.

The adventure has a few open-ended results in however they proceed, although the siege by far has the most encounters. Instead of using a logistics mini-game in managing thousands of troops, the PCs have to accomplish several tasks during the war on a personal level in order to turn the tide in their army’s favor. In no particular order they must defeat a sapient bronze colossus named Talos defending the city; find and disable the artifact Palladium, which grants resistance against damage and advantage on attack rolls for Aresia’s walls and siege weapons respectively; and press the attack in several set-piece battles at the gates and bridges. There are also two times when the PCs will be approached by figures: the first is a siren messenger from the Queen who wishes to negotiate a ceasefire, and the second is the Shadowmaster who claims to be a servant of the Dragonlords and can help the PCs find the Palladium. The Shadowmaster is actually part of Lutheria’s cult, who still remains loyal to her even should she have been defeated by the heroes. They want to see Aresia fall for their own reasons...although you’d think that getting the PCs one step closer to divinity would make Lutheria’s job harder in the end. Oh well, I’ve learned not to expect any rational long-term plans from that weird sex cult.

If the PCs approach Queen Helen at any point, her terms are surprisingly reasonable: Narsus used to give public appearances in Aresia to adoring fans, but ever since the loss of his divinity they had to put a stop to this along with a rather large loss in morale. She wants to see her city’s divine status symbol return to his old self, and doesn’t even mind the idea of the PCs as a new pantheon, provided they promise not to “steal him away” from her.

The PCs can also find Narsus hidden in an underground chamber beneath one of the Aresian warrior-temples. The former god is here in bronze dragon form, happy that the PCs got his message. He was true about the godhood ritual, but he has no desire to leave Aresia whether for Ekoh or anyone else as all his needs are taken care of and he’s a local celebrity. If the PCs led a siege against the city, he’s entirely nonplussed about the devastation and loss of life, despite Aresia being his home for half a millenium.

This part of the adventure is a very large weak point. Although the grisly specifics are not mentioned, the Aresian siege results in suffering and death for the civilian population as well, and ironically the suggestions by pretty much every NPC advisor results in options that are worse in the long-term. Queen Helen’s demands are surprisingly reasonable and as such the PCs don’t really need to budge or renegotiate on any major matters. Chances are that if the party led a siege, they may feel more than a bit angered at Narsus’ callousness and deception and conclude that such a self-centered god should not have power over mortals. Compound this with the fact that it was one chapter ago that the party saw the effects of an invasion on the defending side, and the whole “we gotta invade ‘em!” encouragement from their allies may result in a loss of respect and trust.

Whether gaining an attendance by force or by word, Narus tells the PCs that they need 3 artifacts in order to perform the godhood ritual: the Caduceus, buried in the cairns of Aresia’s first King who is now a vampire; the Ambrosia, which has come into the hands of a minotaur warlord building up a personal army; and the Promethean Fire, which lies within the submerged former capital of the Siren race. The artifact hunt can be done in any order, although the Promethean Fire is much longer and covered in detail in the next chapter. If the PCs negotiated a peace treaty, then dealing with the vampire king and minotaur warlord are part of their end of the bargain in ensuring Aresia’s safety.

The City of Aresia
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Aresia has a write-up much like Estoria and Mytros, although not to the latter’s extensive level of detail. We have a discussion of its political factions, a brief history, magic item shops, and random encounters and rumors. Sadly much of this will not be relevant during the siege, given that most of the location entries presume the PCs are infiltrating or that the city is not in the middle of war. There’s 21 location write-ups, but to sum up the place in broad strokes…

1. It’s Fantasy Counterpart Sparta. There’s still a civilian class, but pretty much everyone in power is some kind of warrior.
2. Said Spartan warriors are Monks, and every 5th Edition monk subclass in the core rulebook (and a few from Unearthed Arcana and supplements, like Way of Tranquility and a renamed Kensei via Way of the Sword) are represented here. They have a bit of a “rival fighting schools” theme where they compete against each other in tournaments. The Way of Shadow monks are a secret Lutherian cult, while the Way of Elements monks are like Avatar’s benders in that they use their talents for public works in addition to warfare.
3. Queen Helen hand-selects warrior-monks to serve as bodyguards. But she thinks with her vagina and chooses handsome young men over experienced veterans. Said bodyguards have to be abstinent in all other relationships besides those with her.
4. There’s a Sidequest where a woman is in love with one of the senior warriors, but he does not feel worthy of marrying her unless his mithral sword is recovered. Said sword is possessed by the minotaur warlord Zakroth, and the PCs can resolve this love affair by bringing it back.
5. Minotaurs have equal rights here, unlike much of Thylea. Aresia looks down on the rest of the continent for their barbaric practice of enslaving them.
6. Aresia grows the best olives in all of Thylea, and certain high-quality olive oil varieties mixed into potions can give 1 bonus die type to rolls granted by said potion. There’s also a more generic magic item shop run by a philosopher-wizard whose wares are stored in a bag of holding.
7. The Red Lotus restaurant has various NPCs and a bartender who can update the party on interesting goings-on.
8. PCs can get funding for an underwater expedition to the siren city by a merchant house who can give them magic scrolls for deep-sea survival, mundane ships, and sailors in exchange for 10% proceeds of treasure recovered.

Zakroth’s Prison Fort
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The Ambrosia is a drinkable container that enchants whatever liquid is put in it. It raises the user’s Charisma with every drink while also de-aging them to a minimum of 13 years or early adolescence for non-humans. Given that Zakroth has possessed this artifact for a while, this must mean he’s the most well-spoken and inspiring kid in all of Thylea.

Zakroth served faithfully under Sydon, and although his patron is most likely dead he still wishes to take revenge on the settler races. He’s built up a coalition of centaurs, minotaurs, and even gigantes (who are ugly and antisocial giants) under a unified banner where they intend to make Aresia an example for the start of their war. The fort is a 10 room, 4 level dungeon inside a multi-level treehouse. It would ordinarily be a straightforward crawl save for 2 interesting role-play-worthy encounters: the first one is a group of Maenad cooks will claim that Lutheria still lives (“you cannot kill death”) and that she is angry with the party while taunting them as a premonition of things to come. The other one involves the most powerful centaur chieftains giving their sons and daughters as guest-hostages to Zakroth as a gesture of trust and to ensure the unification of their alliance. Depending on how the PCs handle the hostages, they may determine how the various tribes treat the PCs’ political legacy. Peace between the native and settler races within the party’s lifetime is based on this.

Tomb of Karpathos
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Karpathos was Aresia’s first and only king, and also had the unique title of Thylea’s first and only known vampire after breaking an oath to Lutheria. His own daughter sealed him and his brood in a barrow-mound, which is still watched over to this day by an honor guard of Aresian warriors. The Caduceus can be found in this mound. In the hands of a living creature it can grant powerful healing magic, but in the hands of an undead or a friend it can create powerful undead. Karpathos has been using the artifact to make more vampire spawn, but given that they cannot leave the tomb’s boundaries due to magical wards (Forbiddance and Antipathy/Sympathy in case the PCs wish to dispel it) his army is rather self-contained.

The tomb is a 14 room dungeon with branching pathways, and is rather underwhelming. A fair amount of the encounters are vampire spawn trapped under millstones, and they are incapable of action unless the PCs remove said weights. But as the weights do not block off any pathways or contain visible treasure, there’s nothing preventing the party from destroying the undead while they’re helpless: their torsos are pinned, the rest of their bodies visible. Karpathos’ wife, Queen Nemosyne is also pinned in such a manner, although Karpathos rests in a sarcophagus which holds Caduceus (and him) which makes fighting the head vampire mandatory. However, Karpthos cannot be slain as a typical vampire; a portrait of him at an Aresian art gallery is tied up with his essence, and it must be destroyed in order to kill him for good. The PCs have no means of finding this out save via divination spells, although chances are the PCs may slay him once and take the artifact, thus having no incentive to go back into the tomb as long as the magical wards hold up.

Thoughts So Far: The first adventure of Odyssey’s third act is off to a rather weak start, and I’m sad to report that it doesn’t improve much from here. The motivating hook in helping create a new pantheon requires a specific type of party set-up to jump at this task, and the whole “it’s in the hands of the Aresians” threat feels hollow given that said city-state has not been a visible element save as background dressing during the prior chapts. Although it is possible for the PCs to use another god (such as Thylea or Mytros) to attain godhood, the plot heavily sells them on the necessity of using Narsus to grant divine titles to mortals in the creation of this new pantheon. The idea that the PCs may become gods is appealing, but there’s no mention of what happens should they be humble enough and set out to find NPC replacements: no such candidates are listed for who can follow in the Five Gods’ footsteps, which is a wasted opportunity.

I talked earlier about how the NPC advisors all get unifying opinions in regards to the Aresian invasion, and how this is problematic. The lack of alternative and conflicting opinions seems at odds from what I’d expect to be a motley crew of allies gained during prior adventures. That said advice results in the worst options in terms of loss of life, and that Queen Helen’s demands are more or less what the PCs would want to do anyway, takes a lot of bite out of the entire affair.

Join us next time as we battle Scylla in the lost city of the Sirens in Chapter 11, the Sunken Kingdom!
 


Libertad

Hero
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The major hindrance in venturing to the siren’s forgotten city is that it’s well, forgotten. And also several hundred feet below sea level, but prior contacts can help with the latter should they lack the means of breathing water themselves. Fortunately for the former, one of Narsus’ siren attendants has an undersea map to the place! This chapter takes place entirely underwater, and we get a handy repeat of rules for combat changed by this: to sum things up, fire attacks deal half damage and an assload of weapons have disadvantage on attack rolls. The city itself is several hundred feet below sea level, and a civilization of merfolk now live among the ruins. Said merfolk are at war with a group of merrow who came from a nearby abyssal trench known as the Chasm. A great monster known as Scylla lives at its bottom, and the merrow take captives to sink corpses down there for sacrifices. It won’t be long before the merfolk petition the PCs to save their people.

The merfolk worship a group of empyreans as gods, who live within the shrines of the Temple District. They are capable of great feats of might and magic but are unable to leave the confines of their respective temples. The key to their freedom lies with the death of Scylla, a task the merfolk have yet to perform. Said empyreans will be quite helpful to the party, explaining that Scylla ate the artifact in which they seek and will butter up the PCs: they’ll speak of how they were once a lost pantheon, but feel that Thylea’s fate is bright in the party’s capable hands. To better seal the deal, each empyrean has a unique gift for one PC, ranging from a monstrous companion to fight at their side to magic items and boons. Some of the empyreans have higher standards than others, and demand some kind of trial.

The empyreans are liars. You see, there was once a great angel by the name of Phaeros who was exiled by his kind for believing that godhood is a right for all mortals. He sought to find a more worthy pantheon than the reigning titans of Sydon and Lutheria, so he visited the city of the sirens to find those he believed could challenge their reign. From there, he made a new pantheon of empyreans. The titan twins learned of this and asked their father Kentimane to unleash Scylla upon the city. Together with their mortal armies, they sunk the realm beneath the waves while Lutheria tricked the empyreans into being cursed to never leave their sunkern temples. Phaeros and the Promethean Fire were swallowed by Scylla, their only means of breaking the curse of imprisonment. This forgotten pantheon has grown mad in the passing millennia and seek vengeance upon those they believe abandoned them: said criteria includes all mortalkind.

The empyreans are all evil alignment save for one Chaotic Neutral crazy trickster god, and their gifts are twisted such that they will turn against the party: boons and magic items become curses, while companions fly into a rage and attack. However, none of the empyreans have means of magically concealing their alignment, meaning that the PCs may very well spurn their aid and reconsider the whole Scylla-killing business if the party contains...oh, let’s say a Paladin who realizes that empyrean after empyrean is radiating big honking gobs of Evil!

The merrow seized a fortress in the city which has 40 of their rnumber along with a coven of 3 sea hags, and there are various other small locations the PCs can explore in the city itself although most of it is free of danger and mostly role-play.

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The Chasm is a 2-mile deep pit with three broad layers. The Upper Reaches are barely lit and home to most typical sea life. The Void is halfway down and completely dark, home to gigantic primordial creatures and a tribe of ichthys.* The very bottom of the Chasm is a cavernous floor covered with the corpses of whales, merfolk, and other things that drifted down to the bottom. Tunnels and trenches hold portals to the Nether Sea at this depth.

*like centaurs but evil and with lower halves of lobsters.

One of the set-piece encounters is a nest of 36 sharks of the giant and cetus varieties asleep on a sandy ledge in the Void, and the adventure notes that waking the creatures will be suicidal for the PCs. Now I know that 5th Edition’s bounded accuracy makes it so that hordes of monsters can be dangerous even at the highest of levels, but there’s something...tonally dissonant about the whole affair. In prior chapters the party killed gods, possibly besieged a city of Spartan look-alikes with a Colossus protector, and did many other heroic deeds. But the adventure assumes that a nest of sharks is where they draw the line and decide that discretion is the better part of valor.

Scylla is the Boss Monster of this adventure, and she is a creepy, screaming bloated mass with six canine heads connected by serpentine necks. She is a tough cookie, on par with Sydon and Lutheria statwise but with slightly worse saves and no spells. Her primary means of attacks are her many biting heads and tentacles, and she can sing an AoE dirge that charms those who fail a Wisdom save which can also be done as one of her legendary actions (the others being bonus attacks and movement).

Once the PCs kill her, Phaeros will cut his way out of the corpse, holding a blue orb of fire in one hand: the Promethean Fire. He will praise the PCs for freeing him, and mention that he must now complete his sacred task and ‘restore the rightful pantheon of Thylea.’ What he means is that he will use the Promethean Fire to free the empyreans; he will fly up out of the chasm while ignoring any attacks directed at him. The adventure assumes that the PCs will be unable to catch up to him even though spells like Dimension Door are easily a thing at this part in the plot. When the PCs reach the Sunken City he will suddenly turn on the party once the emypreans are free, proclaiming them to be blasphemers for trying to use the artifacts to become gods themselves. How would he know this unless they spilled the beans to the empyreans? Also, isn't this contradictory to his earlier ideology of spreading the god-wealth around? The adventure makes no mention of how and why he changed his ideals over time.

The PCs can gain the Promethean Fire from Phaeros after killing him, and the empyreans will feign ignorance and claim that the angel must have gone crazy from time spent being digested. They will pretend to leave Thylea forever, but in reality seek to learn of the land and rebuild their strength for the coming time of vengeance.

But at least the PCs have all 3 artifacts now. They should be able to challenge these empyreans as God-to-God for a thrilling climax, right? Wellllll, about that...I took a look at the rules for the Theogenesis ritual and contrasted it with the expected experience levels at certain points in the adventure path:

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If the PCs didn’t want to strangle Narsus before, they almost certainly will want to do so now.

Thoughts So Far: I’m beginning to see a recurring theme in this third act of the PCs managing to make things worse in their quest for godhood. While the Aresian campaign could be averted, the Sunken Kingdom is far more railroady in its expectations and resolution. It presumes that the PCs will take the empyreans at their word, be unable to intercept Phaeros before he frees said empyreans, and then kill Phaeros anyway after the deed is done. The backstory is something the PCs have no real chance of finding out, so it’s very much in the style of Paizo’s adventure paths which give enemy NPCs detailed write-ups that most players are never going to learn. Contrast this to that of Sydon and Lutheria, or the legacy of the Dragonlords, or even the kidnapping of Narsus and the Aresian Campaigns. Odyssey has been rather good in giving opportunities for the PCs to learn of the world’s past and how that affects their current adventures, but this chapter only works if the party is kept in the dark about as much as possible for as long as possible.

Join us next time as we wrap up the conclusion to this adventure path in Chapter 12, Apokalypsis!
 
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Libertad

Hero
Someone over on RPGnet pointed out that Phaeros attacking the PCs for wanting godhood themselves is contradictory to his earlier message, so I edited in a new sentence pointing this out after "spilled the beans to the empyreans" section.
 

Libertad

Hero
Yes, the original campaign ended with the Battle of Mytros. The later chapters were stretch goals that they decided to integrate into the book instead of keeping them as seperate PDFs.

Looks the adventure has quite some holes when you do not follow the expected railroad of how to deal with the titans.

I honestly kind of wish it ended in the way it was originally written. The whole level 1st to 20th schematic is an outdated relic most gaming groups don't perform anyway.
 

gyor

Legend
I'd love to take Odyssey of the Dragonlords and replace the half the river nymph subraces with the Alesid (flower/medow/plains nymph) and the Lampid (Death Nymph).
 

Von Ether

Legend
I honestly kind of wish it ended in the way it was originally written. The whole level 1st to 20th schematic is an outdated relic most gaming groups don't perform anyway.
Totally agree, but it seems such a siren song for many groups. Regardless of the reality and how often it proves to be true for that particular table, many keep planning and hoping to "win" by knocking off the end boss after they reach 20th level.

Admitting that, though, would remove an arrow out of their quiver of excuses for learning other games. ;)
 

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