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[Let's Read] Odyssey of the Dragonlords
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<blockquote data-quote="Libertad" data-source="post: 7962870" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/EGAAwwN.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Chapter 4 is hardly a chapter at all. It covers the initial scenes for the heroes readying themselves for the voyage, and a list of Thylea’s constellations and to which islands they’re attuned.</p><p></p><p>The PCs are presumed to have some time making preparations for their journey, but Kyrah encourages them to set sail quickly. They will not have to sail alone or on a tight budget: various citizens from prior areas in the adventure path approach to give the party farm animals and minor consumable magic items as thanks for their earlier deeds. Queen Vallus presents them with the Antikythera, a magical artifact-compass which can manipulate time and space to ensure a speedy passage between maritime destinations. The compass is attuned to the constellations in the night sky, which in turn represent the various islands off the coast of Thylea. Unfortunately a missing gear was stolen, preventing it from charting course to the more remote areas including the domains of Sydon and Lutheria. Vallus believes that Commander Gaius is responsible, and tells the party that he recently departed for the Order’s headquarters at the Island of Yonder.</p><p></p><p>So how does the Antikythera work? Well it allows a ship to sail to any attuned constellation destination in 3 days, 2 if proper wind-based magic is used (Boreal Harp, summoned air elementals, etc) or 100 gp of livestock sacrifices to Sydon are made. This time-based shortening is not for flavor: the Oath of Peace will come to its 500-year end in 60 days time when the PCs first set sail. Presuming the Uparty visits each of the 17 islands and stays less than a day on each, they’ll have a window of 9 days before the Doom of Thylea begins. This is not counting any 3-day voyages made back to the mainland.</p><p></p><p>Finding recruits is trivial for the PCs. A crew of 50 oarsmen minimum is needed to row the Ultros, but 100 sailors will sign up due to the party’s reputation alone. For named NPCs, the deities Kyrah and Pythor will come along as guidance (albeit Pythor is often too drunk to be useful) along with Versi the Oracle. But some optional followers include the satyr fanboy from the Mossy Temple, Bullbug the Minotaur, and Moxena the Lady of Coins if the PCs resolved their respective role-play interactions in a manner earning their trust.</p><p></p><p><strong>Bioware Trope Alert: Token Evil Party Member:</strong> The Ghost of Estor Arkelander will manifest on the ship at night. Should the PCs ask him for advice regarding a dilemma, he’ll invariably suggest options that result in the most fear and bloodshed.</p><p></p><p><strong>Epic Paths:</strong> Versi will experience a vision of a lost dragon egg and tell the Vanished One that it can be found on Fire Island. Queen Vallus will approach the Gifted One before they depart, telling them that the ancient fortress of the Dragonlords can be recovered in the Garden of Helios, but it is now under the dominion of a dragon. She will also tell the Lost One that the few remaining skilled gygan artisans can modify the Antikythera to allow a ship to sail to destinations beyond Thylea’s waters.</p><p>Estor Arkelander will tell the Lost One that he buried the treasure of the Dragonlords in the Nether Sea,* sealed in a prison housing the greatest threats and weapons of the gods. He offers to show them the way, but only if the Lost One swears a vow to allow him first pick of the treasure.</p><p></p><p>*Thylea’s Hades equivalent.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/GadHhEo.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>So an interesting thing I noticed about this map. The various numbered locations are split between two chapters, but said chapter titles are misleading. Quite a few locations in Chapter 5, the Cerulean Gulf, are south of the Forgotten Sea such as the Island of Themis. Furthermore, the islands which an Antikythera with its missing gear restored are the geographical outliers (11-17) in Chapter 6, the Forgotten Sea. This confused me a bit, but mapwise it makes sense as the farther options need the missing gear.</p><p></p><p><a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/BorderPatrol" target="_blank"><strong>Generic Video Game Trope Alert: Aquatic Border Patrol:</strong></a> If you’re wondering what’s preventing the PCs from setting sail early...well, the Ultros is a magically-reinforced ship that even Sydon cannot sink. Any other ship the PCs set sail on would be destroyed by his relentless torrential weather.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/Z55PN3F.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>There are 10 islands open initially to the PCs to visit as they will. Sometime after visiting a few, Sydon and Lutheria will menace the party yet again. The Lord of Storms will summon a hellish hurricane that will sink the ship unless the PCs use any clever combination of magic and skill checks at their perusal to get out.* All the while the Titan will issue his booming voice down to the Ultros, speaking of how he’ll kill all who resist him in the end. As for Lutheria, she will send the party a nightmare of their ship’s crew cannibalizing each other. PCs who fail a Wisdom saving throw will enter a violent rage and attack anyone they see for 10 rounds. Although the text mentions that it’s a great opportunity for PCs to fight each other “without guilt or hard feelings,” the relative power level of PCs in comparison to the average crewmen, and the amount of mayhem that can be inflicted in 10 combat rounds, likely means that several people are gonna die.</p><p></p><p>*or make a hefty sacrifice to him of 500 gp worth of livestock.</p><p></p><p><strong>Island of the Golden Heart:</strong> This bountiful island is blessed with magically-fertile life. A massive tree in the center is the only place where mortals can speak with Thylea: PCs she deems worthy she can answer questions with the strength of a divination spell, and anyone stupid enough to attack the tree will get squashed by a summoned Kentimane who is a CR 29 legendary foe. PCs can hunt golden-manned animals such as a lion and ram whose fleece and fur can be valuable crafting components at the Mithral Forge. The Ram is intelligent and will let the PCs shear it if they ask nicely. Apples and olives harvested can mimic minor potions, and a pegasus can join the party’s cause as an allied mount should a good-aligned rider who has never committed an evil deed in their life respectfully approach. Which depending on how broad we’re defining ‘evil,’ may make said pegasus incredibly easy or incredibly difficult to recruit.</p><p></p><p><strong>Island of the Chimera:</strong> This island is home to a very strong chimera (max HP per Hit Dice) who’s been preying on Thylea’s shipping trade for decades. There’s a thousand gold bounty on whoever can show proof of its death, and its lair is full of stolen treasures.</p><p></p><p><strong>Island of the Fates:</strong> A trio of hags known as the Fates live here, weaving tapestries that foretell the destinies of all. Various monsters guard their lair, and they’re responsible for finding and giving metallic dragon eggs over to Sydon to brainwash and corrupt (and have a copper dragon egg in their possession). The hags can offer their magical services to the PCs, but in exchange they demand some utterly evil actions: kill the Oracle Versi, kidnap a baby to bring to them to turn into a hag, and/or kidnap a nymph for them to torture and eat. There’s also a tunnel leading into a huge pit overlooking the Nether Sea. Said Sea is the dominion of Lutheria, and if you’re wondering if PCs with flight (siren, pegasus, etc) can use this to circumvent a good portion of the AP...well they can, but will likely be very underleveled for dealing with the horrors in the depths.</p><p></p><p><strong>Epic Paths:</strong> The Fates can tell the destinies of the Doomed One, the Haunted One, and the Dragonslayer. For the Doomed and Haunted Ones they explain the divine origin of their respective misfortunes. Their loom can also be used to craft one of the wish list magic items for the Doomed One, but the party must bargain with or kill the Fates in order to use it. For the Haunted One they will explain how breaking Lutheria’s crystal scythe shall free their family’s souls. For the Dragonslayer, they will tell them to seek the Sun God’s wisdom in the Garden of Helios but leave out the fact that said sun god is the dragon that brought misfortune upon them.</p><p></p><p>They may be near-omniscient, but they’re still evil.</p><p></p><p><strong>Island of the Exiles:</strong> This is a prison colony the Mytrosian government sends its most dangerous and irredeemable criminals. The island is barren save for a few shrubs, preventing any ships from being built, and ships from Mytros occasionally sail here to deliver food rations. The islands’ 25 inhabitants are overwhelmingly evil and guilty of some rather major crimes, but one of the women is actually Acastus’ mother who was exiled here by her son for political purposes. Recently one of the inhabitants was murdered, and the exiles will call upon the PCs as a neutral party to find the culprit. Should they do so, they will be given a rare white ox that makes for 5 voyages’ worth of sacrifices for sailing, and can take on the exiles as crew members to replace any fallen sailors.</p><p></p><p><strong>Scorpion Island:</strong> A group of centaurs living on this island suffer a peculiar curse: those who cannot find a rider to bond with when they come of age turn into giant scorpions. As a result, the tribes here are mostly made up of children and adolescents who spend most of their days partying and avoiding their unfortunate transformed companions. Aresian warrior-monks use the island as a training ground, and both they and the centaurs can tell the PCs about the Lotus Witch: a sphinx who cursed the centaurs to be such and now lives in a magical tower.</p><p></p><p>Said tower is filled with babies and toddlers, originally adults cursed to be eternally youthful by the sphinx to use as slaves in harvesting fields of lotus flowers. PCs must either kill the Lotus Witch or beat her in a game of riddles in order to undo her curses. PCs who lose against her in a fight will become children, and Pythor or one of the Five Gods will negotiate their release unless the GM wants to end the campaign then and there.</p><p></p><p>Whether by bonding with them or ending their curse, each PC can potentially gain a loyal centaur mount to ride into battle.</p><p></p><p><strong>Epic Paths:</strong> the Lotus Witch will tell the Cursed One that the magic of their misfortune is on Typhon Island. They must dive into the volcano there in order to end it, but need an appropriate wish list magic item in order to survive the fall. The Witch possesses said item, but will only relinquish it if they answer her riddles (or kill her).</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/K3Eshwp.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Indigo Island:</strong> This forested isle is home to various tribes of barbarians who are the best seabound navigators in all of Thylea, but regard their talents as sacred and not to be taught to outsiders. PCs who visit can prove their mettle in mock combat with some warriors and be invited to a feast. But an evil copper dragon raised by and loyal to Sydon will disrupt the festivities. PCs who hunt down and kill the dragon can earn the gratitude of the tribes, and loot said dragon’s treasure hoard if found.</p><p></p><p><strong>Titan’s Folly:</strong> In times when the Titans numbered a respectable pantheon, the most industrious of their number created the myrmekes. This antlike race was capable of learning even complicated concepts and magic in an astoundingly short amount of time. They used their talents to nearly take over the world, and it took the efforts of Kentimane to seal them away in a tiny island. The islands’ true nature has long been forgotten even by the gods, but is known to hold something dangerous. Titan’s Folly is covered by a transparent dome of magical force, and the native races among the Ultros’ crew will warn the PCs to stay away and forget all memory of the place. However, the PCs will gain strong dreamlike visions of some sought-after magic item being beyond the barrier, the result of the myrmekes’ telepathy.</p><p></p><p>PCs who manage to magically bypass the dome will find an island of perfectly-sculpted hills home to the myrmekes, who are more curious and hospitable than suspicious. They will ask the PCs all manner of questions about the outside world.</p><p></p><p>So, what makes myrmekes so dangerous? Well, as part of their monster description they are fast learners: just about any spell, proficiency, or physically-oriented class feature can be learned by them by merely observing its use in action for 1 round. They can then telepathically share this learned knowledge with others of their kind.</p><p></p><p>The myrmekes will monitor how the PCs get back to the Ultros, and thus replicate the means to escape themselves. For some unfathomable reason they’ll decide that conquering the world by killing off all other races is the only reasonable course of action, and in a manner of weeks will begin construction of Bronze Age-level technology and fleets of trireme ships. Said advanced myrmekes can be encountered as a warship in a future encounter, but the book says that their existential threat is beyond the scope of the campaign…</p><p></p><p>...even though the adventure path easily covers over one in-game year, which is enough for the myrmekes to exponentially grow and conquer a lot of territory. Not having material on how Thylea will change should they be released is a missed opportunity. Particularly since another colony can be encountered as prisoners in Sydon’s tower-fortress of Praxys.</p><p></p><p><strong>Fire Island:</strong> This is a medium-sized dungeon crawl, with a lizardfolk tribe of Sydon loyalists as the main antagonist. The PCs can gain the aid of lesser tribes, including one led by a rebel lizard queen whose people originally worshiped the god in the volcano. Said volcano god is actually the sole surviving sister of Sydon and Lutheria who was trapped beneath the earth by them. The Lord of Storms has a vested interest in ensuring that the lizardfolk do not end up finding a way to free her, thus sponsoring a regime change loyal to him.</p><p></p><p>The Sydon loyalists have come upon a pair of brass dragon eggs, one of which they hatched and raised and another still unhatched (and which is the one referenced in the Vanished One’s Epic Path). There’s also a cyclops blacksmith by the name of Steros who crafts magic items for them, but can come to the PCs’ aid (and build stuff for them too) if they promise to find his father who is very likely prisoner on the Island of Themis.</p><p></p><p>Steros is a Jancan, a subrace of cyclops gifted with enhanced intelligence and skill at the forge. Although he does want to free his father from the Amazons, he also secretly hopes to betray the party and offer them to Sydon to gain the gods’ respect. The book says to role-play him like an incompetent cartoon villain, twirling his mustache and announcing his evil plans within earshot of the PCs when he thinks nobody’s listening.</p><p></p><p>This guy...is not gonna last long in most gaming groups.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/Sj0UFIR.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Island of Yonder:</strong> The headquarters of the Order of Sydon took advantage of this islands’ natural features for defensive purposes. The soldiers converted the ruins of a gygan library into a fortress and living space, and an inland bay leading to a natural pass in a ring of mountains is the only land-based route to it that doesn’t involve a treacherous climb. Commander Gaius and his silver dragon mount are here by the time the PCs arrive, and he’s in charge of a small army of human soldiers, spellcasters, gygans, harpies, a few guardian golems, and gorgons* who serve as mounts. It goes without saying that they’re hostile to visiting PCs, meaning that either stealth or combat is necessary to retrieve the Antikythera’s missing gear and any other treasures within.</p><p></p><p>*the metal bull kind, not the medusa kind.</p><p></p><p>Unlike the inhabitants of previous dungeons, the Order are made up of hardened soldiers and act the part. The fey in the Mossy Temple were drunk and overconfident, the Mithral Mines’ troglodytes left portions of the dungeon untouched due to the presence of other monsters, and Moxena’s minions in the Colossus were guardians of a linear ascent. Every room has a list of differences depending on whether the complex is at rest or on alert, and if the PCs manage to retreat or escape then Gaius will attack their ship with his dragon mount and attempt to kill everyone onboard in order to deny the party a naval retreat.</p><p></p><p>Beyond the typical gold and magic items, other treasures here are of a more intangible nature. The ruins’ library contains much in the way of forgotten lore, and between that and Gaius’ personal notes can compile information on the dragons who disappeared during the First War. Several theories that they transformed into something else in order to hide. There’s also information regarding much of Thylea’s history beyond public knowledge, which is referenced in an Appendix of its own that I’ll cover later.</p><p></p><p>In order to retrieve the Antikythera’s missing gear,* the party must deal with its current keeper: Chondrus, the high priest of Lutheria. He’s a wizard of no small skill specializing in AoE damaging spells and some defensive ones like Wall of Force and Stoneskin. He’ll try to bargain for his life if it seems he won’t win, promising to help guide them to his goddess’ realm in the Nether Sea. He will turn on them at the next convenient opportunity. Chondrus has a magical bronze bowl which allows for two-way scrying communication with a yugoloth** in the Nether Sea, who is oddly talkative to any PCs with questions.</p><p></p><p>*and the book calls out that the DM should ensure the PCs don’t miss it.</p><p></p><p>**funnily enough these monsters are not OGL. As to why WotC hasn’t slapped a Cease & Desist on Arcanum Studios, well…<a href="https://www.enworld.org/threads/new-wotc-game-studio-headed-by-biowares-james-ohlen.666283/" target="_blank">they’re now actually developing video games for them!</a></p><p></p><p><strong>Epic Paths:</strong> Chondrus has one of the Dragonslayer’s wish list magic items. He will give it up voluntarily if the PCs offer to spare him, but as usual they can make the smart choice and kill him for it instead.</p><p></p><p>As the Antikythera’s location is known island-wise to the party before they set sail, it’s quite possible that many gaming groups may heed Queen Vallus’ advice and head to Yonder ASAP. While they’ll likely visit other islands to fulfill their Epic Paths, the 60 day countdown and 3 day interim periods may encourage parties to skip over much of the seabound islands. But they’ll likely be underleveled if they do this too much, which the experience and treasure for island exploration is meant to discourage. But this works more from a metagame perspective, as unless the party heard about a particular island’s features elsewhere they very well may pass it up if they don’t know the risk/reward factor.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/R9sfI8T.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Island of Themis:</strong> The Island of the Amazons is the largest landmass off Thylea’s mainland. Its position is subtropical and includes animals unseen elsewhere in the region such as giraffes, rhinos, and hyenas. Most of Themis’ land is open plains, and the Amazon tribes travel across it in semi-nomadic bands fighting each other in ritual combat to determine land rights and in settling disputes. Every Amazon is trained in the arts of war from an early age alongside another warrior who becomes their ‘lifemate.’ They’re made up of various races both settler and native, and their martial prowess is famous throughout the rest of Thylea.</p><p></p><p>If Moxena is part of the crew she will highly encourage the PCs to take her during their foray. Same for Steros, who wishes to find his imprisoned father.</p><p></p><p>Thirteen years ago the Amazonian government underwent a violent coup as Queen Thesilea seized the throne in the name of Lutheria. She and her two sisters wear magical platinum helmets which disguise their true natures as medusae, and the next most legitimate heirs to the throne have been imprisoned in their secret dungeon, or exiled in the case of Moxena. PCs have the chance to sense things are amiss via some encounters on the island, including a roving band of maenads, goatlings, and pervy men. They’re drinking, gambling, and having sex in a wild party, loudly announcing that the island is part of Lutheria’s domain now. Bands of Amazon warriors encountered separately will be hostile unless the party is all-female, believing them spies. Otherwise they’re escorted to have an audience with their queen</p><p></p><p>Men are permitted on the island only under strict supervision and in small numbers for the purposes of procreation and then sent their way, although in some cases male prisoners of war from elsewhere are kept as sex slaves. Queen Thesilea/the writers decided that they could be EVEN EDGIER and began construction of an underwater temple where young boys are raised and brainwashed to view themselves as sacred sons of Lutheria to be used as eventual breeding stock. But on their eighteenth birthday they’re killed via petrification and serve as decorative statues.</p><p></p><p>Irregardless of the terrible nature of sexual slavery, having a strict cut-off point of 18 makes it seem less like they’re being productive in keeping up their numbers and more that Queen Thesilea has a thing for underage boys.</p><p></p><p>The Queen’s lair is in a sacred temple which also serves as Themis’ only prison. It is a multi-level dungeon crawl descent beneath the surface, guarded only by the Queen’s most trusted hand-picked Amazons so others encountered on the island cannot tell the party its specifics. The complex has a mixture of normal Amazon warriors, their war-trained basilisk and stimfay companions, and goatlings as major opposition. Places of interest here include a set of natural tunnels guarded by a Hydra, who ate the sword Titansbane after Queen Thesilea tossed it out; the cyclops prisoner Bront, who can tell the PCs the current location of said sword and will be eager to return to Fire Island because the lizardfolk there treated him better; and a magically soundless prison cell containing Darien, the legitimate heir to the Amazon throne. She was kept alive for 13 years as part of an oath by the Queen not to harm the children of the losing side, and is eager to help the PCs in taking revenge against the usurpers. There’s two squicky encounters where the PCs can walk in on Amazons and goatlings having sex with their brainwashed male slaves, including one where one of the medusa rulers seems too preoccupied to attend to a crying baby in a cradle in the same room...which is actually a goatling in disguise, thank God.</p><p></p><p>It is possible that the PCs can determine who next sits on the throne after killing the Queen. Darien, an Amazon PC, and Moxena are the likeliest candidates, although Moxena will do everything she can to undermine Darien if she’s chosen. If the PCs treated Moxena poorly overall, then she’ll order the Amazons to slay the party if she becomes queen.</p><p></p><p><strong>Epic Paths:</strong> Queen Thesilea carries the Haunted One’s other wish list magic item containing their family’s memories. The item will whisper that the Fates know of how to free the rest of their kin...which may be superfluous if the party dealt with the Fates before coming to Themis.</p><p></p><p><strong>Thoughts So Far:</strong> I love the concept of an island-hopping sandbox with enough adventure hooks to encourage some exploration between them. Only a few qualify as true adventures/dungeon crawls, with most of them being one to three encounters at most. But I feel that they’re overall the right length so as to prevent the island-crawl from feeling too long. I do feel that the shorter island encounters may produce unbalanced results in favor of long rest-focused classes, given that by the time you complete a shorter island like Golden Heart or Chimera you’ll have 2-3 days (and one sea-based encounter) before stepping foot on to the next island.</p><p></p><p>There are a few weak points, namely what happens if the PCs screw up big time and lose either the Ultros proper (Sydon sinks it) or their crew numbers get too low (Gaius and his dragon killing the crew). Given that it’s possible at least one PC may have a Divine Boon to rescue them from certain death, the adventure path has no suggestions on how to resume back on trail for lone survivor PCs. There’s also the fact that the PCs can get an awful lot of DMPC allies fighting on their side which may unbalance encounters. The pegasus mount is a cool concept, but the centaur mounts may potentially double the party number.</p><p></p><p>The Island of Themis is one that requires the most work: there’s a fair chance that the party will have anywhere from 3 to 7 DMPC allies fighting alongside them for the dungeon crawl. The creepy sex stuff, combined with the possibility of an all-women party bypassing much of the dungeon (the other Amazons revolt and converge on the temple-prison once the medusae are killed) are other things that will have to be rekindled for most gaming groups.</p><p></p><p><strong>Join us next time as we move on to Thylea’s far reaches in Chapter 6: the Forgotten Sea!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7962870, member: 6750502"] [center][img]https://i.imgur.com/EGAAwwN.png[/img][/center] Chapter 4 is hardly a chapter at all. It covers the initial scenes for the heroes readying themselves for the voyage, and a list of Thylea’s constellations and to which islands they’re attuned. The PCs are presumed to have some time making preparations for their journey, but Kyrah encourages them to set sail quickly. They will not have to sail alone or on a tight budget: various citizens from prior areas in the adventure path approach to give the party farm animals and minor consumable magic items as thanks for their earlier deeds. Queen Vallus presents them with the Antikythera, a magical artifact-compass which can manipulate time and space to ensure a speedy passage between maritime destinations. The compass is attuned to the constellations in the night sky, which in turn represent the various islands off the coast of Thylea. Unfortunately a missing gear was stolen, preventing it from charting course to the more remote areas including the domains of Sydon and Lutheria. Vallus believes that Commander Gaius is responsible, and tells the party that he recently departed for the Order’s headquarters at the Island of Yonder. So how does the Antikythera work? Well it allows a ship to sail to any attuned constellation destination in 3 days, 2 if proper wind-based magic is used (Boreal Harp, summoned air elementals, etc) or 100 gp of livestock sacrifices to Sydon are made. This time-based shortening is not for flavor: the Oath of Peace will come to its 500-year end in 60 days time when the PCs first set sail. Presuming the Uparty visits each of the 17 islands and stays less than a day on each, they’ll have a window of 9 days before the Doom of Thylea begins. This is not counting any 3-day voyages made back to the mainland. Finding recruits is trivial for the PCs. A crew of 50 oarsmen minimum is needed to row the Ultros, but 100 sailors will sign up due to the party’s reputation alone. For named NPCs, the deities Kyrah and Pythor will come along as guidance (albeit Pythor is often too drunk to be useful) along with Versi the Oracle. But some optional followers include the satyr fanboy from the Mossy Temple, Bullbug the Minotaur, and Moxena the Lady of Coins if the PCs resolved their respective role-play interactions in a manner earning their trust. [b]Bioware Trope Alert: Token Evil Party Member:[/b] The Ghost of Estor Arkelander will manifest on the ship at night. Should the PCs ask him for advice regarding a dilemma, he’ll invariably suggest options that result in the most fear and bloodshed. [b]Epic Paths:[/b] Versi will experience a vision of a lost dragon egg and tell the Vanished One that it can be found on Fire Island. Queen Vallus will approach the Gifted One before they depart, telling them that the ancient fortress of the Dragonlords can be recovered in the Garden of Helios, but it is now under the dominion of a dragon. She will also tell the Lost One that the few remaining skilled gygan artisans can modify the Antikythera to allow a ship to sail to destinations beyond Thylea’s waters. Estor Arkelander will tell the Lost One that he buried the treasure of the Dragonlords in the Nether Sea,* sealed in a prison housing the greatest threats and weapons of the gods. He offers to show them the way, but only if the Lost One swears a vow to allow him first pick of the treasure. *Thylea’s Hades equivalent. [center][img]https://i.imgur.com/GadHhEo.png[/img][/center] So an interesting thing I noticed about this map. The various numbered locations are split between two chapters, but said chapter titles are misleading. Quite a few locations in Chapter 5, the Cerulean Gulf, are south of the Forgotten Sea such as the Island of Themis. Furthermore, the islands which an Antikythera with its missing gear restored are the geographical outliers (11-17) in Chapter 6, the Forgotten Sea. This confused me a bit, but mapwise it makes sense as the farther options need the missing gear. [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/BorderPatrol][b]Generic Video Game Trope Alert: Aquatic Border Patrol:[/b][/url] If you’re wondering what’s preventing the PCs from setting sail early...well, the Ultros is a magically-reinforced ship that even Sydon cannot sink. Any other ship the PCs set sail on would be destroyed by his relentless torrential weather. [center][img]https://i.imgur.com/Z55PN3F.png[/img][/center] There are 10 islands open initially to the PCs to visit as they will. Sometime after visiting a few, Sydon and Lutheria will menace the party yet again. The Lord of Storms will summon a hellish hurricane that will sink the ship unless the PCs use any clever combination of magic and skill checks at their perusal to get out.* All the while the Titan will issue his booming voice down to the Ultros, speaking of how he’ll kill all who resist him in the end. As for Lutheria, she will send the party a nightmare of their ship’s crew cannibalizing each other. PCs who fail a Wisdom saving throw will enter a violent rage and attack anyone they see for 10 rounds. Although the text mentions that it’s a great opportunity for PCs to fight each other “without guilt or hard feelings,” the relative power level of PCs in comparison to the average crewmen, and the amount of mayhem that can be inflicted in 10 combat rounds, likely means that several people are gonna die. *or make a hefty sacrifice to him of 500 gp worth of livestock. [b]Island of the Golden Heart:[/b] This bountiful island is blessed with magically-fertile life. A massive tree in the center is the only place where mortals can speak with Thylea: PCs she deems worthy she can answer questions with the strength of a divination spell, and anyone stupid enough to attack the tree will get squashed by a summoned Kentimane who is a CR 29 legendary foe. PCs can hunt golden-manned animals such as a lion and ram whose fleece and fur can be valuable crafting components at the Mithral Forge. The Ram is intelligent and will let the PCs shear it if they ask nicely. Apples and olives harvested can mimic minor potions, and a pegasus can join the party’s cause as an allied mount should a good-aligned rider who has never committed an evil deed in their life respectfully approach. Which depending on how broad we’re defining ‘evil,’ may make said pegasus incredibly easy or incredibly difficult to recruit. [b]Island of the Chimera:[/b] This island is home to a very strong chimera (max HP per Hit Dice) who’s been preying on Thylea’s shipping trade for decades. There’s a thousand gold bounty on whoever can show proof of its death, and its lair is full of stolen treasures. [b]Island of the Fates:[/b] A trio of hags known as the Fates live here, weaving tapestries that foretell the destinies of all. Various monsters guard their lair, and they’re responsible for finding and giving metallic dragon eggs over to Sydon to brainwash and corrupt (and have a copper dragon egg in their possession). The hags can offer their magical services to the PCs, but in exchange they demand some utterly evil actions: kill the Oracle Versi, kidnap a baby to bring to them to turn into a hag, and/or kidnap a nymph for them to torture and eat. There’s also a tunnel leading into a huge pit overlooking the Nether Sea. Said Sea is the dominion of Lutheria, and if you’re wondering if PCs with flight (siren, pegasus, etc) can use this to circumvent a good portion of the AP...well they can, but will likely be very underleveled for dealing with the horrors in the depths. [b]Epic Paths:[/b] The Fates can tell the destinies of the Doomed One, the Haunted One, and the Dragonslayer. For the Doomed and Haunted Ones they explain the divine origin of their respective misfortunes. Their loom can also be used to craft one of the wish list magic items for the Doomed One, but the party must bargain with or kill the Fates in order to use it. For the Haunted One they will explain how breaking Lutheria’s crystal scythe shall free their family’s souls. For the Dragonslayer, they will tell them to seek the Sun God’s wisdom in the Garden of Helios but leave out the fact that said sun god is the dragon that brought misfortune upon them. They may be near-omniscient, but they’re still evil. [b]Island of the Exiles:[/b] This is a prison colony the Mytrosian government sends its most dangerous and irredeemable criminals. The island is barren save for a few shrubs, preventing any ships from being built, and ships from Mytros occasionally sail here to deliver food rations. The islands’ 25 inhabitants are overwhelmingly evil and guilty of some rather major crimes, but one of the women is actually Acastus’ mother who was exiled here by her son for political purposes. Recently one of the inhabitants was murdered, and the exiles will call upon the PCs as a neutral party to find the culprit. Should they do so, they will be given a rare white ox that makes for 5 voyages’ worth of sacrifices for sailing, and can take on the exiles as crew members to replace any fallen sailors. [b]Scorpion Island:[/b] A group of centaurs living on this island suffer a peculiar curse: those who cannot find a rider to bond with when they come of age turn into giant scorpions. As a result, the tribes here are mostly made up of children and adolescents who spend most of their days partying and avoiding their unfortunate transformed companions. Aresian warrior-monks use the island as a training ground, and both they and the centaurs can tell the PCs about the Lotus Witch: a sphinx who cursed the centaurs to be such and now lives in a magical tower. Said tower is filled with babies and toddlers, originally adults cursed to be eternally youthful by the sphinx to use as slaves in harvesting fields of lotus flowers. PCs must either kill the Lotus Witch or beat her in a game of riddles in order to undo her curses. PCs who lose against her in a fight will become children, and Pythor or one of the Five Gods will negotiate their release unless the GM wants to end the campaign then and there. Whether by bonding with them or ending their curse, each PC can potentially gain a loyal centaur mount to ride into battle. [b]Epic Paths:[/b] the Lotus Witch will tell the Cursed One that the magic of their misfortune is on Typhon Island. They must dive into the volcano there in order to end it, but need an appropriate wish list magic item in order to survive the fall. The Witch possesses said item, but will only relinquish it if they answer her riddles (or kill her). [center][img]https://i.imgur.com/K3Eshwp.png[/img][/center] [b]Indigo Island:[/b] This forested isle is home to various tribes of barbarians who are the best seabound navigators in all of Thylea, but regard their talents as sacred and not to be taught to outsiders. PCs who visit can prove their mettle in mock combat with some warriors and be invited to a feast. But an evil copper dragon raised by and loyal to Sydon will disrupt the festivities. PCs who hunt down and kill the dragon can earn the gratitude of the tribes, and loot said dragon’s treasure hoard if found. [b]Titan’s Folly:[/b] In times when the Titans numbered a respectable pantheon, the most industrious of their number created the myrmekes. This antlike race was capable of learning even complicated concepts and magic in an astoundingly short amount of time. They used their talents to nearly take over the world, and it took the efforts of Kentimane to seal them away in a tiny island. The islands’ true nature has long been forgotten even by the gods, but is known to hold something dangerous. Titan’s Folly is covered by a transparent dome of magical force, and the native races among the Ultros’ crew will warn the PCs to stay away and forget all memory of the place. However, the PCs will gain strong dreamlike visions of some sought-after magic item being beyond the barrier, the result of the myrmekes’ telepathy. PCs who manage to magically bypass the dome will find an island of perfectly-sculpted hills home to the myrmekes, who are more curious and hospitable than suspicious. They will ask the PCs all manner of questions about the outside world. So, what makes myrmekes so dangerous? Well, as part of their monster description they are fast learners: just about any spell, proficiency, or physically-oriented class feature can be learned by them by merely observing its use in action for 1 round. They can then telepathically share this learned knowledge with others of their kind. The myrmekes will monitor how the PCs get back to the Ultros, and thus replicate the means to escape themselves. For some unfathomable reason they’ll decide that conquering the world by killing off all other races is the only reasonable course of action, and in a manner of weeks will begin construction of Bronze Age-level technology and fleets of trireme ships. Said advanced myrmekes can be encountered as a warship in a future encounter, but the book says that their existential threat is beyond the scope of the campaign… ...even though the adventure path easily covers over one in-game year, which is enough for the myrmekes to exponentially grow and conquer a lot of territory. Not having material on how Thylea will change should they be released is a missed opportunity. Particularly since another colony can be encountered as prisoners in Sydon’s tower-fortress of Praxys. [b]Fire Island:[/b] This is a medium-sized dungeon crawl, with a lizardfolk tribe of Sydon loyalists as the main antagonist. The PCs can gain the aid of lesser tribes, including one led by a rebel lizard queen whose people originally worshiped the god in the volcano. Said volcano god is actually the sole surviving sister of Sydon and Lutheria who was trapped beneath the earth by them. The Lord of Storms has a vested interest in ensuring that the lizardfolk do not end up finding a way to free her, thus sponsoring a regime change loyal to him. The Sydon loyalists have come upon a pair of brass dragon eggs, one of which they hatched and raised and another still unhatched (and which is the one referenced in the Vanished One’s Epic Path). There’s also a cyclops blacksmith by the name of Steros who crafts magic items for them, but can come to the PCs’ aid (and build stuff for them too) if they promise to find his father who is very likely prisoner on the Island of Themis. Steros is a Jancan, a subrace of cyclops gifted with enhanced intelligence and skill at the forge. Although he does want to free his father from the Amazons, he also secretly hopes to betray the party and offer them to Sydon to gain the gods’ respect. The book says to role-play him like an incompetent cartoon villain, twirling his mustache and announcing his evil plans within earshot of the PCs when he thinks nobody’s listening. This guy...is not gonna last long in most gaming groups. [center][img]https://i.imgur.com/Sj0UFIR.png[/img][/center] [b]Island of Yonder:[/b] The headquarters of the Order of Sydon took advantage of this islands’ natural features for defensive purposes. The soldiers converted the ruins of a gygan library into a fortress and living space, and an inland bay leading to a natural pass in a ring of mountains is the only land-based route to it that doesn’t involve a treacherous climb. Commander Gaius and his silver dragon mount are here by the time the PCs arrive, and he’s in charge of a small army of human soldiers, spellcasters, gygans, harpies, a few guardian golems, and gorgons* who serve as mounts. It goes without saying that they’re hostile to visiting PCs, meaning that either stealth or combat is necessary to retrieve the Antikythera’s missing gear and any other treasures within. *the metal bull kind, not the medusa kind. Unlike the inhabitants of previous dungeons, the Order are made up of hardened soldiers and act the part. The fey in the Mossy Temple were drunk and overconfident, the Mithral Mines’ troglodytes left portions of the dungeon untouched due to the presence of other monsters, and Moxena’s minions in the Colossus were guardians of a linear ascent. Every room has a list of differences depending on whether the complex is at rest or on alert, and if the PCs manage to retreat or escape then Gaius will attack their ship with his dragon mount and attempt to kill everyone onboard in order to deny the party a naval retreat. Beyond the typical gold and magic items, other treasures here are of a more intangible nature. The ruins’ library contains much in the way of forgotten lore, and between that and Gaius’ personal notes can compile information on the dragons who disappeared during the First War. Several theories that they transformed into something else in order to hide. There’s also information regarding much of Thylea’s history beyond public knowledge, which is referenced in an Appendix of its own that I’ll cover later. In order to retrieve the Antikythera’s missing gear,* the party must deal with its current keeper: Chondrus, the high priest of Lutheria. He’s a wizard of no small skill specializing in AoE damaging spells and some defensive ones like Wall of Force and Stoneskin. He’ll try to bargain for his life if it seems he won’t win, promising to help guide them to his goddess’ realm in the Nether Sea. He will turn on them at the next convenient opportunity. Chondrus has a magical bronze bowl which allows for two-way scrying communication with a yugoloth** in the Nether Sea, who is oddly talkative to any PCs with questions. *and the book calls out that the DM should ensure the PCs don’t miss it. **funnily enough these monsters are not OGL. As to why WotC hasn’t slapped a Cease & Desist on Arcanum Studios, well…[url=https://www.enworld.org/threads/new-wotc-game-studio-headed-by-biowares-james-ohlen.666283/]they’re now actually developing video games for them![/url] [b]Epic Paths:[/b] Chondrus has one of the Dragonslayer’s wish list magic items. He will give it up voluntarily if the PCs offer to spare him, but as usual they can make the smart choice and kill him for it instead. As the Antikythera’s location is known island-wise to the party before they set sail, it’s quite possible that many gaming groups may heed Queen Vallus’ advice and head to Yonder ASAP. While they’ll likely visit other islands to fulfill their Epic Paths, the 60 day countdown and 3 day interim periods may encourage parties to skip over much of the seabound islands. But they’ll likely be underleveled if they do this too much, which the experience and treasure for island exploration is meant to discourage. But this works more from a metagame perspective, as unless the party heard about a particular island’s features elsewhere they very well may pass it up if they don’t know the risk/reward factor. [center][img]https://i.imgur.com/R9sfI8T.png[/img][/center] [b]Island of Themis:[/b] The Island of the Amazons is the largest landmass off Thylea’s mainland. Its position is subtropical and includes animals unseen elsewhere in the region such as giraffes, rhinos, and hyenas. Most of Themis’ land is open plains, and the Amazon tribes travel across it in semi-nomadic bands fighting each other in ritual combat to determine land rights and in settling disputes. Every Amazon is trained in the arts of war from an early age alongside another warrior who becomes their ‘lifemate.’ They’re made up of various races both settler and native, and their martial prowess is famous throughout the rest of Thylea. If Moxena is part of the crew she will highly encourage the PCs to take her during their foray. Same for Steros, who wishes to find his imprisoned father. Thirteen years ago the Amazonian government underwent a violent coup as Queen Thesilea seized the throne in the name of Lutheria. She and her two sisters wear magical platinum helmets which disguise their true natures as medusae, and the next most legitimate heirs to the throne have been imprisoned in their secret dungeon, or exiled in the case of Moxena. PCs have the chance to sense things are amiss via some encounters on the island, including a roving band of maenads, goatlings, and pervy men. They’re drinking, gambling, and having sex in a wild party, loudly announcing that the island is part of Lutheria’s domain now. Bands of Amazon warriors encountered separately will be hostile unless the party is all-female, believing them spies. Otherwise they’re escorted to have an audience with their queen Men are permitted on the island only under strict supervision and in small numbers for the purposes of procreation and then sent their way, although in some cases male prisoners of war from elsewhere are kept as sex slaves. Queen Thesilea/the writers decided that they could be EVEN EDGIER and began construction of an underwater temple where young boys are raised and brainwashed to view themselves as sacred sons of Lutheria to be used as eventual breeding stock. But on their eighteenth birthday they’re killed via petrification and serve as decorative statues. Irregardless of the terrible nature of sexual slavery, having a strict cut-off point of 18 makes it seem less like they’re being productive in keeping up their numbers and more that Queen Thesilea has a thing for underage boys. The Queen’s lair is in a sacred temple which also serves as Themis’ only prison. It is a multi-level dungeon crawl descent beneath the surface, guarded only by the Queen’s most trusted hand-picked Amazons so others encountered on the island cannot tell the party its specifics. The complex has a mixture of normal Amazon warriors, their war-trained basilisk and stimfay companions, and goatlings as major opposition. Places of interest here include a set of natural tunnels guarded by a Hydra, who ate the sword Titansbane after Queen Thesilea tossed it out; the cyclops prisoner Bront, who can tell the PCs the current location of said sword and will be eager to return to Fire Island because the lizardfolk there treated him better; and a magically soundless prison cell containing Darien, the legitimate heir to the Amazon throne. She was kept alive for 13 years as part of an oath by the Queen not to harm the children of the losing side, and is eager to help the PCs in taking revenge against the usurpers. There’s two squicky encounters where the PCs can walk in on Amazons and goatlings having sex with their brainwashed male slaves, including one where one of the medusa rulers seems too preoccupied to attend to a crying baby in a cradle in the same room...which is actually a goatling in disguise, thank God. It is possible that the PCs can determine who next sits on the throne after killing the Queen. Darien, an Amazon PC, and Moxena are the likeliest candidates, although Moxena will do everything she can to undermine Darien if she’s chosen. If the PCs treated Moxena poorly overall, then she’ll order the Amazons to slay the party if she becomes queen. [b]Epic Paths:[/b] Queen Thesilea carries the Haunted One’s other wish list magic item containing their family’s memories. The item will whisper that the Fates know of how to free the rest of their kin...which may be superfluous if the party dealt with the Fates before coming to Themis. [b]Thoughts So Far:[/b] I love the concept of an island-hopping sandbox with enough adventure hooks to encourage some exploration between them. Only a few qualify as true adventures/dungeon crawls, with most of them being one to three encounters at most. But I feel that they’re overall the right length so as to prevent the island-crawl from feeling too long. I do feel that the shorter island encounters may produce unbalanced results in favor of long rest-focused classes, given that by the time you complete a shorter island like Golden Heart or Chimera you’ll have 2-3 days (and one sea-based encounter) before stepping foot on to the next island. There are a few weak points, namely what happens if the PCs screw up big time and lose either the Ultros proper (Sydon sinks it) or their crew numbers get too low (Gaius and his dragon killing the crew). Given that it’s possible at least one PC may have a Divine Boon to rescue them from certain death, the adventure path has no suggestions on how to resume back on trail for lone survivor PCs. There’s also the fact that the PCs can get an awful lot of DMPC allies fighting on their side which may unbalance encounters. The pegasus mount is a cool concept, but the centaur mounts may potentially double the party number. The Island of Themis is one that requires the most work: there’s a fair chance that the party will have anywhere from 3 to 7 DMPC allies fighting alongside them for the dungeon crawl. The creepy sex stuff, combined with the possibility of an all-women party bypassing much of the dungeon (the other Amazons revolt and converge on the temple-prison once the medusae are killed) are other things that will have to be rekindled for most gaming groups. [b]Join us next time as we move on to Thylea’s far reaches in Chapter 6: the Forgotten Sea![/b] [/QUOTE]
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