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[Let's Read] Odyssey of the Dragonlords
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<blockquote data-quote="Libertad" data-source="post: 7971731" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/s0BW6hl.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p style="text-align: center"><strong>The City of Aresia</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/daii0od.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>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…</p><p></p><p>1. It’s Fantasy Counterpart Sparta. There’s still a civilian class, but pretty much everyone in power is some kind of warrior.</p><p>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.</p><p>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.</p><p>4. There’s a <strong>Sidequest</strong> 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.</p><p>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.</p><p>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.</p><p>7. The Red Lotus restaurant has various NPCs and a bartender who can update the party on interesting goings-on.</p><p>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.</p><p></p><p style="text-align: center"><strong>Zakroth’s Prison Fort</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/CO68LKp.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p style="text-align: center"><strong>Tomb of Karpathos</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/bLwF8KF.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Thoughts So Far:</strong> 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.</p><p></p><p>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.</p><p></p><p><strong>Join us next time as we battle Scylla in the lost city of the Sirens in Chapter 11, the Sunken Kingdom!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7971731, member: 6750502"] [center][img]https://i.imgur.com/s0BW6hl.png[/img][/center] 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. [center][b]The City of Aresia[/b] [img]https://i.imgur.com/daii0od.png[/img][/center] 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 [b]Sidequest[/b] 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. [center][b]Zakroth’s Prison Fort[/b] [img]https://i.imgur.com/CO68LKp.png[/img][/center] 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. [center][b]Tomb of Karpathos[/b] [img]https://i.imgur.com/bLwF8KF.png[/img][/center] 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. [b]Thoughts So Far:[/b] 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. [b]Join us next time as we battle Scylla in the lost city of the Sirens in Chapter 11, the Sunken Kingdom![/b] [/QUOTE]
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[Let's Read] Odyssey of the Dragonlords
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