Chapter 5: The Cerulean Gulf
“The beauty of Thylea is easy to appreciate from the vantage of a ship deck. Speckled white shores and crystal clear water as far as the eye can see... it's almost enough to make this bitter old sailor nostalgic for his glory days.”
— Estor Arkelander, Dragonlord captain
The Cerulean Gulf is home to ten major islands that the heroes may explore. Only one of these islands has a critical objective that is necessary to advance the plot: the missing gear to the @UUID[Item.yu2yBFrBwvmUEEgr]{Antikythera}. The other islands offer chances for additional treasure and the opportunity to complete various heroic tasks for the party's epic paths.
Running the Adventure
The party should probably spend a maximum of about one month exploring the Cerulean Gulf, remembering that it takes 2–3 days to sail between islands. Before the heroes can sail into the Forgotten Sea, they will need to recover the missing gear from the @UUID[Item.yu2yBFrBwvmUEEgr]{Antikythera}. The missing gear is in the possession of Chondrus on the Island of Yonder (area Y17).
Encounters Between Islands
Don't forget to make things interesting in the time between the islands. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000021#random-sea-encounters]{Sea Encounters} section of the appendix for ideas. Try to balance the party's time between roleplaying and combat. You should also run the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#event:-the-lord-of-storms]{Lord of Storms} and the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#event:-corruption-of-lutheria]{Corruption of Lutheria} events at some point during this part of the adventure. Refer to @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#playing-the-villains]{Playing the Villains} in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003]{Introduction} chapter for details.
Making Landfall
When the heroes arrive at an island, they can put down anchor—or beach their ship at a safe spot on shore. Some islands don't have anywhere to beach a ship, while other islands don't have suitable anchorages. If the text doesn't specify either, then you may allow your players to leave the ship wherever you feel is appropriate.
Island Handouts
Illustrated maps are provided for many of the islands in this region. These maps are intended to be handed out to players when they reach the islands. The maps give a sense of the geography of the island—they don't revealany information that needs to be kept hidden.
The Golden Heart
Read the following as the heroes approach the island:
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Your ship glides through the shallow waters of this paradise and you make landfall on its pristine white beach without incident. The forests that stand before you are crowded with immense oak trees. There is a noticeable lack of anything man made in sight. A small herd of deer, curious and unafraid, make their way towards your vessel from the forest's edge.
This island has been legendary for as long as there have been settlers in Thylea. Some of the Dragonlords landed on this island and came back with stories of animals that were almost divine in stature. These creatures were more beautiful and noble than any others of their kind. That didn't stop the Dragonlords from hunting them: one golden lion was caught and killed, and its hide was used to make a fabulous magical cloak.
While such magnificent beasts have been found on Thylea's mainland, they have never been seen in the numbers that are reputed to be on this island. For centuries, sailors have sought out the island in hopes of taking the hide of a divine beast and selling it for a king's ransom in Mytros.
Garden of the Mother Goddess
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This island has unparalleled natural beauty. It appears to be covered in dense forest, most of which are ancient oak and fir trees that loom to great heights. The dense forest is broken occasionally by clearings covered in tall, golden grass. At the very center of the island stands an enormous oak tree that towers more than two hundred feet into the air.
The tree at the center of the island is the Heart of Thylea. It is here that mortals and gods can speak with the Mother Goddess, Thylea herself.
If someone is foolish enough to damage the tree, then two @UUID[Actor.NXVguuUD6B5iagff]{Hands of Kentimane} will erupt from the earth and attack them. If the hands are defeated, then @UUID[Actor.fbtYPqiLw63Nr3Ru]{Kentimane} himself will appear and annihilate all trespassers.
Communing with Thylea.
To commune with Thylea, someone must place their hand on the bark of the tree. If the goddess feels that the person is worthy, she will answer a single question. This works the same way as the @UUID[Item.yv9dHlqCkRMfBJ6p]{divination} spell.
Easy Hunting
Animals of all kinds are abundant on the island: tropical birds; large mammals such as deer, boar, sheep; and smaller creatures such as rabbits, beavers, possums and raccoons. Hunting is easy since none of the animals on the island have learned to fear humans or humanoids.
Hunting the Golden Beasts
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Anyone using the Wisdom (Survival) skill to hunt for food has advantage on such checks. If the heroes decide that they want to hunt some of the divine creatures on the island, they may use their Survival skill to track them. Survival rolls of 15+ reveal the tracks of a @UUID[Actor.Y89L5GGLWRycWurA]{Great Boar}. Rolls of 20+ reveal the tracks of a @UUID[Actor.nuldh3bPVV5dWhfZ]{Golden Lion} and his pride. Rolls of 25+ reveal the tracks of the @UUID[Actor.pyM42b7WRG1ZCfUe]{Golden Ram}. Tracking one of these animals requires [[/r 1d4+1]] hours, at which point the tracker establishes line of sight.
Eternal Apples
The fruit trees on the island bear delicious apples that remain eternally fresh until eaten. Eating one of these apples has the same effect as a @UUID[Item.CiZBbo5EAjO7IxPK]{potion of healing}.
If several barrels of apples are taken from the island, all but one barrel (containing 20 apples) will immediately ferment into cider. While delicious, the cider has no special healing effects.
Blessed Olive Oil
The olive trees here have been blessed by the Mother Goddess. The olives may be harvested and pressed into @UUID[Item.knunVzWWpdlIxDQs]{blessed olive oil}. This process requires three heroes to perform a full day of work on the island.
Encounter: The Pegasus
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Somewhere in the sky above, you hear a horse's whinny. Glancing upward, you see a white-winged creature gliding through the clouds. A flying horse—of all things—gracefully alights on a tall rock and watches you cautiously from a distance. You've heard stories of this creature. It's called a pegasus.
This @UUID[Actor.GbMFB7FVMxZuwz4n]{Pegasus} is proud and pure of heart. It can only be approached by good-aligned heroes. If anyone of an evil alignment approaches the pegasus, it snorts contemptuously and flies away. Even a good-aligned character may provoke this reaction if they have ever performed an evil deed. In such a case, the character experiences a vision, a demanding memory of their past evil deed, just as the pegasus flies away.
If one hero proves worthy enough to approach the pegasus, then it may be bonded to that hero with a @UUID[Item.Q1wNieWcJHLPKV9g]{pegasus bridle}. Such a bridle may be crafted at the Mithral Forge. Once tamed, the pegasus will join the heroes on the Ultros. Its favorite food is the perpetually fresh @UUID[Item.CR3HXV6IU85zhRpC]{eternal apples} that can be collected on this island.
Event: The Golden Ram
If the heroes explore the jungle, they will find no signs of civilization. Within one hour of landfall, they will encounter their first sign of one of the golden beasts—the @UUID[Actor.pyM42b7WRG1ZCfUe]{Golden Ram}.
The ram runs from the party using its full movement speed, making its way to the center of the island. It climbs the hill where the great oak tree of Thylea stands. Once it gets to the top, it uses its ability to fly to easily outdistance pursuers and hide in the forest.
This chase serves the purpose of bringing the heroes to the point where they can commune with Thylea, the Mother Goddess. The golden ram knows that all worthy heroes should be brought to this place.
Event: Hunted by Lions
Within six hours of the heroes making landfall, a pride of eight female @UUID[Actor.fb80kDIqgON3qg9E]{lions} led by a @UUID[Actor.nuldh3bPVV5dWhfZ]{Golden Lion} will begin to hunt them. At first, the heroes will only hear the roar of lions in the distance. Within a few minutes, anyone with a passive Perception score of 15 or higher will notice that they are being hunted.
The lions are good hunters, and they will wait to pounce until the heroes are in a vulnerable position. For example, they might attack just before the party gets back to the Ultros. The lions have advantage on all of their Dexterity (Stealth) checks.
Island of the Chimera
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Your ship approaches a curved island that wraps around a wide blue lagoon. A small, craggy mountain marks the island's high point. Despite the lagoon's calm waters, a number of abandoned ships dot the shore. Most are intact, but some have obviously begun to succumb to age and rot. No other signs of civilization can be seen within the natural harbor of the lagoon, only the hulks.
Suddenly, a winged monstrosity appears above the island, flying in the direction of your ship. The creature appears to have three ferocious-looking heads, each of which is entirely different from the others.
This island is the crater rim of an extinct volcano. It is shaped like a crescent moon, and the interior lagoon has beautiful, calm turquoise water. Anchor can be dropped anywhere in the lagoon, and the ship can also be run ashore on many of the beaches.
An unusually aggressive @UUID[Actor.UHasVVLgaETn3jvZ]{Chimera} (maximum HP) lives on this island. It has preyed upon Thylean merchant ships for nearly five decades, and has a treasure trove that is now legendary among sailors. King Acastus has offered a 1,000 gp bounty for the beast's death.
Event: Attack of the Chimera
When the heroes approach the island, the chimera will fly down to attack. It will remain at a distance and use its breath weapon. As soon as it is reduced to half of its hit points, it will retreat, using its full move and taking the Dodge action. It will return to its lair to lick its wounds and return to full health.
The small island is a crescent with a small mountain marking the center of the curved ridgeline. Near the top of the mountain is the chimera's cave lair. The cave is filled with hundreds of bones, all that remains of sailors that the monstrosity has taken over the years. The chimera will fight to the death in its lair.
Treasure
At the back of the cave is a pile of rotting crates, chests and small boats mingled with thousands of copper, silver and gold pieces. In total there are 11,000 cp, 7,600 sp and 2,300 gp. There are 25 gems worth 100 gp each, 3 gem-studded necklaces worth 500 gp each, and 7 platinum rings worth 150 gp each.
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“Many stories are told of the islands in the Cerulean Gulf. Although the Forgotten Sea is more distant and dangerous, the Gulf is often crossed by mortal sailors traveling between Mytros and Aresia. Shipwrecks are common, as are sightings of mythical beasts, forgotten gods, and even dragons. Many of those who travel into the heart of the sea are never seen again, and for this reason, mortal sailors customarily hug the coastlines in their ships.”
— Kyrah, Goddess of Music
Island of the Fates
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The island before you is a bleak, rocky place. Wind and rain batter your ship and the shore alike. Sparse vegetation interrupts the monotony of the gray stone, sea and overcast sky. Rocky cliffs surround almost the entire coastline of the island, but there is a small bay where landfall might be possible. Apart from the occasional call of a sea bird, the tumultuous waves are the only sounds that reverberate through the area.
This island is surrounded by rocky cliffs, which are pitted by constant rain and wind. There is only one small bay where a ship can make anchor.
The island is bleak. It features little more than rocks and shallow ponds. The skies are always overcast, and rainfall is almost constant. Plant life consists mostly of moss and some stunted, twisted trees. Small lizards, frogs, and toads live in the murky pools, while sea gulls cry out ceaselessly from the cliffs.
A coven of hags make their lair in the cave system at the center of the island. These hags are in fact the ancient beings known throughout Thylea as the Fates.
Key Locations
1. The Fetid Pond
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At the center of the island is a pit with a narrow path that winds down to the bottom. At the very bottom of the pit is a fetid, shallow pond. Humanoid skeletons reach out from the pond in several places. Around the edge of the pond is a single large cave entrance, flanked by three smaller tunnels.
The largest cave leads to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000008#2.-lair-of-the-hags]{Lair of the Hags}. This entrance is guarded by a @UUID[Actor.SxwfXK3urk2SgydD]{Lamia} who was once an Amazon warrior. She bargained with the Fates long ago, but she failed to fulfill her contract. As punishment, they transformed her into a monster. She greets the heroes stoically and guides them to the hags.
The Fates protect themselves through the services of cursed mortals who have broken their contracts with the coven. In addition to the lamia, the caves are watched by two other monsters. All three of these servants are vigilant and protect the Fates with their lives.
- A @UUID[Actor.S8223trF1H49q9u9]{Medusa}, once a beautiful nymph named Irisa.
- A @UUID[Actor.J38sc5xBcBIA18wB]{Shambling Mound}, once an elven explorer.
The Hideous Fates
The Fates have lived on this island for millennia, and they have always been willing to make dark deals with those willing to pay their price. They have bargained with great beings such as Sydon and Lutheria, but they have also made deals with lesser powers such as nymphs and even mortal heroes.
The coven is led by a night hag named Granny Morta. The other two members of the coven are Morta's revolting daughters, Nona and Decima.
- @creature[Granny Morta|ArcanumWorldsOdysseyoftheDragonlords] (NE @UUID[Actor.WchGkUGq6tcpbyDy]{Night Hag}) is doting and ribald. She cheerfully snips at the hag's loom with a pair of rusty scissors as she speaks, cackling frequently.
- Nona (CE @UUID[Actor.KLoEtM2Mh6MkWRcn]{Green Hag}) is resentful and angry. She drools as she watches visitors, clearly imagining how they would taste between her wicked teeth.
- Decima (LE @UUID[Actor.KLoEtM2Mh6MkWRcn]{Green Hag}) is dutiful and bashful. She attends to her mother faithfully, and she flirts with the heroes as she attends to the hag's loom.
Epic Paths: Consulting the Fates
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Several of the Epic Paths need to consult with the Fates in order to learn more about the events that forever changed their lives: the Doomed One, the Haunted One, and the Dragonslayer. The Doomed One also needs to use the @UUID[Item.OWnRFTZgKU073lEF]{hag's loom} to craft their greater artifact. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#running-the-epic-paths]{Running the Epic Paths} section for details.
2. Lair of the Hags
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This expansive cave smells strongly of rotten eggs. A large pit in the center of the cave is filled with bubbling yellow ichor. Swimming around in the ichor are dozens of worm-like larvae with mortal faces. Scattered around the cave are heaps of filthy linens.
In the far corner of the room, three hideous women stand around an imposing loom which seems to have been carved from the bones of a gigantic creature.
The hags are almost always found here, working on the loom or cackling to each other about the gruesome deaths of past heroes. They might also be carving up a squealing larva and eating it alive. The hags are not hostile: they will instead wait to see if the heroes have come to negotiate for some boon or magical item. If the heroes are hostile toward the hags, then the coven will use their full power to destroy the intruders.
Horrifying Larvae.
These hideous creatures are worms the size of dogs and have the faces of humans, elves, dwarves, and other mortals. They are evil souls who have been "rewarded"for their past deeds. They will be used as food for fiends—or as spell components in the hags' dark rituals.
Loom of the Fates.
The loom was crafted from the bones of a metallic dragon. This is the @UUID[Item.OWnRFTZgKU073lEF]{hag's loom}, a powerful magical item. The loom currently supports a beautiful tapestry that is being woven by the hags. The tapestry's image shows everything that has happened to the heroes over the course of the last week, including their arrival at the hags' cave.
The Hag Coven
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The coven has a shared pool of spells. Refer to the Hag Covens side bar in the 5th Edition bestiary book.
Shared Spellcasting (Coven Only).
While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
1st level (4 slots): @UUID[Item.Ibs1fkpfB2hKGxtx]{identify}, @UUID[Item.2Xj2dSDH5ytnyJCc]{ray of sickness}
2nd level (3 slots): @UUID[Item.V2nAkTi8znLLXIuC]{hold person}, @UUID[Item.kudR8NxFCx9QdIaZ]{locate object}
3rd level (3 slots): @UUID[Item.HbdGuiN7El2Uy18m]{bestow curse}, @UUID[Item.PMQNGElhMQu9aViA]{counterspell}, @UUID[Item.TeRzT0AMTpPY2LkS]{lightning bolt}
4th level (3 slots): @UUID[Item.PXB6DdjSphrSKVau]{phantasmal killer}, @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph}
5th level (2 slots): @UUID[Item.uMDqU1gJlctS9wN7]{contact other plane}, @UUID[Item.xlvbW6zgdebYuOY7]{scrying}
6th level (1 slot): @UUID[Item.GC3ZShyFE0rNl8fT]{eyebite}
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
The medusa, Irisa, possesses the coven's @UUID[Item.XY4yEMoZ7UhJg83l]{hag eye}. The night hag, Morta, has a @UUID[Item.o3gsOhM5MlKlUD5O]{heartstone} and a @UUID[Item.ZlE564kSezQENYSw]{soul bag}, both of which she keeps on her person at all times. For information on the @UUID[Item.XY4yEMoZ7UhJg83l]{hag eye}, @UUID[Item.o3gsOhM5MlKlUD5O]{heartstone} and @UUID[Item.ZlE564kSezQENYSw]{soul bag} refer to the Hags section in the 5th Edition bestiary book.
@creature[Granny Morta|ArcanumWorldsOdysseyoftheDragonlords] is an ancient hag who claims to have lived for more than ten thousand years. She has maximum hit points (165) and a special lair action. She can take her lair action on initiative count 20. One creature that she can see must succeed at a DC 15 Charisma saving throw or be banished to the plane of Hades. As long as Morta concentrates on the banishment, the creature remains trapped in Hades. If she decides to use the lair action again, or her concentration is disrupted, the creature reappears in the space it left or in the nearest unoccupied space.
If Morta manages to concentrate on a creature's banishment for 10 consecutive rounds, then the target is permanently banished to Hades. However, while in Hades the creature can make a successful DC 20 Wisdom (Survival) check to find the path that the hag coven uses to travel between the mortal realm and the plane of Hades.
Dragon's Egg
The hags' most valuable item is a @UUID[Item.KYqepewM5oLhyhK6]{copper dragon egg}. Lutheria gave the egg to them so that it could be corrupted and then delivered to Sydon. The hag coven has been responsible for corrupting all of the metallic dragon eggs that have come into possession of Sydon and Lutheria. Even with the magic that the hags use on the eggs, the dragons are not born evil, but they are made susceptible to evil's influence.
Treasure
The hags have a strange collection of jewelry, artwork, and magic items. This collection includes:
- A strange necklace made from the teeth of yugoloth that have been dipped in gold. It is worth 2,000 gp to the right buyer.
- A silver wyrmling's skull that has been coated in platinum. The eye sockets have sapphires. It is worth 5,000 gp to the right buyer.
- Two @UUID[Item.YNoE4k284eTnfeq2]{potions of greater healing}.
Bargaining with the Fates
The heroes can negotiate a deal with the hag coven if they wish. The hags will assume that is the reason why the heroes have come to their island and won't attack until they know better. The heroes can ask for something specific, or the hags can suggest some of the options listed below. Only one hero needs to make a deal with the hags.
Boons of the Fates
These are the services that the hags can provide to the heroes in exchange for tasks:
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Divination.
The hags can describe up to three islands in the Cerulean Gulf and the Forgotten Sea in detail, including any treasure that might interest in the heroes.
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Raise Dead.
The hags can use the spell @UUID[Item.AiaNjfEOt4cDRB9g]{raise dead} to bring any number of corpses back to life.
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Bestow Experience.
The hags can make the heroes stronger. They narrate one of the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000025#appendix:-secrets-and-myths]{Myths of Thylea}, and every hero immediately gains 5,000 XP.
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Loom Crafting.
The hags can use their loom to craft a magic item. They require the necessary ingredients. The Oracle is also able to use the hag's loom to make magic items, but the hags will not reveal this.
Tasks of the Fates
These are the tasks that the hags will demand in exchange for their services. These tasks always come with a time limit, and they count as evil deeds that stain the reputation of the party when carried out.
- Kill the Oracle within two weeks.
- Bring a baby girl to the coven within one week.
- Bring a living nymph to the coven within one week.
The hags hate the Oracle and have always wished her dead. The baby girl would be twisted and corrupted to create a new hag. The nymph would be tortured and devoured as a delectable snack.
Breaking the Deal.
The hags will afflict those who break the deal with the @reward[curse of the medusa|ArcanumWorldsOdysseyoftheDragonlords]. For more information about this curse, refer to @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#the-mortal-curses]{The Mortal Curses} in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003]{Introduction} chapter.
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“The Fates are wicked creatures, in spite of their hallowed place among the Great Powers of Thylea. They play with mortal lives as if they were toys, and their hearts are rotten to the core. Truly, not even the Titans trust them.”
— Vallus, Goddess of Wisdom
Tunnels to the Underworld
The other three tunnels that flank the main cave entrance lead deep beneath the earth. It takes explorers 1d4 hours to traverse more than a mile down one of the tunnels in order to discover anything.
First Tunnel.
The first tunnel leads to the Underdark, and it is beyond the scope of this adventure. The party might encounter giant mushroom forests, dark elven raiders, or some other strange denizen of that place.
Second Tunnel.
The second tunnel breaks through the ceiling above the Nether Sea. The sea is a half-mile drop from the ceiling, and a fall from this height causes 70 ([[/damage 20d6]]) falling damage. The Nether Sea is deadly without a ship. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000010]{Nether Sea} chapter for details.
Third Tunnel.
The third and final tunnel also continues for a mile before opening onto a blasted wasteland: this is the plane of Hades. A company of a dozen @UUID[Actor.iL4PmEs9liKjvtkO]{mezzoloths} led by a @UUID[Actor.rvHfL8K4ClxDLGnT]{Nycaloth} watch over this portal between worlds and are currently raising two @UUID[Actor.jlGjIERllddJ0D5o]{Cerberus} hounds for the hag coven. The hags sometimes come down here to check on the hounds' progress or to bargain with the yugoloths for more larvae. The yugoloth and the cerberus hounds will attack anyone other than a hag who emerges from the tunnel.
3. Cave of Manticores
This cave is at the highest point on the island.
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High up, near the top of the mountain, you come across a cave. Bones, animal and humanoid, litter the ground near the cave mouth. Most are cracked or shattered into pieces, lining the path into the dark with a sort of macabre gravel. Although the cave is cloaked in shadow, there is a glint of light shining inside.
The cave is the den for a family of @UUID[Actor.sJO2hoyZryhMoONs]{manticores}. This mated pair and their offspring have served the hags for decades and are well fed and groomed. They are larger than typical manticores (98 hit points each).
They have a brood of four smaller @UUID[Actor.W7M7hUATwQAsVke8]{manticores}. These siblings hate each other, and only return to the cave occasionally. You can add them to the encounter if you wish to increase the danger and tension.
Treasure
Over the years the manticores have gathered treasure from passing ships. Scattered amongst the bones are 1,100 sp, 650 gp, two matched platinum goblets worth 400 gp each, and a necklace of sapphires worth 1,500 gp.
4. Ruined tower
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This crumbling tower is built to a scale far larger than normal human proportions. The civilization that built it must have been giants. The skeletal remains of the former inhabitants are scattered throughout the ruins. In addition to their great size, these skeletons all have skulls with a single central eye socket and six arms.
This ruin was once a lighthouse and fort for the Gygan Empire, and it was brought down by the Dragonlords five centuries ago. The skeletons of six-armed cyclopes can be found around and within the ruins of the tower itself.
Treasure
Inside the tower is a bronze chest that has been broken open. It has obviously been looted at some point in the past, but it still contains a number of large scroll cases.
The scrolls detail the history of the war between the Dragonlords and the Gygan Empire. This account paints the Dragonlords as brutal oppressors who wiped out the Gygans without a shred of mercy.
Island of the Exiles
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Although the sea is calm, finding a safe place to come ashore on this rocky island is a difficult task. There is one obvious place to make landfall: a stone dock on the island's only beach. A lone figure stands upon the dock, watching warily as your ship approaches. Vegetation grows by the shore, but there are no trees.
For more than a century, this island has served as a prison colony for exiles. There are several small fishing boats tied up at the stone dock. One of the exiles is always on watch at the dock to alert the community when new arrivals make landfall.
Criminals from Mytros accused of heinous crimes (such as murder) are sometimes exiled to this island for the rest of their lives. Mytrosian justice also allows for powerful citizens to be exiled by popular consent. When this happens, the exiles are ferried to the island, where they must remain for at least a decade.
The sailing route to the island is a well-kept secret known only to King Acastus and his closest advisors. This is not a secret that Acastus shares with the heroes, as too many of his personal enemies are on the rocky island. The island has no large trees for good reason: no trees mean no wood for boat building. The island is mostly covered in bushes and small fig trees which are entirely unsuitable for any nautical purposes.
Key Locations
1. The Dock
The only safe way to gain access to the island by ship is to use the stone dock located on the south of the island. Idylla is watching the docks when the heroes arrive. She sends another exile to alert the village.
Idylla immediately realizes that the Ultros is not a prison ship from Mytros. She wants to introduce herself to the party before her rivals in the village have a chance to meet them. She welcomes them to the island and does everything she can to ingratiate herself.
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"Hail, strangers, and well met. Do my eyes deceive me or is that the Ultros? You must be great warriors to command such a ship. Welcome to the Island of Exiles. I am called Idylla. Perhaps you have heard of my son—King Acastus of Mytros?"
2. The Village
The exiles and criminals have learned to co-exist, and have built a simple community near the center of the island. It consists of a dozen stone houses and a plain temple to the Five Gods. A well provides fresh water, and several small gardens provide vegetables.
The Exiles
The inhabitants of the island are an eclectic group who have learned to live together. Every year they vote for a new "king."This king is a moderator for disputes. He decides how to punish those who transgress against the small community's rules.
There are 25 men (CE, NE and LN commoners) and three women (NE nobles) in the community. The most important members of the community are:
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King Stavros (LE @creature[Noble|MM]).
One of the newer exiles, Stavros has been voted king for the past two years. A charismatic man, Stavros was one of the most successful wine merchants in all of Thylea. He claims to have been exiled by popular vote, but in reality, he was sent to the island for poisoning a rival. Stavros is paranoid that a new prisoner or exile will reveal his lie, but so far, no one has shown up on the island who knows the truth about his past.
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Tadd (CE @creature[Bandit|MM]).
A recluse, Tadd is one of the strangest inhabitants of the island. He has a penchant for talking to himself, randomly screaming obscenities at the gods, and defecating in the middle of conversations. His obvious "eccentricities"are overlooked because he is the island's best woodworker, stone mason, and architect. He was sent to the island for murdering six women in Stygian Row. Idylla and the other women of the island hate and fear him for obvious reasons.
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Keelan (CN @creature[Gladiator|MM]).
A skilled warrior and thoughtful philosopher from a respected family in Mytros, Keelan has a fiery temper. He feels that he deserves his fate on the island as he killed his brother in a fit of anger while arguing over a woman. Keelan is well respected by the other exiles, but this is not reciprocal. He detests everyone on the island, but he is careful not to let it show. He will urge the heroes not to free anyone from the island, because they all deserve to be here—or much worse.
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Tyrone (CE @creature[Bandit|MM]).
A self-righteous and angry man, Tyrone is perpetually plotting to escape the island. Tyrone was a loud-mouthed demagogue in Mytros, and his rabble-rousing ways eventually got him exiled. Six of the younger exiles are besotted by his words, but he has yet to be elected king, because everyone else knows that he's a small-minded blowhard. Tyrone will constantly badger the heroes to let him and his followers accompany them on their voyage. If he is rebuffed, he becomes angry, but he is too much of a coward to do anything about it.
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Idylla (LE @creature[Noble|MM]).
Idylla is one of the few women on the island. She boasts considerable influence and excellent political instincts. Idylla was exiled from Mytros because she is Acastus's mother, and many citizens felt that she was abusing her influence over the king in the early years of his reign. The nobility banded together to have her exiled. Acastus was outwardly distraught, but secretly, he was glad to be rid of his overbearing mother. Idylla is regarded as the most beautiful woman on the island. Many of the men vie for her favor, but she has been careful not to play favorites. If Idylla senses that she can convince a hero to take her off of the island, she will use her considerable charm to seduce them. She dotes on Acastus, but she has no loyalty to him, and she has no qualms betraying him if it means escaping the island.
Event: Murder Investigation
King Stavros attempts to greet the heroes as soon as they arrive on the island. He approaches them with six other exiles, including Idylla and Keelan. He introduces himself and explains the nature of the island. He is quite open about their status as exiles and "criminals"in Mytros. He questions the heroes as to their purpose, but he will quickly steer the conversation to the problem he needs solved—a problem that is causing much distress to the island's makeshift community.
Someone is murdering the other exiles. Four men have already been killed, all with their throats neatly cut. Idylla thinks it must be the recluse Tadd, while Stavros suspects that Tyrone is trying to supplant him. Keelan feels that jumping to conclusions doesn't help anything, as the murderer could be anyone, including one of the three of them. Stavros and Idylla want the heroes to investigate the murders—since they've just arrived, everyone agrees that they are neutral in the dispute.
If the heroes agree, then they will find that everyone is tight-lipped about the murders, and all four bodies have been burned, leaving no remains. Unless some means of talking to the spirits of the murdered people can be found, solid evidence is difficult to find. However, if the party can come up with a convincing case against someone on the island, Stavros and Idylla will be satisfied. Keelan will not be happy with any explanation.
There are three possible explanations for the murders. You can choose any of the following to be true:
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Idylla's Theory.
Idylla believes that the most likely murderer is Tadd. He's a strange man, and he can offer no coherent account of his whereabouts over any period of time. He could easily kill someone and then instantly forget that he did it. He's also a monster.
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Tyrone's Fanatics.
Tyrone is not the killer, but two of his men could be responsible. He has no idea whether they actually did it, but it would flatter him if they did. They've assaulted people who have spoken out against him in the past. Murder would be the natural next step, and his detractors deserve it, in any case.
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Keelan's Hatred.
Keelan has the necessary skills to kill people and cover it up. He loathes everyone on the island, but no one suspects him of murder, because everyone just assumes that he's as genial as his placid exterior suggests. If accused of the murder, Keelan might simply confess—he's just glad to finally talk about how much he hates everyone.
Rewards
If the heroes solve the murder, then the exiles reward the party with a white ox worth 500 gp. The ox can be used as sacrificial livestock aboard the Ultros.
Additional Crew.
If the party solves the murder, they earn the respect of the exiles. The party may choose to take up to 25 of them on as crew for the Ultros, to replenish any crew who have been lost at sea.
If the party doesn't solve the murder, then the exiles are unwilling to join their crew. The thought of being confined on a ship with a potential murderer is more terrifying than remaining on the island.
Scorpion Island
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You sail towards an island edged by sandy beaches and calm waters. The land is largely flat, and grasslands stretch out across the island, interrupted only by shrubs and small trees. The solitary structure visible from your ship is an ominous black stone tower at the island's center.
It's easy to find a place to anchor or beach a ship here. The island is relatively flat and storms keep the foliage sparse and low to the ground.
The Scorpion Tribe
This island is famed for the "Scorpion Tribe,"a lineage of cursed @UUID[Actor.U93UUfo9H42V9EXi]{centaurs} who have lived here for centuries. The centaurs of this tribe are doomed to transform into monstrous @UUID[Actor.1paQRlFZsrAII5tC]{giant scorpions} when they reach adulthood. The only way to overcome the curse is to bond with a mortal rider and leave the island forever.
Scorpions of every size and color live on the island, including the giant scorpions that used to be centaurs. The curse is the work of the Lotus Witch, a powerful @UUID[Actor.243HQzjsVwIkNgdE]{Gynosphinx} that lives in the tower at the center of the island. The sphinx keeps to herself. Those foolish enough to approach her tower never return.
The centaurs here are all young and impetuous. There are no elders to temper their youth with wisdom, because the adults all leave the island or transform into scorpions. The knowledge that so many are doomed by the curse makes the centaurs wild, as they know that life can be very short. They band together into groups of twelve—racing, drinking, hunting, and frolicking. They avoid the giant scorpions.
The Bonding Ritual
When a band of centaurs of the Scorpion Tribe encounter visiting mortals, they may decide to initiate the "bonding ritual."The ritual involves twelve centaurs and the entire party engaging in the following activities:
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Drinking Contest.
Everyone makes opposed Constitution checks until one character wins.
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Wrestling Contest.
Everyone present makes Strength (&Reference[skill=Athletics]) checks until one character wins.
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Storytelling Contest.
Everyone present makes opposed Charisma (Performance) checks.
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Stargazing Contest.
Everyone present makes opposed Wisdom (Perception) checks.
Use each contest as an opportunity to roleplay. Ask the winning player how they won the contest. At the end of the ritual festivities, the centaurs may choose one or more heroes to bond with, based on their performance.
Bonding Scorpion Tribe Centaurs
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The Scorpion Tribe centaurs are the only NPC centaurs in Thylea who allow themselves to be used as mounts. Centaur mounts act independently in combat, making them an exceptional addition to any party.
Centaur heroes may still bond one of the centaurs from the Scorpion Tribe. In this case, they obviously cannot use them as a mount—instead, the bond must be true love.
Aresian Proving Grounds
This island is also a holy place of initiation for the warriors of Aresia. Aresians who wish to be considered true warriors make a pilgrimage to the island and test themselves against the scorpions. This doubles as a funeral rite for the centaurs that were transformed. It is a great honor, and a sign of a great destiny, if a young Aresian is able to find and bond with one of the young centaurs of the Scorpion Tribe.
There are usually a dozen young Aresians (LN @UUID[Actor.LNtx0Vce4zjNYB9G]{warrior monks}) undergoing their trials on the island. They are expected to work together to trap and kill one of the giant scorpions. Three of their masters await on the shore of the island to see who amongst them will survive their trial.
Encounter: Aresian Warriors
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As you come ashore, you encounter three athletic humans wearing scarlet red cloaks and bronze bracers. You recognize them as Aresian warriors.
These three @UUID[Actor.LNtx0Vce4zjNYB9G]{warrior monks} are meditating, exercising, and debating the nature of the universe. They are annoyed to see outsiders on their sacred island. They firmly ask that the heroes not disturb the trials of the younger monks on the island.
If the heroes are respectful, then the monks are willing to explain their customs and the history of the Scorpion Tribe. They don't know much about the Lotus Witch, except that she dwells in the tower and that she's the one who cursed the centaurs.
Key Locations
1. Band of Centaurs
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This clearing is dominated by three giant scorpions, each the size of a horse. Surrounding the scorpions are six young Aresian warriors brandishing spears and clad in brilliant red cloaks. The warriors seem badly outmatched— one of them is mortally wounded.
The six Aresians (LN @UUID[Actor.LNtx0Vce4zjNYB9G]{warrior monks}) successfully tracked down a single @UUID[Actor.1paQRlFZsrAII5tC]{Giant Scorpion} to kill for their trials, but unfortunately, they were immediately ambushed by two more. Unless the party comes to their aid within two rounds, they will all be killed, and then the scorpions will turn on the party.
After four rounds, a band of twelve @UUID[Actor.U93UUfo9H42V9EXi]{centaurs} arrives to join the fight against the scorpions. Normally, the centaurs avoid the giant scorpions, but this band is led by @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019#nessa-the-centaur]{Nessa} (see appendix). Nessa is seeking someone to bond with, and she thinks it's a terrible waste to allow so many mortal warriors be slaughtered for no reason.
Once the fighting is done, Nessa proposes a feast under the stars with the survivors. She's willing to bond with any hero who impresses her during the bonding ritual. Others in her band of twelve may also choose to bond with the heroes—use your discretion, as centaur mounts make very powerful allies.
Pholon the Brotherly
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If your players have not yet encountered @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019#pholon-the-centaur]{Pholon} (see appendix), then you may choose to have them encounter him here on Scorpion Isle. You may use the event described in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000021#pholon-the-centaur]{Encounters} appendix. Pholon and Nessa are old friends.
2. Tower of the Lotus Witch
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As you approach the center of the island, the sun shines down from a clear, cloudless sky. Before you, a huge black stone obelisk reaches more than 200 feet into the heavens. Entry into this strange tower seems impossible, as there are no doors or windows to be seen. Stretching between you and the tower is a field of vibrant yellow wildflowers.
This tower is the lair of the Lotus Witch, the island's true mistress. The sphinx is an exile from the @UUID[.0000000000000009#island-of-time]{Island of Time}. None but she know why she was exiled. She came to this island seeking knowledge—the centaurs once had a great library, a collection of knowledge carved into the trees of the island's forest.
But the island's centaurs, who had long been charged with protecting the forest, chopped it down for firewood. As punishment for this reckless destruction of knowledge, the Lotus Witch cursed the centaurs—and they became known as the Scorpion Tribe.
Approaching the Tower
There is no way to enter the tower from the air. Those who try to enter the tower by flying will meet sudden cross-winds, and storm clouds will appear in the sky where there were none before.
Every round, a @UUID[Item.TeRzT0AMTpPY2LkS]{lightning bolt} will strike any flyers for 28 ([[/damage 8d6 type=lightning]]) damage. A successful DC 15 Dexterity saving throw will halve this damage. The bolts will not stop until a flyer lands or turns away and retreats to more than 1,000 ft. from the tower. The tower is immune to all magical spells and no teleportation magic can access its interior.
Walking Through the Flowers
Only walking into the fields of flowers will reveal the tower's entrance. Read the following:
p148
As you enter the field of wildflowers, the sun zips across the sky and sinks into the eastern horizon. The sky darkens until it is decorated with twinkling stars. After a few moments, the sun rises from the west and sets again in the east. This day-night cycle repeats over and over, until your surroundings become a blur.
Suddenly, the night sky comes back into focus and you find yourselves before a previously unseen doorway leading into the tower. The pathetic cries of small children and infants drifts from the entrance.
No time has actually passed for the heroes as a result of walking through the wildflowers.
One-Way Door.
The doorway into the tower is a one-way door. No one will notice this until they decide to leave: only then will they see that the doorway has vanished. Anyone still outside can still see the doorway and is able to enter freely.
Inside the Tower
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This room is filled with over a dozen children. Some are infants, barely able to toddle, while others are a few years old. Most of them clutch yellow flowers in their hands. Some are human and elves, while others are minotaurs and centaurs. Piled in the corners of the room are heaps of clothing and equipment that might have belonged to adult versions of these children.
These children are all victims of the sphinx. They are former adventurers, Aresian hopefuls, and centaurs who dared enter the tower and failed the sphinx's tests. She reduced them all to a youthful state and comes down every few years to keep them young. Some of the children are chronologically centuries old, but they have lived almost all of those years as children. The children collect the lotus flowers outside and press them into oils to be used by the sphinx.
The most helpful child is a five-year-old boy named Leander (NG @UUID[Actor.Sbjw2JFBT5oXBTuj]{Commoner}). Leander tells the heroes that they are in danger and that they shouldn't have come. He tells them that the Lotus Witch will be angry with them, and that they must now go see her and then beg for forgiveness. If asked where to find the Lotus Witch, the boy points upwards and tell them that she is at the top of the tower.
The Windowed Staircase
There is a spiral staircase that ascends upwards for hundreds of feet:
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The spiraling stone staircase that ascends the Lotus Witch's tower seems to go on forever. Time within the tower seems to take on the same strange quality you experienced outside: some windows are flooded with intense sunlight, while others allow in gentle beams of moonlight. Climbing the staircase is disorienting, and it leaves you feeling slightly nauseated.
The staircase is 200 feet in height, there are seven windows along its length. Each window looks into another plane of existence. The windows are only a foot in diameter, though a creature of Small size could squeeze through with a successful DC 15 Dexterity (&Reference[skill=Acrobatics]) check. Tiny creatures can crawl through the windows with no difficulty. It is impossible to use magic to teleport through them.
Exploring the Windows.
Anyone who gets to the other side of a window will fall about 100 ft. to the ground for 35 ([[/damage 10d6 type=bludgeoning]]) damage. If they survive, they will be free to explore whichever world they have entered. After one hour, they will hear a lion roar, and they will be instantly transported to the top of the tower—standing in front of the sphinx.
The Seven Windows
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Elysium.
This window looks out into the beautiful, expansive vistas of the plane, Elysium.
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Tartarus.
This window looks out into the horrifying hellscapes of the prison plane, Tartarus.
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Astral.
This window looks out into an empty expanse of stars and nebulae—the Astral Plane.
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Hades.
This window looks out into the dismal plane of Hades. An army of thousands of insect men can be seen marching in perfect formation across the burning wastelands of Hades. This is an army of yugoloths. Anyone going through the window will be approached by a detachment of six mezzoloths and a nycaloth.
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Earth.
This window looks out into Earth in the 10th century BC during the battle for Troy, and the duel between Hector and Achilles. A battle line of Achaeans watches from one side, while the Trojans look down from the walls of Troy. Hector and Achilles fight for 10 rounds before Achilles prevails. If the heroes somehow become involved, treat the two famed warriors as @UUID[Actor.WKlDH3u8kCxF5quF]{gladiators} (165 HP).
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Thylea.
This window looks out into Thylea from 10 miles above Scorpion Island, and it is the only window to be sealed by a glass cover (10 HP). If the glass is broken, the difference in air pressure between the tower's interior and 10 miles altitude means that air begins to rush through the window. Anyone within 10 feet of the window must make a DC 10 Strength saving throw or be sucked into the window; creatures of Small size (or smaller) will pass through. Larger creatures take 3 ([[/damage 1d6 type=bludgeoning]]) damage as they slam against the wall around the window. Anyone who is sucked through will fall 10 miles back to Scorpion Island for 70 ([[/damage 20d6 type=bludgeoning]]) damage.
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Another World.
This window looks out into another world. Choose any fantasy world you feel comfortable describing to your players. For example, it might be a famous battle from The Lord of the Rings.
The Sphinx's Lair
The sphinx's lair is at the top of the spiral staircase:
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The twisting stair opens into a stone room at the top of the tower. The floor, walls, and ceiling are covered in etched hieroglyphics. A closer look reveals that the markings are roughly made, as if they were scratched into the rock with primitive tools.
A majestic winged lion with the face of a regal woman sits in the center of the room. Behind her, a wide window shows the island below bathed in daylight. Upon seeing you, she demands "Why have you disturbed my contemplations?"
The Lotus Witch (TN @UUID[Actor.243HQzjsVwIkNgdE]{Gynosphinx}) listens to the party for a while, but eventually, she interrupts and asks the heroes whether they are aware of the history of Thylea. She explains that it is important to know history, or one will be doomed to repeat history's mistakes. Those who are oblivious to history are no better than infants—and they should be treated as such. She wonders whether the party deserves to be transformed into infants like the former adventurers downstairs—her "children."
Epic Paths: The Cursed One
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If the Cursed One is present, then the Lotus Witch reveals that their curse originates on the island of Typhon, and only there can the curse be broken. If they can answer her riddles, then she will give them a protective artifact. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#running-the-epic-paths]{Running the Epic Paths} section for details.
The Lotus Witch asks the party four questions about the history of Thylea. Feel free to choose simple questions that you know your party can easily answer. If you need ideas, here are some examples:
- Who created the Myrmekes race? (Talieus)
- Who was the first of the Dragonlords? (Xander)
- Who was the cruelest of the Dragonlords? (Estor)
- What happened to the City of the Sirens? (It sank.)
- When Thylea bore fruit, which two Titans sprang from a single pit? (Sydon and Lutheria)
The sphinx will be satisfied if the heroes can answer three of the questions correctly. If this is the case, she will answer any five questions the heroes ask of her: she knows everything there is to know about Thylea and its history. After answering any questions she will send the heroes on their way; they will reappear outside of the tower and will be unable to gain entry ever again.
Fighting the Lotus Witch
If the heroes attack the Lotus Witch or fail to answer her questions, she attacks them. The tower is considered her lair, so she has access to all of her lair actions. The sphinx will not fight to kill—only to incapacitate. If she is reduced to half hit points, she will use her lair action to shift all of the combatant heroes and herself to one of the realms on the other side of the stairwell windows. You can choose which one.
If the party kills the sphinx, they will be transported back to the tower (if they are in another plane). If the sphinx defeats the entire party, she will reduce them all to infants and children and they will join the other children downstairs. If you want the campaign to continue, Pythor or another one of the gods will come to negotiate the heroes' release and restoration.
Treasure.
The sphinx has 15 assorted gems worth 500 gp each. Of more practical value are the half-dozen spell books that the Lotus Witch has collected over the centuries. She took these from various wizards who invaded her tower and, together, the spell books include 5 random spells from each level up to 6th level (30 total).
The Missing Dragons
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This is an excellent opportunity for players to learn more about the dragons that went missing during the First War. The Lotus Witch knows what happened to the dragons, but she is forbidden to reveal it due to the Oath of Peace. The most she can say is that the dragons may reveal themselves to the heroes when the Oath has ended.
If the party has not yet received Aesop's letter, they should probably receive it before visiting the Lotus Witch. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#the-letter-from-estoria]{Voyage of the Ultros} for details.
Indigo Island
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Your ship glides through clear blue waters towards a rocky and verdant shore. A crescent archipelago to the south creates a lagoon between the sea and main island. Through the clear green water of the lagoon, you can see jagged rocks and coral reefs that must be carefully avoided. Fishing boats dot the coastline of the island, each dragging several large nets.
This island is heavily forested, and it has many beaches that make excellent landings. The waters around the island are dangerous, with many reefs and sharp rocks. This is the home of the seafaring Indigo barbarians. The humans, elves, dwarves, and others in the Indigo Tribes inhabited the Cerulean Gulf islands long before the coming of the Dragonlords.
History of the Indigo Tribes
More than a thousand years ago, hundreds of survivors from a series of shipwrecks washed ashore on the Gulf's islands. They were helped by the native races, including the nymphs and satyrs, and they were eventually able to build a fleet of small ships to sail the Cerulean Gulf. They discovered Indigo Island and settled here, calling themselves the Indigo Tribes, after the fields of dark blue flowers that carpet the island.
When the Dragonlords came, the Indigo Tribes fought on the side of the Thylean natives as a naval force. They scored several significant victories, but they went back into hiding after the end of the First War. They have remained here for the past five centuries. Although the island's forests are plentiful with deer and boar, the tribes mostly depend upon fishing and raiding.
Barbarian Raiders
Civilized, mainland Thyleans dismiss the Indigo Tribes as uncultured barbarians, worthy only of scorn. However, their fearlessness and naval prowess also inspire respect: the barbarians frequently raid settlements along the Cerulean Gulf.
The Indigo barbarians are the best navigators in all of Thylea. They observe flocks of birds and track the movements of stars to travel the Cerulean Gulf. They consider their navigation skills to be sacred and would never share their techniques with an outsider. Some travel to Mytros and Estoria to experience the decadent lifestyle of the "mainlanders,"but all of them eventually return to their island home.
The Indigo Tribes dress lightly and wield unusual steel weapons, which have been handed down from their ancestors, or forged by dwarves of the Whale tribe, rather than the common bronze weapons used on the mainland. They are tanned by wind and sun from time at sea. The most exotic part of their appearance are the spiraling patterns of blue tattoos that cover their bodies. Indigo barbarians wear tattoos to mark every significant event in their lives.
There are several tribes on the island, each including several hundred members. The tribes are divided along racial lines, but they are united in their reverence of Thylea, the Great Mother. Each tribe is ruled by a chief and two or three thanes (CN @UUID[Actor.IBkCL5G1RSddw4zV]{berserkers}) was originally barbarian warriors. The tribes are defended by a core group of fearless warriors (CN @UUID[Actor.IBkCL5G1RSddw4zV]{berserkers}), but all of the men and women in the tribe are able to fight (CN @UUID[Actor.F7PDqAcGfGGSO20J]{tribal warriors}).
Tribe of the Shark
The largest tribe is made up of humans, half-elves, tieflings, and half-orcs. It is ruled by Gorac, an exceedingly tall and slender half-elf (CN @UUID[Actor.IBkCL5G1RSddw4zV]{Berserker}) was originally barbarian warrior.
Tribe of the Dolphin
This tribe of elves is the most xenophobic of the islanders, and they are the masters of building the catamaran-style boats used by the Indigo barbarians to travel the Gulf. The boats are built so that they can be easily dismantled and hidden. They even have masts that can be used as a rain-catcher for fresh water on long voyages. The tribe is ruled by Dolphin, an elven woman (CN @UUID[Actor.L9AZ9PlSSXDbhE0A]{Wild Druid}). This name is taken by anyone who becomes chieftain.
Tribe of the Whale
This tribe of dwarves keeps to the central forest on the island. They run a mining operation that works a small iron deposit, the only one known in all of Thylea. The iron ore is difficult to mine due to its scarcity even here, so the steel weapons made by the dwarves are valued by all the tribes. They are led by @UUID[Actor.KpZApbcHGn2ULhEg]{Delg} (CG @UUID[Actor.WKlDH3u8kCxF5quF]{Gladiator}). He dresses in the armor of his forebears: adamantine half plate and shield (giving him AC 19).
Tribe of the Eel
This tribe of halflings and gnomes lives close to the beaches, and they are the best fishermen on the island. They are also the most gregarious and welcoming of the tribes. Their leader, Loopywoopy (CG @UUID[Actor.IBkCL5G1RSddw4zV]{Berserker}) was originally barbarian warrior, a female gnome, is famed for her ability to stretch even the most mundane story into an epic, sprawling myth for all the ages!
1. The Dragon
A few months ago, an evil metallic dragon came to the island and claimed it as hunting territory. Ventis (CE @UUID[Actor.AWJT0difI7p5hz2w]{Adult Copper Dragon}) came from Praxys. Sydon hatched and raised her at his tower, and he's released her to hunt and grow stronger before his war begins.
Ventis has taken to hunting the barbarians as food. Unlike most of her kind, Ventis is chaotic evil, as she has been raised from birth to hate any outsider race that settled in Thylea. Ventis lives in a cave near the center of the forest, her presence shown by the bones of her victims. The cave also has the small hoard that she has begun to accumulate.
Treasure
The dragon's hoard contains 100 pp and 5,000 gp. The coins are piled around a pedestal on which rests a single glowing orb of star metal.
Event: Proving
The tribe of the Eel has decided to prove itself against the heroes, whom they call "outsiders."Chief Loopywoopy takes one of her thanes and leads a dozen berserkers in an attack against the party. Loopywoopy announces beforehand that this battle is a ritual and not to the death. Her twelve barbarians (CG @UUID[Actor.IBkCL5G1RSddw4zV]{berserkers}) was originally barbarian warriors will not use lethal force unless the heroes use it against them. Read the following:
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Twelve short tattooed humanoids approach your party. Though their tiny faces contort themselves in expressions meant to convey menace, their weapons remain sheathed. A middle-aged gnome approaches you with a confident stride. She wears an ornate headdress that nearly swallows her features.
"I, Chief Loopywoopy of the great Tribe of the Eel, wish to welcome you to Indigo Island! Do you outsiders care to prove your might against my people's greatest warriors? Stow your weapons! Testing your mettle requires no bloodshed."
If the heroes are able to defeat the band, they are asked to a great feast in their honor. At the feast, satyrs play music, nymphs dance in the moonlight, and the gnomes and halflings drink copious amounts of liquor. The drink is a sweet-tasting rum made from sugarcane found deep in the island interior. Read the following:
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The full moon hangs in the clear night sky, providing a picturesque backdrop for the feast. Satyrs serenade you with their pipes while nymphs, halflings, and gnomes dance around the flickering fire. You never quite finish your sweet, potent drink, as your hosts are quick to fill your cup back up to its brim. The air is thick with the smell of alcohol, smoked fish, and fresh sweat.
Part way through the feast, Ventis the copper dragon attacks. She uses her acid breath and then starts killing indiscriminately. Read the following:
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The festivities are cut short by a most unwelcome guest. The triangular silhouette of a copper dragon glides in front of the full moon and swoops down to attack the party. Firelight reflects from her glimmering metallic scales. She spews a stream of acid that singes the edge of Chief Loopywoopy's headdress.
As soon as Ventis takes more than 20 damage, she uses her slowing breath and retreats back to her lair. Chief Loopwoopy will try to convince the heroes to go after her. Loopwoopy explains that the dragon has been collecting a hoard of treasure from the surrounding islands.
Titan's Folly
This strange island consists of three perfectly molded green hills surrounded by an impossible glass dome that rises out of the Cerulean Gulf. The glass dome encompasses the entire island. The wall is impervious to damage, but it can easily be bypassed by teleportation magic such as @UUID[Item.4bvkWN1lE3zIHDrZ]{teleport} or @UUID[Item.5a0yO6vF5jvNCHz9]{dimension door}. Anchoring at the glass wall is trivial.
Most natives of Thylea know of the legend of the island and will share it with the heroes. Any crewmen on the Ultros will almost certainly know that this is Titan's Folly. They are quite sure that this a place that must be avoided at all costs.
While the island is rumored to be home to Thylea's greatest treasures, it was sealed away by Kentimane the Hundred Handed. His reasons for doing this are a complete mystery, even to the other gods. Legend suggests that the original war among the Titans was a direct result of whatever happened here. Thylean natives among the crew will warn the heroes to turn away and forget they ever saw this place.
Wall of Dreams
Anyone who sees the wall will have strange dreams the following night. They might dream of fantastic magic items or something that they desire above all else. For example, paladins may dream of a holy avenger, wizards may dream of a staff of the magi, and rogues may dream of a cloak of invisibility. In the dream, ants carry the desired item from a miniature version of the island and drop it at the feet of the hero.
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“Titan's Folly! Now there's a mystery, eh? I bet it's full of glittering gold and beautiful nymphs and glorious battles! But my sister Vallus says that we are never to go there. Ah well.”
— Pythor, God of Battle
If the heroes bypass the wall, read the following:
p153
Once you have bypassed the curious glass dome, you continue toward the island. The most striking aspect of the place is its perfect geometric uniformity. The land consists of three identical green hills clumped together. Thick tropical grass grows in rows around each hill, interrupted only by rows of oak trees halfway to each hill's summit. Such a perfect land formation can only be the handiwork of the Mother Goddess, Thylea.
The three hills are entirely covered in perfectly arranged fields of sugarcane. Each hill has a ring of ancient oak trees that circles the hill at the midpoint of the slope. Under the oak trees are entrances to a network of caves and tunnels.
The Titan Kentimane sealed this island away five millennia ago. It hasn't had a single visitor from the outside world in all that time. Inside the barrier, on this strange island, lives a race of creatures that don't exist anywhere else in the multiverse: the myrmekes.
The myrmekes are a race of hyper-intelligent insectlike humanoids that were created by one of Thylea's children at the dawn of time. There are around 3,000 myrmekes on the island, and they live in the caves beneath the oaks, where they store their food, raise their young and protect their queen.
Meeting the Myrmekes
When they are met initially, the myrmekes can only communicate with clicks and by waving their antenna. They provoke no hostility. They bring out sumptuous offerings of food and drink. The food tastes like a form of delicious meat, while the drink is a sweet wine.
Warm Greetings.
Within a few hours on interacting with the heroes they will begin to communicate using the language that the heroes use. They are extremely social creatures who will warmly greet strangers to the island. They are also extremely curious. They ask the heroes many questions—about their deeds, hopes, desires, and goals: anything and everything will provoke the myrmekes into asking a question.
The myrmekes are very accommodating, and can be light-hearted and funny. They won't stop the heroes from leaving early, and they will not restrict the party's movements on the island. If the heroes attack the myrmekes, they will defend themselves but will not retaliate. They will wait until the heroes exhaust themselves and then ask them, somewhat regretfully, to leave.
Explaining the Dome.
If the myrmekes are asked about the dome, they will claim that it was erected to trap them, as a punishment for insulting a powerful god, thousands of years ago. They will dispute the notion that Thylea imprisoned them, as she was their creator. If they are asked about powerful magical items, they will claim to have no ideas about such things. The truth is that the myrmekes' powerful hive mind is able to influence the unconscious minds of nearby humanoids.
Event: A World of Dirt
The myrmekes study everything that the heroes do and everything that they bring with them. Magic spells are especially interesting to them, as they have very little experience with magic.
Once the heroes have left the island, the myrmekes will begin to plan their escape from the island. They will copy whatever method the heroes used to bypass the wall. For example, if the heroes used the @UUID[Item.5a0yO6vF5jvNCHz9]{dimension door} spell, then the myrmekes now know how to use it.
At this point the myrmekes will begin working toward what they feel is their destiny: making the multiverse a reflection of their perfect society and people.
They will then send boats to the mainland where they will capture Thyleans and learn everything they can from them. This happens very quickly while the heroes are busy with their own affairs. Within a few weeks, the heroes might have the following encounter:
p154
A fine galley ship sails towards your party. As it approaches, you find that the vessel is crewed and captained by a group of humanoid insects, the curious myrmekes you encountered not long ago.
Despite the short amount of time that has passed, the myrmekes have changed considerably. They now wear bronze armor and wield bronze weapons. They are no longer the friendly and inquisitive creatures of Titan's Folly. As these myrmekes approach, they look positively defiant and warlike.
The ship is crewed by 30 @UUID[Actor.pRJRrsVNzwbwaAnC]{myrmekes advanced}. The myrmekes will attack the party's ship using tactics that would impress even the most jaded Aresian warrior monk. Six myrmekes advanced bombard the heroes with @UUID[Item.xSUjkVbBqnofP454]{rays of frost} as a disciplined phalanx of ten myrmekes advanced attempts to board the ship.
If the heroes are able to survive this encounter, they begin to hear rumors of armies of insect men conquering outlying towns and villages. Initially the stories describe armies of hundreds of myrmekes, but after one month, the rumors describe an unstoppable army of more than a thousand myrmekes with advanced magic and siege weapons.
The myrmekes grow more advanced with each passing month, and the size of their army doubles just as quickly. If they aren't stopped, they will conquer all of Thylea and convert it into one giant ant colony. Then they will seek out new lands to conquer. These events are beyond the scope of this book, but they might form the basis of a future campaign.
Fire Island
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Crystal clear blue water and a handful of smaller islands surround the landmass you are approaching. Dense tropical foliage covers the islands, and you can hear the cacophonous sounds of abundant wildlife.
An impressive black mountain rises from the jungle at the center of the main island, and the smell of smoke and brimstone hangs in the air.
Fire Island is almost completely surrounded by a coral reef, although careful seamanship can find a channel through the shoal waters. Beyond the coral reef, the waters are calm and a ship can easily anchor.
As its name suggests, Fire Island is formed around an active volcano, which occasionally belches ash and fiery embers into the air, making it dangerous to approach. Currently, the volcano is quiet, with just a thin trail of smoke snaking into the sky above the caldera.
Lizardfolk Tribes
Fire Island is inhabited by several tribes of lizardfolk, who are engaged in endless, brutal wars against one other. The strongest tribe boasts 350 warriors. They are called the Firewalkers, because they control the land around the central volcano.
The Firewalkers
The Firewalkers are led by @UUID[Actor.aaLVwIMv6o5ONawN]{Jankor} (NE @UUID[Actor.fuhOQz7Z8fWCZNKV]{Lizard King}), who is served by three @UUID[Actor.wDC7PDHpySd8Vbo4]{lizardfolk shamans} and a pair of @UUID[Actor.QBWO8w456n845XMV]{cyclopes}. A flock of @UUID[Actor.zlh7ybVYG5zfZC8r]{pteranodons} that have been domesticated by the tribe can be seen flying during the day, hunting or spying on the other lizardfolk tribes.
The Lesser Tribes
Three lesser tribes, comprising several hundred warriors each, control the outer parts of the island. Each of these tribes is led by a @UUID[Actor.PfimhlKYnmEO0TVZ]{Lizard Queen} with a @UUID[Actor.wDC7PDHpySd8Vbo4]{Lizardfolk Shaman} as an advisor.
The Nameless God
All the lizardfolk of Fire Island, regardless of tribal loyalty, worship a nameless deity that they believe sleeps deep below the Cerulean Gulf. Firewalker shamans regularly sacrifice captives taken in battle, whether lizardfolk or outsiders, by hurling them into a volcanic fissure to feed their sleeping god.
Creatures of Fire Island
Other than lizardfolk, the island has bountiful animal life, including boar, deer, and other smaller mammals. The streams and ponds of the island are often hunting grounds for @UUID[Actor.eDVvU1vBui9SkoXI]{crocodiles} or @UUID[Actor.EZqeFwK1r4BYYGQe]{constrictor snakes}. @UUID[Actor.6Ri0hQ2H4LlgJAAy]{Giant lizards} are also plentiful on the island and have been domesticated by all of the tribes as beasts of burden.
The Brass Dragon
Centuries ago, the island was also home to an adult brass dragon. However, it was killed by the Kraken during one of its hunts over the nearby coral reefs. The lizardfolk still tell stories of the battle between the two creatures. The dragon left behind three @UUID[Item.1NMrz5sHlcbzfHzy]{dragon eggs}, which the lizardfolk have long sought after.
The Lizard Queen
When the heroes first land, they will be approached by a @UUID[Actor.wDC7PDHpySd8Vbo4]{Lizardfolk Shaman} who is escorted by six @UUID[Actor.PFuCmfuLMydKadLB]{Lizardfolk}. They will ask the heroes to accompany them to see their queen, who lives on the outskirts of the jungle. Vytha (NE @UUID[Actor.PfimhlKYnmEO0TVZ]{Lizard Queen}) will implore the heroes to aid her in defeating her mortal enemy, Jankor, the king of the Firewalkers. She describes how Jankor has corrupted the lizardfolk by turning away from the god in the volcano and making sacrifices to Sydon instead.
Sydon's Chosen Tribe
Vytha explains that the Firewalkers have been chosen by Sydon to dominate Fire Island. The Lord of Storms gave Jankor a powerful magical artifact and two cyclopes as servants. In exchange, Jankor gave the Titan one of the three @UUID[Item.1NMrz5sHlcbzfHzy]{brass dragon eggs} that were hidden on the island. Vytha believes that the other two eggs may be located somewhere on in the volcano village.
Sydon's Interest in Fire Island
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Tribes of lizardfolk wouldn't normally warrant the attention of the Lord of Storms. Sydon has intervened here because his sister Chalcia is sealed away beneath the volcano, and he wishes to keep it that way. She is the 'sleeping god' worshipped by the lizardfolk. The Firewalkers' daily sacrifices to the volcano ensure that this magical seal remains intact.
The Celebratory Feast
If the heroes agree to assist her, Queen Vytha will hold a great feast in their honor. She proudly explains that her son is to be sacrificed and served as the celebratory meal. The heroes can turn down this "honorable banquet,"but in this case, Vytha will be insulted. She believes that they are greedily demanding that she sacrifice one of her older, larger sons instead.
Key Locations
The Firewalkers dwell in a large wooden fort over the mouth of the volcano. Jankor rules from here and makes regular sacrifices by tossing victims into the fiery pit.
The fort is constructed from sturdy wood, bamboo, and thick vines. Some exotic materials have also been used, including the shells of young dragon turtles and the skeletal vertebrae from an enormous worm of some kind. The main platform is level with the lip of the caldera, while other platforms step down into the volcano. Many of the platforms are level with caves and tunnels that have been dug into the wall of the caldera.
Secret Path
A secret path provides another way into the fort. Vytha knows the location of this path and will tell the heroes to search for it on the north end of the caldera.
Platforms
All of the platforms in the fort are built on pillars of bamboo and wood. Each is at least 10 ft. above the surface of the caldera. It is possible to climb from the caldera surface to a platform using the pillars, but this requires a successful DC 15 Strength (&Reference[skill=Athletics]) check.
V1. Main Entrance
p158
The spine of some massive creature serves as a bridge to the lizard king's fort. Ash darkens the crevices of the otherwise bleached white bone. Even as the hot sun beats down from a cloudless sky, you can sense an even more oppressive heat radiating up from below.
The bridge leads from the caldera lip to the topmost platform of the fort. It is guarded by four @UUID[Actor.PFuCmfuLMydKadLB]{Lizardfolk} and two @UUID[Actor.k6PtZbbWSOtEzkQ5]{salamanders}. They will fight to the death.
The bridge was made from the vertebrae of a purple worm, which came to the surface decades ago and died. This happened on the same day that Jankor hatched, and it was taken as a sign of his divine right to rule.
V2. Stables
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You come to a platform with a tethered group of horse-sized monitor lizards that are being tended to by lizardfolk. Despite their monstrous bulk and appearance, the large reptiles are docile. They occasionally flick their tongues and grunt at their handlers.
This large platform is where the giant lizard mounts used by the lizardfolk are kept. Six giant lizards are tethered to three stakes, and four lizardfolk keep watch and care for the mounts. If the lizardfolk spot any intruders, they will free the giant lizards and order them to attack. The giant lizards are docile unless commanded to attack by one of the lizardfolk.
V3. Throne Room
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The lizard king's throne room is located within what appears to be an immense hollow turtle shell. Inside, the king lounges upon his throne on a raised platform in the center of the room. He is listening intently to his advisor and drumming his clawed fingers against an ornately-carved staff.
A fiery reptilian creature stands to one side of the king. It has a muscular, humanoid upper body that snakes down into a coiling tail. Even so, the most striking member of the king's party is a tiny, copper-colored dragon that snores fitfully at his feet.
The throne room is built inside the enormous shell of a dragon turtle. Jankor, the chosen mouthpiece of the great god Sydon, claims to have killed the dragon turtle with the help of the Lord of Storms. The truth is that its corpse washed ashore after the creature died of old age.
@creature[Jankor] (NE @UUID[Actor.fuhOQz7Z8fWCZNKV]{Lizard King}) has 120 hit points and carries a @UUID[Item.ElvoSOzDYdhSvhfK]{staff of thunder and lightning}. This staff was a gift from Sydon, and it is the symbol of Jankor's right to rule. Jankor is always accompanied by a loyal @UUID[Actor.k6PtZbbWSOtEzkQ5]{Salamander} and a bloodthirsty @UUID[Actor.wDC7PDHpySd8Vbo4]{Lizardfolk Shaman}. The @UUID[Actor.If5Uf2QH1O8WkjMT]{Brass Dragon Wyrmling} curled around his feet hatched one year ago, and it is completely loyal to him.
Jankor is not immediately hostile to intruders, but he will interrogate them and demand to know for what purpose they have trespassed in his territory.
In battle, Jankor will use his staff to send out lightning strikes against his foes. When reduced to 60 hit points, he will use the thunder and lightning ability even if that means hurting his own people. He will then try to retreat to his chambers (@UUID[.0000000000000008#v12.-kings-chambers]{V12}).
V4. Secret Entrance
p158
Carefully hidden from prying eyes, a narrow stairway has been carved into the cliff side. Below, a faint orange glow shines through cracks in the volcano's dark crust, betraying the inferno beneath.
A narrow path carved into the volcano winds down to the egg chambers. This treacherous and narrow path is not marked and requires a successful DC 12 Wisdom (Perception) check to find it. In two places, the path has been deliberately weakened, and someone not aware of these passive traps must make a DC 10 Dexterity saving throw when they step on the weakened section. Spotting the weakened sections requires a DC 16 Wisdom (Perception) check.
When stepped upon, the ground will crumble away, and a failed saving throw causes one to plummet into the caldera below. The drop will break through the crust into the magma, causing 55 ([[/damage 10d10 type=fire]]) damage to the unfortunate creature that fell.
V5. Egg Chambers
p158
These chambers are relatively bare, except for the large stone bowls scattered around the room that have been gently packed with eggs and straw. Bright orange-and-red frilled snakes the size of men curl motionless around each bowl. Two lizardfolk elders tend the bowls, gingerly turning the eggs inside.
This cave is where the lizardfolk eggs are kept. The eggs are kept warm, and guarded, by a half-dozen @UUID[Actor.Z5odsnCD7D4AvVdq]{fire snakes}. Two @UUID[Actor.wDC7PDHpySd8Vbo4]{lizardfolk shamans} tend to the fire snakes and the eggs. Both the shamans and fire snakes will attack trespassers who enter the cave.
V6. Sleeping Chambers
p159
The chamber has three pairs of poles stuck into the base of the platform. Sturdy nets and sheets have been tied between these poles a few feet from the floor to make hammocks. Three small wooden chests sit underneath these structures.
These platforms are where the lizardfolk sleep. At night, there are always at least two @UUID[Actor.PFuCmfuLMydKadLB]{Lizardfolk} lizardfolk asleep on the hammocks. They make soft hissing sounds.
Treasure.
There are three chests in the chamber. Each chest contains [[/r 2d6]] assorted gemstones worth 10 gp each. Some of the gems are covered in dried blood.
V7. Wooden Walkways
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Unlike the other walkways that connect the platforms of the fort, this walkway has a pair of bronze stakes on either end that holds it in place. The walkway is thick and appears quite sturdy. A formidable-looking lizardfolk with a large curved horn hanging at its waist stands watch at the other end of the walkway.
Each of the marked walkways is guarded by a @UUID[Actor.PFuCmfuLMydKadLB]{Lizardfolk}. Each of these lizardfolk has a horn, and if they see enemies approaching, they will blow a fanfare to summon four @UUID[Actor.zlh7ybVYG5zfZC8r]{pteranodons} from their roosts. It takes the pteranodons one round to arrive and attack.
The Walkway Traps
The walkways are sturdy, but the lizardfolk have built them so that they can be easily destroyed in the event of an invasion. On each side of the walkways are two bronze stakes. Pulling out a stake requires a successful DC 10 Strength check.
Pulling out a single stake makes a walkway bridge unstable, and anyone on it must make a DC 10 Dexterity saving throw or be thrown into the caldera below. Anyone who does so will break through the crust into the magma and take 55 ([[/damage 10d10 type=fire]]) damage.
Pulling both stakes out makes the bridge collapse, and anyone less than 10 feet from one end can attempt a DC 10 Dexterity saving throw to leap to safety. Those who are close to the center of the walkway must make a DC 15 Dexterity saving throw to make the leap. Failure means falling into the magma.
The King's Escape.
When under attack, the lizardfolk guards will wait until there is at least one enemy on the walkway before removing a stake. However, if the lizard king is fleeing from a pursuit by the heroes, he will order his warriors to pull out one pin after he has safely passed. They will wait until the heroes are crossing the walkway to pull out the other stake.
V8. Chamber of Worship
p159
You come to a large platform built upon half of an enormous turtle shell. At the center of this space, two lizardfolk shamans pray to a carved wooden statue of an imposing man wielding a black glaive. The altar beneath the statue has been carved with patterns resembling waves and stained green-blue. Green gems glitter from the statue's three eye sockets.
This is the second largest platform in the complex and is the other side of the enormous shell of a dragon turtle. The chamber's central feature is a 10 ft. tall wooden statue of Sydon. During the day there are always two @UUID[Actor.wDC7PDHpySd8Vbo4]{lizardfolk shamans} in this room, along with the king's consort, a lazy @UUID[Actor.PfimhlKYnmEO0TVZ]{Lizard Queen}. These three will attack intruders and fight to the death.
Treasure.
The three eyes of the statue of Sydon are emeralds worth 500 gp each. When the heroes touch the statue, they hear a peal of thunder from the sky above.
V9. Cyclops Cave
p159
Although a modest forge has been built into one side of this cave, it is noticeably cooler in here than in the rest of the fort. The cave's sole resident, a 9-foot-tall cyclops, sits at a stone table at the center of the room. He wears a monocle over his eye, and he has remarkably nimble, ten-fingered hands. He is tinkering with what appears to be a half-finished mechanical goat. Other clockwork animals fill niches that have been carved into the cavern wall opposite the forge.
The smith is @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019#steros-the-jancan]{Steros} (see appendix). He is a jancan, a rare breed of cyclops born with ten fingers on each hand and ten toes on each foot. Jancan are natural blacksmiths, although Steros is unusual in that he is somewhat of a runt when compared to most of his kind.
Steros is not immediately hostile, and will try to make conversation with anyone who enters his forge. He will, however, use the power of his monocle to gain the upper hand in any conversation or battle that takes place.
Steros the Jancan
Sydon sent Steros to serve the Firewalkers after their previous jancan was captured in a raid by the Amazons of Themis. The previous jancan was named Bront, and he was Steros's father.
Since his arrival, Steros has built himself a small forge that he keeps heated with the help of a pair of fire snakes. Using this forge, he builds weapons for the Firewalkers, a task that he considers to be beneath his considerable skills. He spends most of his time tinkering with new and strange contraptions to amuse himself. These mechanical contraptions are arranged in niches carved into the cave. There are many creatures in the niches, some of them unfinished, others smashed.
Steros' most prized possession is the monocle that he wears at all times. This has several lenses that can be used, by swinging them into place inside the short frame:
- Red lens acts as @UUID[Item.z8EvMaN0uJtmHS1Q]{eyes of the eagle}.
- Blue lens acts as @UUID[Item.cdAnRHEZhpxXCarZ]{eyes of charming}.
- Green lens acts as @UUID[Item.x0LuNvgRDKYm5Gr6]{eyes of minute seeing}.
- All three lenses together act as a @UUID[Item.aQl0Jzluja8rg6cA]{circlet of blasting} that can be used every round.
He always keeps the red lens in place, so that he has advantage on all of his Wisdom (Perception) checks (passive Perception 14), and because they aid his work.
Steros the Jancan
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“The Jancan have always fascinated me. How can such brilliant smiths be born to common cyclopes, who barely possess the power of speech? They are a rarity, to be sure, but the best of them rival even my father, Volkan.”
— Vallus, Goddess of Wisdom
The Jancan's Request.
Steros will switch to his blue lens in an attempt to charm one of the heroes and convince them to find his missing father. If they are willing to help him find Bront, then he will build the heroes a mechanical animal of their choice. However, the heroes must allow him to accompany them on their ship.
If he is threatened, Steros will release the fire snakes as a bonus action, command any &Reference[condition=charmed] heroes to summon Firewalker reinforcements, and use the three lenses to blast his enemies.
The Jancan's Contraptions.
Steros's contraptions are mechanical versions of the animals created by @UUID[Item.BZk0sBkwbooM0du1]{figurines of wondrous power}. The owl and the dog in this room work exactly like a @UUID[Item.9tL5TRT2JRVol4Tj]{figurine of wondrous power, serpentine owl} and an @UUID[Item.BwyyLGiarPg1YeEz]{figurine of wondrous power, onyx dog}. However, they will break down after every six uses, or if they are reduced to 0 hit points. The only way to repair them is to use @UUID[Item.b1TQeUmF1VajyKgC]{tinker's tools}, and the repairer must be proficient with them.
If the heroes agree to help Steros, then he will build them their own mechanical beast. This will take him a week of work aboard the Ultros. He can build a mechanical version of a @UUID[Item.no5Wm1jabmh2gU2y]{figurine of wondrous power, golden lions}, @UUID[Item.PGdTlR9UxMHmMaYB]{figurine of wondrous power, ivory goat of traveling}, @UUID[Item.9tL5TRT2JRVol4Tj]{figurine of wondrous power, serpentine owl}, @UUID[Item.vdrGw9U5kz7cO3SQ]{figurine of wondrous power, silver raven}, or @UUID[Item.BwyyLGiarPg1YeEz]{figurine of wondrous power, onyx dog}.
The jancan's monocle is built for someone Large-sized with the same poor eyesight as Steros. It cannot be used except by someone with the same unique anatomy.
V10. Sacrificial Promontory
p160
A large shining black rock juts out from the cliff over the caldera. Its surface is smooth, creating a natural platform that is linked to the rest of the fort with two wooden walkways. A third walkway juts out towards the center and ends abruptly above the lava.
This huge piece of obsidian juts out of the volcano wall over the lava. This is where Jankor performs his sacrifices to the sleeping god. It is currently empty.
Sacrificial Offerings.
If the Firewalkers capture the heroes, they will bind their hands with ropes and take them here to hold a ceremony that lasts 1 hour. Afterwards, they will kick the heroes into the caldera.
V11. Prison platform
p160
A dozen rough wooden cages are on this platform. Three of the cages contain sullen lizardfolk prisoners. The rest are empty. The prisoners' sparse clothing and decorations are very different from those of the two guards keeping watch.
This is where Jankor's prisoners are kept before they are sacrificed. The prison platform is always guarded by two @UUID[Actor.PFuCmfuLMydKadLB]{Lizardfolk}.
Currently the cages are occupied by three @UUID[Actor.PFuCmfuLMydKadLB]{Lizardfolk} from Vytha's tribe. They are to be sacrificed, one at a time, over the next three days. They will be suitably grateful if rescued, and will accompany the heroes and even fight for them if they are given any weapons. Otherwise, they will flee to their home settlements.
V12. King's Chambers
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An obsidian entranceway leads into an artificial cave dug into the side of the cliff. The furnishings within this chamber are considerably more opulent than anywhere else in the fort, with vivid silks, gilded furniture, and voluminous pillows. At the chamber's center, steam rises from a stone vessel filled with crystalline liquid. Four large, brightly colored snakes slither around the vessel, pressing their bodies against it.
The entrance to the king's chambers is built on another obsidian promontory in the volcano's side. The cave has been dug into the wall of the caldera. It includes a bath which is heated by four @UUID[Actor.Z5odsnCD7D4AvVdq]{fire snakes}. Jankor will make his final stand here after he has retreated from the throne room. He will order the fire snakes to attack.
Treasure.
Jankor keeps his valuables in a pit sealed with a locked bronze lid. Inside are 400 gp, 1,100 sp, two emeralds worth 500 gp, and a sapphire worth 1,000 gp.
V13. The Blind Elder
p161
Inside this dark cave, an elderly, 15-foot-tall cyclops sits on the ground. He appears to be in deep thought, although his single eye is unfocused. He seems to have been a powerful warrior in the past, but his once-muscular frame is now shrunken and bony with age.
This cave is the home of @UUID[Actor.yecywOxRKQbV4qLH]{Polyphorus}, a blind @UUID[Actor.QBWO8w456n845XMV]{Cyclops}, and the chief advisor of King Jankor. Blindness has made him different from other cyclopes. He is wiser (Wisdom 12) because of the time he spends lost in his own thoughts, and he won't attack immediately.
Polyphorus has a keen sense of smell, giving him advantage on any Wisdom (Perception) checks that rely upon smell (passive Perception 13). He has grown tired of the food that the Firewalkers bring him, and he has a powerful craving for mortal flesh.
When Polyphorus is alerted to intruders, he will sniff the air and ask them to identify themselves. Once his curiosity is satisfied, he will challenge one of the heroes to an arm-wrestling match. He explains that if he loses, he will show the heroes where Jankor has hidden a powerful magical weapon. If he wins, then he will eat one of them. This seems like a fair deal to him.
Arm Wrestling.
Because of the size difference, Polyphorus will allow his opponent to use both arms in the competition. The competition consists of three opposed Strength checks. In theory, whoever wins two of the checks will win the challenge. In practice, Polyphorus will use the final check to try to devour his opponent. He was lying about the weapon.
V14. The Volcano
p161
A thick crust of cooled volcanic rock covers most of the caldera floor. Magma bubbles through in some places, and the surface is covered in a network of glowing cracks. An overwhelming smell of sulfur and smoke hangs in the air.
The volcano basin is active and magma often bubbles through the crust. @UUID[Actor.Z5odsnCD7D4AvVdq]{Fire snakes} swim below in the magma, and they can sense movement. Each round that someone walks across the crust, there is a [[/r 1d100]]{10%} chance that a fire snake will attack from below.
The fire snake's target must make a DC 15 Dexterity saving throw or fall into the lava. Walking across the crust inflicts 3 ([[/damage 1d6 type=fire]]) damage per round, while falling into magma inflicts 55 ([[/damage 10d10 type=fire]]) damage per round.
V15. Salamander Cave
p161
Two black and orange creatures inhabit this largely empty cavern. Each has a muscular humanoid torso that tapers into an equally impressive serpent tail. To one side of the cave is a clutch of large eggs sitting in a stone nest. Some of the eggs are cracked open.
A mated pair of @UUID[Actor.k6PtZbbWSOtEzkQ5]{salamanders} dwell in this cave. These salamanders are loyal to whichever of the lizardfolk controls the volcano fort. They routinely give their young fire snakes to King Jankor as tribute. There are two freshly hatched @UUID[Actor.Z5odsnCD7D4AvVdq]{fire snakes} and a half-dozen other eggs in the chamber.
Dragon Egg.
One of the eggs in the salamander's nest is different than the others. This is a @UUID[Item.1NMrz5sHlcbzfHzy]{brass dragon egg} that was left behind by the dragon that once laired on Fire Island. The salamanders recently discovered the egg and have been trying to hatch it.
Epic Paths: The Vanished One
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The Oracle had a vision that the Vanished One would find this egg and claim it as their own. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#running-the-epic-paths]{Running the Epic Paths} section for details.
V16. Pteranodon Roost
p162
A series of shallow caves, little more than ledges, have been cut into the cliff side. These house dozens of human-sized creatures that resemble scaly, featherless birds with membranous wings. Their seagull-like squawking drowns out all other noises.
Two dozen @UUID[Actor.zlh7ybVYG5zfZC8r]{pteranodons} roost here. They have been trained to obey the orders of the lizard king and fly down when summoned by the horns of the lizardfolk guards.
p162
“I have often studied the lizardfolk of Fire Island, for in spite of their wicked natures, they venerate the dragons. They still tell legends of the Dragonlords, who are said to have attended a great feast at the volcano before the outbreak of the First War. Unlike the centaurs and cyclopes, the lizardfolk tribes immediately recognized the dragons as the rightful rulers of Thylea.”
— Aesop, Keeper of the Dragon Shrine
Island of Yonder
This rocky island is surrounded by shallows and other dangers, which makes finding a place to anchor very difficult. However, there is one small cove where a ship can be anchored safely. From there, a narrow path leads up to the island proper.
Island Handout: Yonder
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When the party arrives at Yonder, give your players a copy of the Island of Yonder map.
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As your ship approaches this rocky island, a shallow cove appears to be the best spot to lay anchor. Stained and charred white marble and concrete ruins dot the shore, and you can clearly see the bones of giant humanoids. The relatively intact structures have doorways that are unusually tall and wide.
A tower near the cove is the only complete building in sight. Although recently built, its foundations are clearly much older and similar to the nearby ruins. From a window in the tower, a six-armed cyclops looks out at the sea, your ship, and you.
The Order of Sydon
The Island of Yonder has been taken over by the Order of Sydon, a faction of zealots who are fiercely devoted to Sydon, the Lord of Storms.
The Order intends to destroy the heroes. They are an effective, organized force. Unlike some other groups in the Cerulean Gulf, the Order of Sydon are highly coordinated and prepared for interlopers. This makes them far more difficult to deal with than most of the dangers that the heroes have encountered so far.
@UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019#commander-gaius]{Gaius}, the commander of the Order, is a very clever leader and a cunning strategist. He will not throw away the lives of his men in a piecemeal fashion, and he will not order them to fight to the death unless he has no other choice. He is a dangerous man. For as long as the heroes are on this island, they should feel the pressure of Gaius and his forces breathing down their neck.
@UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019#chondrus]{Chondrus}, the master of the Great Library, is also here. He is not loyal to Gaius, but he provides assistance to the Order when called for. Both Gaius and Chondrus were present when the heroes were called before King Acastus, and they remember the heroes well.
History of Yonder
This island was the ancient capital of the Gygan Empire that once dominated much of Thylea. The gygans were already in decline when the Dragonlords arrived, but most of those that remained were wiped out in the First War. The gygan communities and forts on Yonder were razed by the Dragonlords in the last days of the struggle.
In the last decade, the Order of Sydon has made the island their main base of operations. The few gygans who still lived on the island were eager to work with the Order and thereby gain favor with Sydon. They believe that this, perhaps, is a chance to return to the glory of ages past.
Structures and Ruins
Two buildings have been mostly reconstructed by the Order and the gygans. One is a small tower close to the cove that allows landfall. The other is a magnificent library near the center of the island. The rest of the island is covered in ruins from the ancient gygan civilization. There are a half-dozen sites that show broken marble pillars and slabs of concrete, some of which are partially charred by dragon fire.
The skeletal remains of gygans are everywhere in these ruins. The few living gygans avoided the ruins out of superstitious fear of the long dead. There are animals on the island, but they are mostly seagulls and small animals such as rats and shrews.
Ancient Grievances
The many ruins across the island have been mostly picked clean by the Order of Sydon. All that remains are the bones of the gygans who died five centuries ago. The gygans who still live on Yonder leave these bones in the open as a reminder of the evils that the Dragonlords visited upon their people.
Because of the atrocities of Estor Arkelander, the Ultros is a ship that the gygans have never forgotten, and anyone who comes to the island aboard the legendary ship will be an immediate target of the gygans' wrath.
1. Garrison of Soldiers
This tower's main purpose is to house a small garrison of soldiers who protect the island and the Library. The tower is guarded by a detachment of 16 @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers} from the Order of Sydon and 2 @UUID[Actor.bK3oCr1I4IMrDbgP]{gygans} led by Marcion (LE @UUID[Actor.4fqGc9tjKnoy34bu]{Captain}). One of the gygans is always on watch and will alert the tower if he sees a ship approaching.
Once Marcion becomes aware of the heroes, he will send one of his men to inform Gaius at the library. Marcion will try to ensure that the garrison remains in the tower unless ordered otherwise by Gaius or Chondrus. However, if the Ultros makes anchor within visible range of the tower, Marcion will be unable to stop the two gygans in his garrison from going down to try and kill anyone coming to shore.
Encounter: Confrontation
If Gaius learns that the heroes have made landfall, he will send a war party to confront them.
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An armored man riding a bull approaches you. His steed is completely encased in metallic scales. He wears a cerulean cape and a breastplate that has been engraved with a red eye, the symbol of Sydon. A group of soldiers and a six-armed cyclops march behind him. As soon as they see your party, the monstrous bulls charge toward you with a thunderous roar!
Gaius has sent one of his @UUID[Actor.4fqGc9tjKnoy34bu]{captains} mounted on a @UUID[Actor.bE5I8srt85ZDo7ts]{Gorgon}, along with one @UUID[Actor.bK3oCr1I4IMrDbgP]{Gygan} and six @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers}.
2. Ancient Library
The ancient library, now rebuilt, is in the middle of a ruined gygan city. It is both the headquarters of the Order's supreme commander and the location of the Order's most important project. The path here from the cove is easy to spot, as it is frequently used.
Sydon is obsessed with arcane lore and the Order are gathering such knowledge from as many unique sources as possible. They have been using three main methods:
- Gathering scrolls and tomes from across Thylea.
- Capturing shipwrecked sailors from the outer world.
- Using all sorts of magic to learn forbidden secrets.
Most of the Order think that the library is somehow giving them information through such spells as @UUID[Item.uMDqU1gJlctS9wN7]{contact other plane} and @UUID[Item.mk97LLr9MF2V6CPk]{legend lore}, but this is not all that has been happening. Chondrus, the master of the library, has been making deals with the yugoloths of Hades. The library also has a half-dozen scholars (LE @UUID[Actor.9jfUjuUxX4knw0D4]{nobles}) to tend to the books and scrolls, along with four @UUID[Actor.rXL6URGHnQpukATp]{acolytes} who study arcane lore, conduct magical experiments, and use divination magic to look beyond Thylea.
Finally, the library is also home to soldiers and gygans under command of Gaius, the supreme commander of the Order of Sydon.
Cliffs
The cliffs surrounding the library are 200 ft. in height. The cliffs are steep and require a successful DC 15 Strength (&Reference[skill=Athletics]) check to scale. The Order of Sydon doesn't patrol the cliffs, so it's a dangerous but effective way to stealthily gain entry to the library.
Doors
The doors of the library are all built for Large-sized humanoids. Medium and smaller creatures need to use an action to open the doors here.
Rousing the Garrison
While Gaius may have learned that strangers have made landfall on Yonder, he is confident that sending out one of his captains should deal with the threat. The garrison at the library will not become alert until intruders are seen approaching the gates—or until a fight breaks out inside the walls. If the library is alerted to intruders, all of the soldiers in both barracks will be roused. The walls and towers at the front gate will be reinforced, and a warband will be dispatched to intercept the heroes. The warband includes six @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers}, one @UUID[Actor.bK3oCr1I4IMrDbgP]{Gygan}, and a @UUID[Actor.4fqGc9tjKnoy34bu]{Captain} with orders to kill the heroes.
Commander Gaius
If the library hasn't been alerted, then Gaius can be encountered in his quarters. However, if Gaius is alerted to intruders, he will summon his mount, Argyn (LE @UUID[Actor.IlO2sLaK4hfJnCtJ]{Young Silver Dragon}), and wait for her before engaging in battle. Gaius can summon Argyn by blowing a whistle that hangs around his neck.
Argyn is usually hunting dolphins and whales in the waters close to the island, and it will take her about ten minutes to return. If the heroes leave the library before Argyn arrives, then Gaius will mount up and search for their ship from the air. Once he finds the ship, he will attempt to kill everyone onboard. If the heroes have not yet encountered Sydon's fleet, then he may summon them to his aid.
Key Locations
Y1. Main Entrance
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This road leads to a ruined city, which stands at the top of a plateau. At the center of the ruined city is a massive structure which appears to have been built by giants. Color variations in the masonry suggest that this is an ancient building that has recently been restored. The massive bronze doors at the entrance stand closed. They are engraved with images depicting six-armed cyclopes.
Despite the pristine condition of the building itself, the statuary and carvings that surround it are crumbling. The most prominent statue is a six-armed figure with a bronze cage where its head should be.
This is the entrance to the library, and the building is in excellent condition. The statuary is mostly in ruins, because none of the gygans on the island are artisans capable of repairing such stonework. The two massive bronze doors are always kept closed, but they are not locked. The bronze doors are embossed with images from the ancient gygan civilization, including scenes of the gygans building their cities, worshipping the Titans, and sailing the seas of Thylea.
Alarm Golem.
The headless gygan statue is a @UUID[Actor.jfcFfFByGNPnW4Gp]{Stone Golem}. Even though it has six arms, it still only gets two slam attacks from its multiattack action. The stone golem has a movement of 0, but the cage on its head contains a pair of @creature[Harpy|ArcanumWorldsOdysseyoftheDragonlords|harpies]. When the harpies spot intruders, they use their luring song to get them to approach the golem, which then smashes anyone who comes close enough. Thanks to the cage, the harpies have the benefit of three-quarters cover.
Y2. Tower
Three @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers} stand atop this tower and keep watch day and night. If any of the soldiers spot intruders, one of them will run to the library to alert Gaius.
Y3. Tower and Wall
This tower and wall are left unguarded. However, if the library is alerted to intruders, all of the soldiers from the barracks to the north will rush out and take positions at the top of the tower and along the wall.
Y4. Central Courtyard
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The library's courtyard is an impressive open space. At its center is another six armed statue with its head covered by a heavy cloth. Next to the statue is an ornate fountain that has seen better days. The mechanism that filled it has long since broken down, and the basin has run dry.
This is the focal point of the library. The area serves as a meeting place and a gymnasium. During the day, the courtyard is always busy, with a @UUID[Actor.4fqGc9tjKnoy34bu]{Captain}, six @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers}, and one @UUID[Actor.bK3oCr1I4IMrDbgP]{Gygan} exercising, eating and socializing. Occasionally, scholars pass through, moving between research assignments. If the library is alerted, all of the soldiers will remain in the courtyard and join any battle that breaks out at the gates or the stables.
Alarm Golem.
The gygan statue is another @UUID[Actor.jfcFfFByGNPnW4Gp]{Stone Golem}, arranged exactly as the one outside (Y1). In a similar fashion, there are two @creature[Harpy|ArcanumWorldsOdysseyoftheDragonlords|harpies] in a bronze cage beneath the cloth. The cage is kept covered by the cloth during the day, and the harpies sleep. At night, the cloth is removed, and the harpies act as an alarm system. Their singing will alert the library of intruders.
Y5. Temple of Sydon
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The high ceiling of this chamber is supported by many rows of fluted marble pillars. At the back of the chamber is a massive statue of Sydon. The statue is fifteen feet in height, even though it sits upon a throne.
The temple is forbidden to everyone except Gaius, Chondrus, and the acolytes. Any of these individuals can communicate directly with Sydon by saying a prayer while kneeling before the statue. There is a [[/r 1d100]]{50%} chance that Sydon will respond to such prayer, and the head of the statue will animate.
Calling upon Sydon.
If the library is attacked and the battle is going poorly for the Order of Sydon, then Gaius may come here to request advice or reinforcements. Sydon will instruct Gaius to find his dragon Argyn and then hunt down the intruders from the air once they think they are safely away on their ship. If the heroes have not yet battled against Sydon's fleet, then the Titan may send the fleet after them at this point.
Y6. Barracks
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This room is sparsely furnished with a dozen bunk beds lined up in two neat rows. Locked wooden chests sit under several of the bunks.
This is where all the captains and the human soldiers have their quarters. There is always a @UUID[Actor.4fqGc9tjKnoy34bu]{Captain} and six @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers} present. At night, most of the garrison sleeps here—a total of two @UUID[Actor.4fqGc9tjKnoy34bu]{captains} and 24 @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers}.
Treasure.
There are three chests in this room that contain the personal items of the soldiers. In total, there are 224 gp and 640 sp in the chests.
Y7. Gygan Barracks
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The furniture in this room has been built to accommodate humanoids much larger than the average man. Its furnishings are limited to a row of six bunk beds.
This is where all of the gygans have their quarters. During the day, there is only one @UUID[Actor.bK3oCr1I4IMrDbgP]{Gygan} sleeping here, but at night, there are three sleeping in the barracks.
Y8. The Stables
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These stables are modest but well-maintained. They house what appear to be two bulls covered in metallic scales. One of the creatures is thinner than the other, and its joints are covered in a deep red rust. Two blue-clad soldiers are moving rags across the bull's rusted ankles in forceful circular motions.
Sydon gifted several @UUID[Actor.bE5I8srt85ZDo7ts]{gorgons} to be used as mounts by Gaius and his captains. Two are currently kept in the stables. One sickly gorgon is currently being tended by two @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers}. The sickly gorgon has rust in his joints that the soldiers are trying to polish out. As soon as they notice intruders, the soldiers will attack with the sickly gorgon (90 HP). The other gorgon will sit quietly in its stall unless the sickly gorgon is killed.
Berserk Gorgon.
The death wail of the sickly gorgon makes the other gorgon go berserk, and it will try to break out of its pen. Breaking out of its pen requires a successful DC 20 Strength (&Reference[skill=Athletics]) check, but it has advantage due to its enraged state.
Y9. Entrance Hall
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This pillared entrance hall has had frescoes recently painted upon the ceiling. The frescoes portray a great fleet of ships approaching a city that bears an uncanny resemblance to Mytros. Flags bearing the symbol of Sydon fly from the masts of the ships.
The hall is empty. Gaius had his men paint the scene in anticipation of Sydon's planned invasion. Written across the top of the mural are the following words in Thylean:
- GLORY TO SYDON
- THE OATH OF PEACE IS ENDING
Y10. Mess Hall
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In the center of this room, a long wooden table is covered in plates, mugs, and utensils of various sizes. Some are human-sized, while others are sized for giants.
This room is empty of anything of value. If more than a minute is spent in the room, there is a [[/r 1d100]]{25%} chance that a pair of @UUID[Actor.bK3oCr1I4IMrDbgP]{gygans} will arrive with plates of steaming food.
Y11. Prison Cells
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This narrow hallway is lined with locked wooden doors. Two soldiers stand guard. Although you cannot see into the rooms beyond the doors, you can hear a man's voice babbling incoherently from behind one of them. You also notice a heavy keyring hanging from the belt of one of the soldiers standing guard.
These cells contain prisoners from shipwrecked expeditions from the outer world. The cells are locked and require a successful DC 20 Dexterity check using @UUID[Item.3uUg0fHZ48rdcNk8]{thieves' tools} to open. Two @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers} are always present here as guards. The keys to the cells are carried by one of the guards.
Prisoner: The Old Man
A crazed, white-haired older man sits in his cell and babbles endlessly. He no longer knows his name and bears many scars from torture. If a greater restoration spell is used on him, he will return to his senses. He will call himself "Enigma"(CN @UUID[Actor.VLcv0KGejaHiR3Dk]{Mage}) and he will help the heroes confront Chondrus if they can return his spellbook to him. He believes that his spellbook should be located in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000008#y14.-the-great-library]{Great Library} (Y14), but it is actually located in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000008#y15.-sleeping-quarters]{Sleeping Quarters}(Y15).
Prisoner: The Outsider
Mikhael (LG @UUID[Actor.cW1mOTLOpYhPEfn0]{Veteran}) is the last survivor of an outsider expedition that met its end in the Cerulean Gulf. He is possibly the most valuable prisoner that the Order has ever captured, because unlike other expeditions from the outer world, Mikhael arrived in an airship. He and his crew made it past the dangers of the Forgotten Sea, but eventually, Sydon sent rocs to destroy the airship and take its captain for interrogation.
Mikhael has revealed many magical secrets under interrogation, but he has never revealed his origins. He is a shadow of his former self, and years of torture have nearly broken him. If he is freed, he will quickly return to the vigorous and vainglorious man he was once, years before his capture. He strongly believes that the engine of his airship can be salvaged and that he can probably retrofit it to the Ultros or another ship.
Unless you want the heroes to have such a device, Mikhael will be disappointed if he ever finds the wreck of his ship, as the engine has been removed. It is lost somewhere in the depths of the Cerulean Gulf.
Y12. Commander's Quarters
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These two small rooms are largely bare, save for a single bed, a wooden chest, and a writing desk. One of the rooms has a small statue of a bearded man with three eyes. The figure has been carved in a style that differs significantly from the crumbling statuary you have encountered on the island thus far.
The room with the statue is where @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019#commander-gaius]{Gaius} (see appendix) sleeps and works. The other room is for visiting guests.
Letters from Gaius.
Many letters are scattered on the writing desk in Gaius' room. Mostly these letters are communications between him and members of the Order of Sydon in Mytros. Reading through the letters reveals that Gaius is fanatical in his devotion to Sydon. He believes that the Five must be stamped out and that Sydon and his new pantheon will herald a golden age in Thylea. He dreams of a time when the people of Thylea can strike out into the rest of the world and conquer it.
Gaius also writes about his love for his dragon, Argyn. He recently purchased a gift for her—a sapphire, her favorite gemstone. She cannot take human form yet, and she has been indifferent to most of his overtures.
Treasure.
A small chest in the room contains 240 gp and a brilliant blue sapphire worth 1,000 gp.
Letter to Sydon.
Among the letters is one addressed to the Lord of Storms himself. It reads:
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Divine Sydon, Lord of All—
We have received thy orders, and we seek to execute them faithfully. We are overjoyed to hear that thy fleets have been readied for the invasion. Little time remains to the accursed Oath, and the simpering masses of Mytros will soon prostrate themselves at thy glorious feet, as is right and proper.
We have but one concern, and that is the continued presence of the horned mage, Lutheria's pet. He does not participate in our daily sacrifices, and my men do not trust him. Can he not be dismissed?
—Thy eternal servant, Gaius
Y13. Library Entrance
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Two enormous bronze doors stand open, revealing the main library building beyond. The library is a magnificent building with a broad set of stairs leading up to its entrance. Its tall roof is supported by rows of fluted marble pillars.
The bronze doors are covered in depictions of the once-great Gygan Empire. The figures shown here are engaged in reading, writing, and learned conversation. Scrolls, quills, and bound books have been carved into the surrounding stonework.
Y14. The Great Library
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The walls of this enormous room are lined with shelves of books and scrolls that almost reach its staggeringly high ceiling. A number of ladders also lean against the walls, allowing access to even the highest tomes. Six robed humans are busy studying and cleaning the library's contents while two gygans stand guard.
This room contains the greatest collection of knowledge in all of Thylea. There are thousands of scrolls and hundreds of books that detail everything from history, religion, poetry, heroic epics, geology, medicine, etc. There is also a section devoted to magical knowledge including the nature of magic, famous magicians, planar lore, and other topics.
Six scholars (LE @UUID[Actor.rXL6URGHnQpukATp]{acolytes}) tend to the books in this vast library during the day. Two @UUID[Actor.bK3oCr1I4IMrDbgP]{gygans} guard the library at all times.
The Missing Dragons
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The Great Library contains several volumes about the dragons that disappeared at the end of the First War. Balmytria is known to be dead, because her body is interred in her tomb at Telamok. The other four dragons were last seen in the vicinity of The Golden Heart. One book speculates that the dragons were captured by the Titans, but Chondrus has written notes in the margin suggesting that he knows this to be false. He believes that they were not captured but rather transformed into something else.
Treasure
The library contains a wealth of books and information that the heroes may find useful.
Mythology.
Every myth except for the Game of the Gods can be found and read here. Refer to the Secrets and Myths appendix for details.
Valuable Books.
The entire collection of books in the library is worth around 100,000 gp, but transporting it safely would be very difficult. The ten most valuable books are worth 1,000 gp each.
Research.
Spending [[/r 1d6]] hours researching in the library is the equivalent of asking the Oracle one question about Thylea. If you choose, the information gained from research can be misleading and out of date, thanks to the great age of many of the books and scrolls.
Y15. Sleeping Quarters
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You enter a room containing six bunk beds. These quarters are tidier and more comfortable than the soldiers' barracks, with desks and shelves of books.
There are a half-dozen bunk beds in this room. This is where the scholars sleep.
Enigma's Spellbook.
Enigma's spellbook is lying open on one of the desks here. Use the @UUID[Actor.VLcv0KGejaHiR3Dk]{Mage} spell list.
Y16. Laboratory
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Stone tables take up most of this room. They are covered in glassware of various sizes and shapes, arcane tools, and strange artifacts. Two humans are at one table, where they are intently mixing ingredients into beakers. Two others sit on the stone floor with their eyes closed. One of the shelves is filled with glass vials that contain rows of colorful liquids.
This chamber is where the acolytes spend their time in magical studies, gathering knowledge by contacting other planes. Chondrus has ordered them to work day and night, in rotating shifts.
There are two @UUID[Actor.rXL6URGHnQpukATp]{acolytes} in deep meditation. They are oblivious to their surroundings unless they are shaken by someone. The two standing @UUID[Actor.rXL6URGHnQpukATp]{acolytes} are mixing alchemical concoctions. They are so intent on their work that they will ignore anyone who enters the room for at least 1d6 rounds, unless they are interrupted.
Treasure.
There are many potions in this room. The shelf contains two @UUID[Item.nTmRDv09180l76M6]{potions of clairvoyance}, a @UUID[Item.TfXHLT0URiyckx9Y]{potion of mind reading}, a @UUID[Item.2baXM4v6wJkXYVO4]{potion of superior healing}, a @UUID[Item.fdOujk0eux0kmn1t]{potion of longevity} and a @UUID[Item.g9R3J1se7jUnNl2o]{potion of heroism}.
Y17. Chondrus's Apartments
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These lavish quarters are a stark contrast to the austere furnishings found throughout the rest of the library complex. The room has silk curtains, ornate rugs, and chairs and tables carved from fine wood. A gilded chest sits by a large four-poster bed. A bronze bowl stands atop a pillar of stone at the center of the room.
@UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019#chondrus]{Chondrus} (see appendix) is the arcane master who runs the great library. As a high priest of Lutheria, he is viewed with suspicion by the soldiers and gygans, but Gaius has commanded them to follow the mage's orders.
Servant of Lutheria.
Chondrus was once a part of Lutheria's personal harem in Hypnos. She grew bored of him and cast him out. Now, he seeks any way back into her good graces. In desperation, he has contacted one of the denizens of Hades, forming a pact with a powerful arcanoloth. The arcanoloth has provided Chondrus with magical secrets and information about the heroes. He surrenders most of this knowledge to Sydon, but he has kept some of it for his own purposes.
Confronting Chondrus
Unless Chondrus has been alerted, he can always be found here communing with the arcanoloth, using the bronze bowl in the middle of the room. His @UUID[Actor.iL4PmEs9liKjvtkO]{Mezzoloth} servant stands in a corner, awaiting instructions.
Chondrus wields a @UUID[Item.3aDbEtpY7aB2IZg1]{dagger of defense}. If he is alerted to the presence of intruders, he will cast the @UUID[Item.Bvb11XcQEv1qJAoN]{invisibility} spell on himself and then lead the mezzoloth to search for the heroes. His goal is to speak with them first.
Chondrus's Bargain.
Chondrus realizes that nothing will win him more favor than delivering the heroes directly to Lutheria. He will offer to join the party and lead them to Hypnos, where he will plead their case before the Lady of Dreams. In truth, he will do everything possible to sabotage them in the Nether Sea and deliver them to Lutheria helpless.
Epic Paths: The Dragonslayer
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If the Dragonslayer is in the party, then Chondrus carries the hero's greater artifact. In this case, he will offer the item as part of his bargain.
The Bowl and the Missing Gear
The Bronze Bowl.
If the heroes look into the bowl, they will see the sly face of the arcanoloth staring back at them. It will communicate with them telepathically and try to convince the heroes to make a deal with it. It offers extensive information about the Nether Sea in exchange for an oath of service.
The Gilded Chest.
The gilded chest in this room holds the missing gear to the @UUID[Item.yu2yBFrBwvmUEEgr]{Antikythera} device. It is carefully wrapped in a white cloth. The chest also contains Chondrus's spellbook, along with three rings worth 250 gp each and 450 pp in coin.
The Antikythera's Missing Gear
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The missing gear to the Antikythera device is required for the heroes to navigate the Forgotten Sea. It's very important that the heroes don't miss this item.
Letter to Lutheria.
On his desk, Chondrus has written a letter to Lutheria in Infernal. It reads:
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Divine Lutheria, Mistress of Death—
The demon in the bowl has told me much about the creatures imprisoned in the cubes of the Nether Sea. This knowledge will be useful to thee, I am certain.
Seeking always to satisfy thy desire, I have faithfully rendered seven years of service to thy insipid husband and his sycophantic followers. What more must I do to once again earn my place at thy rapturous feet?
—Thy eternal servant, Chondrus
Y18. Sacrificial Altar
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A large stone altar sits out in the open. Piles of ashes and charred wood sit atop the altar.
This is where offerings are given to Sydon. Searching through the charred wood and ashes will reveal animal bones mixed in with a few human bones.
Chrondus, the Arcane Master
Island of Themis
Themis is the largest island in the Cerulean Gulf and consists of relatively flat grassland with small copses of trees. There is one deep, safe bay on the western edge of the island that is an ideal anchorage. Another deep bay on the eastern edge of the island is too dangerous for ships to enter due to jagged rocks that break the surface.
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Your ship nears a large isle made up of flat grassland only occasionally broken by small copses. From your ship, you can see a herd of strange, speckled creatures similar in appearance to horses but with ridiculously long necks that can reach to the top of tall trees.
Themis has different fauna from the rest of Thylea, including tropical animals such as antelopes, giraffes, lions, hyenas, and rhinoceroses. Tales of these creatures are told far and wide, but what truly makes the island famous are its legendary denizens: the Amazons.
Island Handout: Themis
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When the party arrives at Themis, give your players a copy of the Island of Themis map.
The Amazons
Centuries ago, the Amazons of Themis were counted among the diverse warrior-tribes of Indigo Island. But during the First War, their forces were entirely shattered by the armies of the Titans. Blaming their losses on the frailty of the men who surrounded them, they sought to isolate themselves from the rest of Thylea and create a stronger society: a society dominated by female warriors. Accordingly, they retreated to the remote island of Themis and established an isolated kingdom, unspoiled by the weakness of men.
The Amazons are as racially diverse as the tribes of Indigo Island, including elves, dwarves, gnomes, and even native races such as sirens and minotaurs. The Amazons define themselves as a sacred band of warriors who always stand together as a sisterhood. They train for combat from an early age, and once they come of age, they form into pairs of sister-warriors: lifemates.
There are only a few thousand Amazons on Themis, but they are among the most feared warriors in all of Thylea—brutal berserkers with no mercy. They have been known to take prisoners for breeding purposes, but most of them are executed.
Amazon Lifemates
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Amazonian lifemates fight side-by-side with deadly coordination. In the event that an Amazon witnesses the death of her lifemate, she will enter a berserk state where she gains advantage on all melee attacks. Enemies gain advantage on attacks made against her in this state.
Queen Thesilea
The Amazons of Themis are currently led by Queen Thesilea VI, the sixth of her name and "first amongst equals."Despite this title, Thesilea VI and her two sisters rule the Amazons with absolute power, backed by the authority of Lutheria. There has been no equality among the Amazons for over a decade.
The three sisters wear sacred platinum helmets that signify obedience to Lutheria and elevate them above the rest of the sisterhood. The helmets also conceal a dangerous truth: Thesilea and her sisters are actually medusae who murdered the previous queen thirteen years ago and replaced her. None of the other Amazons on the island suspect this terrifying truth, and few would believe it without damning evidence.
Death Cult of Lutheria
When the imposter queen came to power thirteen years ago, she converted all the shrines on the island and enforced the worship of Lutheria. There was initial resistance to this change, but it was soon quashed by a campaign of fear and public execution. Those who survived are grudgingly loyal to the throne.
Some of Lutheria's servants dwell among the Amazons to watch over them and ensure their loyalty. There is a small band of @UUID[Actor.etZHx4dLS7jMrBsg]{maenads} who rove across the island, accompanied by their children (@UUID[Actor.XCfvQueH2aXzTSRG]{goatlings}) and some leering men (@UUID[Actor.DeD0njf9CfukCiBL]{cultists}). These are the only surviving men on the island who are older than eighteen. Every night, the band celebrates with a wild bacchanal that includes drinking and sometimes bloodshed.
Creatures of Themis
The Amazons have domesticated some of the beasts on Themis. They use @UUID[Actor.sges8AFjX3vHUWHz]{rhinoceroses} as mounts, and they have trained the native @UUID[Actor.qq3omIDt0QVLupbs]{basilisks} to act as hounds. Most Amazon warriors keep clockwork birds, called @UUID[Actor.hrjJAylzG9LdWHlt]{Stimfay}, as loyal companions and scouts.
Men of Themis
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Men are tolerated on the island only for the purposes of procreation—they have no voice in civic affairs or in the raising of children. Amazons disdain men as a rule, but there are some who have a sympathetic opinion of the weaker sex. Such women might love a man the way they love a faithful dog—anything more would be taboo.
Men who are captured on the island may be thrown into prison and evaluated for suitability as breeding stock. Queen Thesilea keeps a small selection of young men for this purpose at an underwater temple on a small island off the coast of Themis. These men have been raised since they were children to believe that they are the favored sons of Lutheria. But on their eighteenth birthdays, they are escorted out of the temple and turned to stone.
War Camps and Skirmishes
The Amazons don't build any permanent structures on the island except for their prison. Instead, they travel across the island and make temporary camps, usually of 10-20 Amazons and rhino mounts. Each camp is prepared for surprise raids and skirmishes with the other camps. This perpetual "great game of war"is considered essential to the Amazonian way of life.
Encounters
Encounter: Amazon Hunting Party
When the heroes first arrive on the island, they may encounter a group of Amazons and basilisk "hounds"hunting antelope.
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A small herd of delicate antelope crosses your path. Four suddenly stop. One looks back and immediately turns to stone. The reason for its petrification quickly becomes apparent as four eight-legged reptiles the size of bulls burst into view. The creatures have been fitted with harnesses that are held by a group of athletic women riding strange beasts not far behind. The mounts are just as strange as the hounds: they are large, hairless animals with leathery gray hides and horns protruding from their snouts.
Unless the heroes are all women, the four @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon warriors} will attack on sight, declaring the party to be trespassers and spies. Each of the Amazons is mounted on a @UUID[Actor.sges8AFjX3vHUWHz]{Rhinoceros}, and they will be aided in the fight by the four @UUID[Actor.qq3omIDt0QVLupbs]{basilisks}. If the heroes are all women, then the Amazons will surround them and insist that they must be taken to their queen, Thesilea.
Encounter: Maenads
If the heroes travel by night, they may encounter the roving band of maenads.
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Wild music, celebratory shouting, and primal grunting fill the night air. You stumble into a hedonistic scene lit by firelight. Some revelers dance and sing, while others throw dice on the ground. By far the largest contingent is the tangle of bodies rutting in the grass.
The group consists of six horned women, a dozen creatures with the legs of goats, and five adult human men. Though all of them appear to be drunk, the men are particularly slow and awkward.
The band consists of six @UUID[Actor.etZHx4dLS7jMrBsg]{maenads}, a dozen @UUID[Actor.XCfvQueH2aXzTSRG]{goatlings}, and five leering men (NE @UUID[Actor.DeD0njf9CfukCiBL]{cultists}). They are all drunk and engaged in fornication, drinking, gambling, dancing, and singing. If the heroes investigate, the men invite them to join the party. They explain that this land is now the domain of Lutheria, the Lady of Dreams, but the Amazons are too proud to join their celebrations.
The maenads will attack the heroes if they refuse to join in the revelry. The cultists have the &Reference[condition=poisoned] condition due to their inebriated state.
Event: Amazon War Party
Once the Amazons know that there are outsiders on Themis, they will dispatch a war band to capture them.
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You hear something rush over your head, carried on a strong gust of wind. Six fierce-looking women hang from mechanical birds that rapidly glide towards your party. Once close to the ground, the women drop down, tumble, and stand before you with their weapons drawn. The avian constructs wheel and continue their descent towards your party.
The six @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon warriors} drop down to attack the heroes while their @UUID[Actor.hrjJAylzG9LdWHlt]{Stimfay} attack from the air. The Amazon warriors are all lifemated pairs: when one of them dies, their lifemate enters a berserker frenzy.
If the heroes are captured, they will be stripped of their gear and taken to @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p7.-the-prisons]{The Prisons} (P7) in the Sacred Temple. Once there, they will be imprisoned and later questioned by Leah, one of Queen Thesilea's sisters.
The Sacred Temple
The sacred temple of the Amazons is located on an island in an eastern bay of Themis. This well-defended complex is constructed entirely underground, and it doubles as both a prison and a place of worship. The Amazons who guard this temple are those who were cruel and self-interested enough to embrace the worship of Lutheria when Queen Thesilea came to power. They scorn the rest of the Amazons as weaklings.
The main entrance to the temple is on the small rocky outcrop of the island, above the high tide line. There are two secret entrances located underwater which can be used by someone who is willing to confront a hydra or squeeze through a pipe. All of the Amazons know of the two underwater entrances. The only way for the party to learn about them is to interrogate one of the Amazons that they encounter on the island.
Ceilings
The ceilings throughout the temple are 10 feet high unless otherwise noted.
Illumination
All of the rooms and hallways have a single brazier hanging from the ceiling with a @UUID[Item.zA1g4O6xO3jjdFtm]{continual flame} spell providing light.
Key Locations
P1. Island of Statues
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A forest of life-sized human statues stands on the island. The vast majority of these marble statues are beautiful, naked young men. A handful are different, belonging to one of two distinct groups. The first set is a motley assortment of fit but average-looking men of all ages. Some of these are engraved with tattoos or scars, while others are missing one or more limbs.
By order of Queen Thesilea, when an Amazon male reaches the age of 18, he is brought here and turned to stone. These are the young male statues. Mixed in with the hundreds of youthful males are older men, most of whom were unfortunate sailors who had the bad luck to shipwreck on Themis.
Guardian Golems.
At the very center of the island is a grand marble staircase that leads down to the prison of the Amazons. The four statues at the entrance are not petrified men but four @UUID[Actor.E0oEn9VKtQHztg9z]{marble golems}, gifts to the Amazonian queen from Lutheria. These golems will attack anyone who is not an Amazon woman.
P2. Entry Chamber
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The entrance to the underground complex beyond is barred by a set of imposing bronze doors. Two women sit at a table in front of the great doors. Both are armed with swords and bows.
The bronze doors are unlocked. This area is under guard at all times by two Amazon warriors who will fight to the death. They are lifemates, and if one dies, the other goes into a berserker frenzy. If a fight breaks out, it may be heard by Nura in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p3.-basilisk-pens]{Basilisk Pens} (P3), and she will release her creatures to join the fight.
P3. Basilisk Pens
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This chamber has a set of pens constructed from bronze, each able to hold an animal the size of a large horse. Piles of white stone rubble lie just outside each pen. Many of the shattered pieces are in the shapes of human limbs and faces. The pens hold eight-legged reptiles, and one of them makes a contented rumbling noise as a stocky, muscular woman scratches the underside of its chin.
This is a stable for the basilisks that the Amazons raise as hounds. The pieces of rubble are taken from the statues outside and broken up into food for the basilisks.
There are four basilisks in the pens. Nura, a dwarven @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon Warrior}, acts as their keeper. She has raised basilisks all of her life and loves the creatures more than she loves any of her sisters. She enters a berserker frenzy when one of them dies, as if it were her lifemate.
Nura will release the basilisks if she hears any combat occurring in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p2.-entry-chamber]{Entry Chamber} (P2). It takes her two rounds to unlock the cages and come to the aid of her embattled sisters.
P4. Hydra Tunnels
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You continue into the underground complex by way of a well-constructed tunnel. A honeycomb-like structure of large holes runs along one of the tunnel's walls. Occasional splashing and dripping noises reverberate from these smaller tunnels. The atmosphere is humid and smells of stagnant water.
The holes along the wall lead to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p5.-hydra-lair]{Hydra Lair} (P5). Small creatures, such as halflings, can crawl into the holes, which are 2 ft. wide, and traverse the tunnels.
Hydra Trap.
The hydra in the adjacent chamber uses the holes to attack anyone who tries to traverse this hallway without saying the proper command words. The command words are "By the Grace of Lutheria."Every Amazon in the temple complex knows these words.
Portcullis Trap.
There is a trap trigger plate at the center of the hall that releases three portcullises if someone steps on it. The trigger plate can be spotted with a successful DC 18 Wisdom (Perception) check. When activated, the portcullises will trap anyone in the hallway. Lifting one of them requires a combined Strength of 30. The trap can be reset by pulling a lever in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p6.-amazon-barracks]{Amazon Barracks} (P6).
Hydra Heads
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The Amazons have transformed this hydra into a monstrous and powerful guardian. A hydra can have a practical maximum of thirteen heads; beyond that count the heads start to become more of a hindrance than a help, and a hydra with more than thirteen heads will eat the extra heads when it gets hungry.
Each extra head after the fifth one adds 10 HP to a hydra's hit point total to a maximum of 252 HP. When a hydra gains more than thirteen heads, it stops gaining extra hit points and becomes unbalanced. The 14+ headed hydra's heads have disadvantage on their attacks. For each head after the thirteenth, the hydra's walk and swim speed are reduced by 5 feet. A hydra with 19 heads is therefore completely immobile.
The hydra in the Sacred Temple has ten heads (222 HP). The hydra is able to attack each 5 ft. square of the hallway with two of its heads. If it is reduced to less than five heads, it will retreat back to its lair.
P5. Hydra Lair
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A large reptilian creature paces in the cave's center. Ten heads sprout from narrow snakelike necks, snapping occasionally at each other. The creature moves unsteadily on its four limbs, which seem a little inadequate for the task of propelling its own awkwardly distributed weight.
An array of identical two-foot-wide holes have been bored into the cavern's north wall. To the south, a pool laps against the rocky subterranean shore.
This cavern is the lair of a @UUID[Actor.GxlAKW0dzgBaXMLX]{hydra}. There is a bronze circular portal set into the floor that leads to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p11.-temple-of-lutheria]{Temple of Lutheria} (P11). The pool of water gives the hydra access to the outside, where it goes fishing when hungry. The ceiling in this cavern is 20 feet high.
The Monstrous Gift.
This hydra was a gift from Lutheria to Queen Thesilea. She and her sister have modified the hydra by cutting its heads off and allowing more to regrow. While the Amazons have trained the hydra to not attack the hallway when the correct words are spoken, the monstrosity will always attack anyone who enters its lair. It remembers its suffering at the hands of the Amazons and is still angry.
Treasure
The hydra messily devours anyone who enters its lair, and many of its victims' items are still lodged within its stomach. If the hydra is cut open, there are two emerald rings worth 1,000 gp each and a star sapphire medallion worth 2,500 gp. The legendary sword, @UUID[Item.GjZUXctedbq2YdBs]{Titansbane}, can also be found within the hydra's stomach.
P6. Amazon Barracks
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Sets of bunk beds line the walls of this modest room. Aside from the wooden chests that rest at the foot of each bunk, the only other furniture of note is a large circular table with a set of matching chairs around it.
This is where the temple guards sleep and eat. There are usually two @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon warriors} here—cruel prison wardens who spend their time playing dice. There is a lever on the north wall that can be used to raise and lower the portcullises in the hallway outside (P4).
Treasure
There are six chests in the room. They contain the personal possessions of the guards: each has an @UUID[Item.SmbrN52Lnntq7b6a]{adamantine dagger}, [[/r 10d4]] pp, and [[/r 1d6]] gems (50 gp per gem).
P7. The Prisons
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You come to a hallway lined with locked prison doors of heavy oak. The only view of the cramped quarters beyond is a small barred window in the center each door. Two of the cells are occupied by lizardfolk, who scratch at the door and plead with you in hissing voices. The last cell houses a young woman with a scar across her face. She is strangely quiet.
This prison houses anyone who is captured by the Amazons. Currently, there are two @UUID[Actor.PFuCmfuLMydKadLB]{Lizardfolk} who were captured in a recent raid on Fire Island. These lizardfolk are loyal to Vytha, the deposed lizard queen, and they will work with any potential rescuers to escape. They promise great rewards for the heroes if they agree to rescue Bront, the jancan from the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p13.-forge-room]{Forge Room} (P13), and bring him back to Fire Island to serve their queen.
Darien, The Silent Prisoner
One of the cells holds Darien (NG @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon Warrior}) who seems to be incapable of speaking. This is because her prison cell has been permanently enchanted with the silence spell. She is visited once every few days by her loyal @UUID[Actor.hrjJAylzG9LdWHlt]{Stimfay}, who brings her news of the outside world, including exciting tales of the party's exploits.
Darien is the rightful heir to the throne of the Amazons, but she has been captive here for thirteen years—ever since she was five years old. Thesilea murdered her mother, the former queen, but not before swearing an oath that she would allow Darien to come of age unharmed. Accordingly, the girl was kept silent and out of sight, while an imposter assumed the throne.
The Rightful Queen.
If the heroes release Darien from her cell, then she begins to speak, haltingly. She explains that the Amazons have been corrupted by Lutheria. Thesilea and her sisters were once trusted advisors to the throne—until something changed. They cornered Darien's mother in her chambers and revealed themselves to be inhuman monsters with snakes for hair. They had been transformed into medusae and granted dark powers by the Lady of Dreams.
The truth about Queen Thesilea is a secret known only to Darien. She is eager to join with the heroes and exact revenge upon the monsters who killed her mother. She has spent her entire life training in her cell so that she can one day reclaim the throne and banish all worship of Lutheria from Themis, restoring the Amazons to a sisterhood of equals.
Darien the Silent Prisoner
P8. The Stockroom
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The walls of this room are lined with bunk beds. Fine rugs line the floor and its residents—four unarmed men—recline in chairs cushioned with velvet pillows. The young men appear to be angry and confused at your sudden intrusion into their reverie.
This is where the breeding stock of men are kept until they come of age. There are usually four young men in the room (CN @creature[Commoner|ArcanumWorldsOdysseyoftheDragonlords|commoners]), with the rest in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p10.-breeding-chambers]{Breeding Chambers} (P10). They have been raised since birth to be absolutely loyal to the Amazons. They will not attack intruders, but they won't help them either.
If given a chance, the men will try to raise the alarm. Attempts to convince them of their cruel situation will fall upon deaf ears. They believe that they are the blessed sons of Lutheria and that they will become immortal when they are transformed into stone.
The heroes can shatter the beliefs of one of the men with a successful DC 20 Charisma (Persuasion) check. He will not be of much help, however, as his knowledge is limited to the rooms on this level.
P9. Hall of Honors
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This finely-appointed room stands empty except for several bunk beds and a table. Lining the walls are dozens of commemorative bronze medallions. Hanging along the back wall is a large scroll with writing on it.
This chamber is used by the Amazons to reward the victors of the great game of war that is played out across the island each year. It is currently empty. The scroll on the back wall bears the ancient code of the Amazons.
- A SISTERHOOD OF EQUALS,
- OUR STRENGTH FORGED IN BATTLE.
- DEATH BEFORE DISHONOR!
P10. Breeding Chambers
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The centerpieces of this luxurious room are its two large beds, which are equipped with soft silks and pillows in vibrant shades of red. In one bed, two women and three young men lie contorted around each other in ecstasy. In the other bed, two scrawny goat-like creatures perform acts that are slightly more profane.
This is where Thesilea's favored warriors breed with their male stock. It is usually done in a religious fervor, aided by the consumption of the Madon fungus. Usually there are two @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon warriors} and three men (CN @creature[Commoner|ArcanumWorldsOdysseyoftheDragonlords|commoners]) in the room. In addition, there are two @UUID[Actor.FMq9A6i8LHZK9Qy9]{goatling tricksters} here enjoying themselves. None of them have weapons, and they will only attack if they are disturbed.
P11. Temple of Lutheria
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Cushions and chairs line the walls of this great, high-ceilinged, oblong room. At the opposite end of the chamber stands a white marble statue of a horned woman wielding a crystal scythe. The woman's eyes are inlaid with black onyx, and her unearthly gaze seems to follow you around the room.
This is not only a place of worship, but also where Amazons are taken to give birth.
Statue of Lutheria.
Anyone who touches the statue must make a DC 20 Wisdom saving throw. On a failure, they are rendered catatonic for 1 hour, during which they experience horrifying visions of the Nether Sea.
P12. The Queen's Chambers
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These living quarters have been furnished by someone with an eye for beauty and luxury. A woman and a young man are making love on the room's only bed. Although otherwise completely naked, the woman is still wearing the platinum helmet that symbolizes her station as a ruler of the Amazons. A horned woman serenades the couple with her pan flute, though her music does little to silence the infant cries coming from a cradle at the corner of the room.
The doors to this room are always locked, as the chamber is used by Queen Thesilea or her sisters when they are visiting the temple. The lock requires a DC 15 Dexterity check with @UUID[Item.3uUg0fHZ48rdcNk8]{thieves' tools} to open.
Leah (CE @UUID[Actor.S8223trF1H49q9u9]{Medusa}) is currently here, although she is preoccupied by the company of one of the men from the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p8.-the-stockroom]{Stockroom} (P8), while a @UUID[Actor.etZHx4dLS7jMrBsg]{Maenad} plays music for the lovers. The cradle in a corner of the room holds two @UUID[Actor.FMq9A6i8LHZK9Qy9]{goatling tricksters} disguised as human infants.
Leah is the honored sister of Queen Thesilea. She will not immediately remove her helmet in a fight. She will wait until more than one of the heroes has engaged in melee with her before doing so, to maximize the shock value of her true powers. The young man will cower beneath the sheets and avoid battle.
Treasure.
There is a small bronze chest under the bed. Inside is a @item[sending stone|PHB]. The other stone is in the possession of Moxena, the Lady of Coins from the Colossus of Pythor (@UUID[.0000000000000006#c6.-the-statues-head]{C6}). Moxena is the sister of Leah and Thesilea, but she has been away from Themis for more than a decade. The chest also contains 100 gp and 75 pp, and the key to Bront's shackles.
P13. Forge Room
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This grand room is flanked by two elements: along one wall, fires blaze within a massive forge; along the opposite wall there is a pool of cold, clear water. An anvil stands halfway between the two walls, and a pile of bronze rubbish next to it reflects the light of the fire. Upon closer inspection, the heap of bronze is half-finished mechanical birds the size of men. The room's only occupant is a male cyclops with strange hands. He has ten fingers on each! One of his legs is chained to a ring in the floor.
This is where the blacksmith, Bront (TN @UUID[Actor.9tWMim5cajMAhja8]{Jancan}), forges weapons, armor and other constructs for the Amazons. He is a prisoner here, having been captured during a raid upon Fire Island. His ankle is shackled to the floor by adamantine chain links. He has enough chain to move about the room, but no more. The key to this chain is held by Leah, the medusa, among her treasures.
Bront is scared and lonely. He wants to talk to anyone who enters. Most of all, he wants to escape and return to Fire Island, where he served Jankor, the lizardfolk king. He might have been heartless and demanding, but he was fair and treated him with a degree of respect.
If the heroes ask about the whereabouts of @UUID[Item.GjZUXctedbq2YdBs]{Titansbane}, the legendary sword, he will explain that Thesilea grew annoyed with it and fed it to the hydra.
The Son of Bront
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If Steros the Jancan is present with the party, he will expect and then demand that his father be rescued. Bront will be surprised to see Steros, as the last time the two of them spoke was at Praxys. Bront was previously unaware that his son replaced him on Fire Island.
Treasure
Hanging on the wall is a @UUID[Item.PYnW5PHtqEdHqvfC]{shield +1} with the symbol of Lutheria is emblazoned upon it. The shield is a present intended for Queen Thesilea at her next birthday. There are several other finely-crafted weapons and pieces of armor hanging on the walls, including two @UUID[Item.yKAefrTY6ivHBFog]{adamantine shortswords}, an @UUID[Item.5axM5Pn86fsaxX4v]{adamantine breastplate}, and a coat of @UUID[Item.nseoiIkFAYeJ6PiU]{mithral chain mail}.
P14. Cooling Pipe
This pipe feeds water into the pool in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p13.-forge-room]{Forge Room} (P13). Bront uses the water to quench heated metal that he's working. The pipe is large enough for a Medium-sized creature (or smaller) to swim through.
Confronting Queen Thesilea
There are two ways for the heroes to encounter and confront Queen Thesilea. They may encounter her in the Sacred Temple complex, or they may encounter her on the way back to their ship.
Moxena's Secret Plot
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If Moxena, the Lady of Coins, is present during this part of the adventure, she will actively seek revenge upon her sister, Thesilea. She will demand to accompany the heroes when they land on Themis, and she will use @UUID[Item.tzcDDBpSDRMEZCqD]{disguise self} to appear human until her goals are achieved.
When she meets Thesilea or Leah, she will start a battle no matter what the heroes desire. Once her sisters have been killed, Moxena will seize control of the Sacred Temple and declare herself the new Queen of the Amazons. Depending upon how the party has treated her, she may allow the heroes to leave in peace.
If the party has been respectful towards Moxena, then she will reward each hero with 500 gp in precious gemstones. However, if they have been disrespectful, then she will order them all killed.
Moxena will do everything possible to undermine Darien, who is the rightful queen. She wants only to reclaim the power and position that her sisters denied her. She has no interest in the Amazon code.
Inside the Temple
Within the Temple complex Queen Thesilea (NE @UUID[Actor.S8223trF1H49q9u9]{Medusa}) is always accompanied by her personal guard, five fanatical @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon warriors} who are as cruel as she is. They are willing to die for their queen, even if her true nature is revealed. They go berserk if she is killed.
If Leah is still alive when the heroes meet Thesilea, then she will immediately join the battle alongside her sister. She and her sister will reveal their true natures during the battle, in order to make use of their powers.
If the heroes are fighting alongside Darien, Thesilea's guards consider her to be no more than an escaped prisoner. Darien cannot claim the throne until Thesilea has been defeated in battle. Moreover, Darien came of age several months ago, so Thesilea is no longer oathbound—she is free to order Darien's execution.
The Queen's War Party
If the heroes raid the Sacred Temple and escape, Queen Thesilea will ride out and confront them when they try to make their way back to their ship.
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As you make your way across the island, a thunder of animals can be heard in the distance, growing louder over time. Soon, you make out the figures of six female warriors riding towards you on stocky, horned creatures. Each looks your way and begins nocking an arrow. Their leader, a particularly regal figure, wears a platinum helmet. In the sky above, six more warrior women hang from large clockwork birds, which fly in your direction.
The queen and her five riders (@UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon warriors}) will keep their distance and attack with bows. Six additional @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon warriors} arrive with their @UUID[Actor.hrjJAylzG9LdWHlt]{Stimfay}, dropping down to attack the heroes in close combat. The queen and her warriors fight to the death.
The Death of the Queen
Once Thesilea and her sister have been killed, Amazon tribes from across the island will arrive at the Sacred Temple to arrest the remaining forces who were loyal to the medusae. They grudgingly thank the heroes for their assistance (preferring female heroes if possible).
At this point, the heroes may recommend Darien or Moxena as the new queen, if either of them are present. Alternatively, if one of the heroes is an Amazonian woman, they may claim the throne for themselves.
The Rightful Queen
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Once Thesilea has been dealt with, the heroes may present Darien as the rightful queen of the Amazons. She can secure her claim by reciting a secret royal phrase in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000007#p11.-temple-of-lutheria]{Temple of Lutheria} (P11), which causes the statue of Lutheria to crumble into dust.
The Queen's Treasure
Queen Thesilea carries a golden, gem-studded holy symbol of Lutheria worth 1,000 gp. The platinum helmets worn by Thesilea and her sisters are worth 800 gp each, but they are relics that have belonged to the true queens of the Amazons for centuries.
Epic Paths: The Amazon Queen
p178
If the Haunted One is in the party, then Queen Thesilea also carries the greater family artifact that they seek. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#running-the-epic-paths]{Running the Epic Paths} section for details.