Chapter 6: The Forgotten Sea

The Forgotten Sea comprises thousands of miles of ocean churned by storms, whirlpools, and elemental magic. The waters are home to massive creatures, cyclopean ruins, and the tower of the ocean god himself. You cannot conquer the Forgotten Sea—you can only survive it.

— Vallus, Goddess of Wisdom

The Forgotten Sea is the endless expanse of ocean that stretches beyond the Cerulean Gulf. This is the indisputable domain of Sydon, the Lord of Storms. The sailors of Mytros and Aresia know better than to cross through the narrow straits of the Barrier Islands, because the Titan does not suffer trespassers to live. Death awaits any mortal who ventures into the territory of the ocean god.

There are hundreds of islands in the Forgotten Sea. This chapter details those that are most significant to the story of this book, but just about any adventure set on a remote island could take place here. Feel free to include encounters that would be unusual in the rest of Thylea. Sydon may have recruited powerful outside forces into his armies—or perhaps his storms have simply shipwrecked them here.

Running the Adventure

The party's primary goal in the Forgotten Sea is to find and confront the Titans. Sydon can be found in his tower at @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#praxys,-tower-of-sydon]{Praxys}, but Kyrah recommends confronting Lutheria first. Both Titans are extremely dangerous, but Sydon is protected by an entire army.

Lutheria can be found by seeking out an entrance to the Nether Sea, but Kyrah doesn't know where to find one. The party should eventually stumble into the massive whirlpool, @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#charybdis,-the-ravening-mouth]{Charybdis}, which will take them there.

Dangerous Waters

Sailing the Forgotten Sea should feel more dangerous than the Cerulean Gulf. Storms and encounters are more frequent here, and the ocean is always rough, pushing the crew of the Ultros to its limits.

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As you sail into the Forgotten Sea, dark storm clouds spread across the horizon and powerful waves crash against the hull of your ship. Saltwater frequently rains down upon the deck, drenching the crew. You suddenly realize that sailing through these angry waters will someday be counted among your many Great Labors.


Aerie of the Roc

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Your ship approaches an island dominated by a single massive mountain surrounded by steep cliffs. The island is ringed by coral reefs and jagged rocks. Any attempts to navigate a large ship near this island's rocky shores are likely to end in disaster.

This mountainous island soars 500 ft. into the air, has no natural bays, and is surrounded by dangerous reefs and rocky shallows. Approaching the island requires the use of a rowboat. Navigating the rocks and reefs in the rowboat requires a successful DC 15 Wisdom (Survival) check. Magical transportation would also work.

The craggy island is the nesting place for a mated pair of @UUID[Actor.Nbm90ZIIME9EFdhm]{rocs} who have produced a clutch of young—a once per decade event. The rocs have been hunting aggressively to feed their voracious young. Normally, rocs have enormous, world-spanning hunting grounds, but this pair have confined themselves to the waters around Thylea, in order to remain close to their nest. The rocs are protective of their nest, making them more aggressive than they would typically be.

Climbing to the Nest

There are no easy paths up to the rocs' nest. Climbing requires three successful DC 18 Strength (&Reference[skill=Athletics]) checks. The party can make the climb easier by using @UUID[Item.PVzqwoSwrUltLAtL]{ropes} and @UUID[Item.xOOkKdhCFiykCpKW]{pitons}. Falling from any height results in 30 ([[/damage 10d6 type=bludgeoning]]) damage.

Other flying scavengers nest on the lower parts of the island, eating whatever scraps that the rocs leave behind. Amongst these scavengers are a half dozen @UUID[Actor.LWJzgWUZLMDohaQU]{perytons} nesting in a cave half way up the cliffs. The perytons are hungry and thus very aggressive.

The Rocs' Nest

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This massive nest is constructed from splintered tree trunks and ship masts. The nest is splattered with heaps of bird droppings, some of which seem to hide salvage from destroyed ships. Six towering fledglings with hooked beaks gaze at you hungrily.

Six fledgling rocs (use @UUID[Actor.teTUyjWrqJ9escT8]{Giant Vulture} statistics) live in the nest. They won't leave the nest, but they will attack anything that comes within pecking distance. Whenever they reduce a target to zero hit points, they tear it apart and devour it hungrily.

Treasure

Amid the droppings of the fledgling rocs are spoils from the wreckage of many Thylean ships. Each hour spent searching the nest turns up random treasure. Roll once on the @UUID[RollTable.undefined]{CR 5-10 treasure hoard table} in the 5th Edition Game Master's Guide for each hour. After three hours of searching, everything has been discovered.

For each hour that the heroes spend searching, there is a 20% cumulative chance of the two adult rocs returning to the nest ([[/r 1d100]]{20%} in the first hour, [[/r 1d100]]{40%} in the second, [[/r 1d100]]{60%} in the third).


The Garden of Helios

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The island ahead is completely shrouded in fog. When you sail close enough to properly see through this haze, you find that rocky cliffs have formed a natural plateau, elevating the island's landscape far above the water. You can see shrubs and other plants spilling over the top of the cliffs, and you hear the strange, trumpeting calls of exotic beasts from farther inland.

This island is surrounded by enormous cliffs and perpetually surrounded by clouds and mist. There are a couple of anchorages, but anyone landing faces a long climb up to the island's plateau-like top.

Most of the island consists of shrubs and grasslands, but there is a sizeable forest in the center. A cyclops clan has lived here for many centuries, and around 100 of the giants still live on the island. There are 80 male and female adults with 20 young (use ogre statistics for the young cyclopes). The cyclopes spend their lives raising large herds of @UUID[Actor.QfZWxK5Nwxpzyrsf]{elephants} as cattle.

The Sun God

The island is ruled by a radiant, golden-haired man named Helios (NE polymorphed @UUID[Actor.lM5zKMg8lAKRGeXR]{Adult Gold Dragon}), hence its name. He claims to be the sun god who was once revered by all the mortal and giant races of Thylea, long before the coming of the Dragonlords.

False God

It's true that Helios was once revered as a sun god, but he never possessed any true divine power. He is merely a dragon who masquerades as a god by dazzling his worshippers with his polymorphed form.

Helios came here as a wyrmling 600 years ago, blown off course while flying between continents. He makes infrequent visits to mainland Thylea, mostly to check on various ancient shrines that were constructed to honor him, centuries ago. He is still revered by many small tribes of native creatures, including cyclopes, nymphs, centaurs, and satyrs.

Paranoid Dragon

Helios is suspicious of anyone who comes to his island. Sydon warned him long ago that Thyleans would send heroes to kill and flay him for his beautiful golden skin. There is, indeed, an almost forgotten legend that the skin of "the Sun God"grants immortality to any who wear it, and one of the Ultros' crew will mention it if Helios is discussed when the heroes are aboard.

In spite of his understandably suspicious nature, Helios is always pleased by the prospect of visitors. The company of cyclopes leaves much to be desired as they are crude, often violent folk. Helios also seeks knowledge about current events in Thylea. He will not reveal his dragon form to visitors until he has decided whether or not to devour them, or they directly attack him. The heroes will be on the menu if he decides they represent a threat to his domain, or to Sydon.

The Cyclops Army

Centuries ago, Helios swore an @reward[Oath of Service|ArcanumWorldsOdysseyoftheDragonlords|oath of service] to Sydon in order to protect his island. He has been training his cyclopes to wear armor and to wield mauls, in preparation for the Titan's forthcoming battle against the mortals of Thylea. However, Helios cares for his cyclopes as if they were his children, and he dislikes the idea of sending them to war.

Cyclopean Ruins.

The cyclopes live in ancient stone buildings that were built by the gygans a thousand years ago. The buildings are now partial ruins, as the cyclopes have not taken care of them. The creatures live simple, but contented, lives tending to their herds and competing in games of strength.

When he's not training the cyclopes, Helios spends his time on a small island just off the coast of the main island. It is forested and rather beautiful. He lives in a shallow lake at the center.

Armored Cyclopes

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Each adult cyclops on the island has AC 16. Their multiattack action allows them to make two maul attacks.

Maul:

Melee Weapon Attack: [[/r 1d20+9]]{+9} to hit, reach 10 ft., one target. Hit: 29 ([[/damage 6d6 + 6 type=bludgeoning]]) damage.

Helios the Sun God

Helios the Sun God

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Indeed, I have heard tales of the ancient sun god, Helios. He is said to be radiant with gold, blinding to look upon. But surely he cannot be as handsome as myself.

— Pythor, God of Battle

The Invitation

Helios sends a band of six @UUID[Actor.QBWO8w456n845XMV]{cyclopes} to greet visitors and bring them into his presence. The cyclopes are quite stupid, but they have been ordered to be gracious and accommodating with guests. They speak of their master with open reverence and invite the heroes to a feast:

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"Great Sun God Helios welcome you to island. He send warm greetings and invite you to feast! Thanks be to Great Sun God. He is kind and generous master!"

The Feast

Helios awaits the party on the small island where he makes his home. He takes his polymorphed form and uses the full effect of his charm, his beauty, and his radiant golden jewelry to give the impression of a gracious and generous "Sun God."

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You arrive at the prepared feast, set on a pristine sandy beach that borders a crystal-clear pool at the center of the small island. An elderly cyclops with a milky white eye sets out plates of enormous cuts of roasted meat on the ornate dining table before you. Your host stands at the opposite end of the table.

Helios is an incredibly handsome man, made more splendid by radiant jewelry and skin that nearly glows with divine vigor. Sunlight glints from his golden hair, which matches the burnished color of his eyes.

As the feast begins, Helios dismisses his guards, leaving only @UUID[Actor.F1j5U5k22mIZMTSz]{Tolyphemus}, an elderly and blind @UUID[Actor.QBWO8w456n845XMV]{Cyclops}, to serve the main dish of elephant meat. Tolyphemus serves as the sun god's chef and steward. He dislikes mortals—human sailors blinded him years ago.

Helios politely converses with the heroes for a little while. He asks about their heroic exploits and appears duly impressed if they describe their deeds.

Epic Path: The Dragonslayer

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Helios has long anticipated the arrival of the Dragonslayer. He was told by the Fates that someone from their family or village would one day kill him. Consequently, he rained fire down upon their village, but he could never confirm whether the Dragonslayer survived. Now, he hopes to rectify his past failure. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#running-the-epic-paths]{Running the Epic Paths} section for details.

Battling Helios

Eventually, Helios grows bored with the heroes (particularly if they are boastful and arrogant) and decides that they are to become the next course in his meal.

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Helios sighs heavily and stretches his arms.

"You seemed like such interesting guests, but this party has grown dreadfully tedious. Fortunately, such accomplished heroes as yourselves should make for a truly delectable dessert."

As he speaks, Helios begins to transform. Claws grow from his hands, and his teeth multiply, spreading into a broad, draconic grin. He towers over you now, a massive dragon with lustrous golden scales.

Anger of the Furies

Since Helios has broken the law of guest friendship by deciding to eat the heroes, he is subject to the @reward[curse of the treacherous|ArcanumWorldsOdysseyoftheDragonlords]. If the battle starts to go very badly for the heroes, you can choose to have an @UUID[Actor.qM56z0Sgiy3t7U34]{Erinyes} show up to try and capture Helios. The erinyes will fly out of the sky and begin to rain arrows down upon the gold dragon. If this happens, read the following:

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A piercing scream from the sky interrupts the battle. A woman dressed in heavy black armor, borne aloft by a pair of red feathered wings, swoops towards Helios. Her face is contorted in unbridled rage as she strikes at the dragon with her longsword!

When Helios is reduced to 50 hit points or less, he transforms back into his human form and begs for forgiveness. The erinyes will ignore his pleas and use her @UUID[Item.VCOnM5daC372xhk1]{rope of entanglement} to restrain him. She will then teleport away with Helios to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000010#n5.-island-of-the-oathbreakers]{Island of Oathbreakers} in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000010]{Nether Sea} (N5). If the heroes haven't visited the Island of Oathbreakers, you might want to make a note that Helios is imprisoned there for when they do visit.

Treasure of the Sun God

Helios's lair contains a massive hoard of 40,000 gp in coins and precious jewels. The pride and joy of his hoard is a beautiful golden @UUID[Item.dSGOjvlhT9Pvjh4S]{chariot of dawn}. Helios once used this chariot to fly around Thylea, inspiring awe in the primitive mortals who lived on the continent before the coming of the Dragonlords. This was the origin of his claim to be the Sun God.

Epic Path: The Gifted One

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The Gifted One discovers the @UUID[Item.zMUpaWNfLFnVUt9G]{instant fortress} in this treasure hoard. This is the Fortress of the Dragonlords. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#running-the-epic-paths]{Running the Epic Paths} section for details.

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There is only one power in Thylea that I fear more than the Lady of Dreams: the Furies. Megaera and her sisters are not to be trifled with. Those who disrespect the laws of Thylea soon learn this.

— Chondrus, Priest of Lutheria


Island of the Dragon

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You approach what appears to be a tropical paradise, an island surrounded by calm, clear waters with pink sandy beaches that make for easy landfalls. A mountain stands above the dense jungle at the island's center, and many idyllic waterfalls cascade down from this impressive central rock formation.

This island has several lagoons that make excellent harbors, as well as beautiful inlets where a ship can be beached. It is easy to make landing at almost any spot on the island's coastline.

Hexia, an @UUID[Actor.HH8zFszsgn21SZCP]{Adult Green Dragon}, lives here. Her foul influence has leached into the landscape, causing the jungles to grow unnaturally thick with trees, vines, and underbrush. After landing at the beach, it's difficult to move through the interior of the island.

All of the animal life on the island, large and small, act as Hexia's eyes and ears. Like a jealous goddess, she is aware of everything that happens on her island, which serves as her personal hunting ground. She eats the deer and boar that thrive in the jungles, but each month on the full moon, she goes hunting for sweeter meat.

Hexia's Secret History

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Hexia has lived in Thylea for over five centuries. She is the adopted sister of Kyrah, Pythor, and Vallus, and was raised by the dragons Volkan and Balmytria. Hexia's mother, an ancient green, had been terrorizing some long-forgotten country in the Old World, and the Dragonlords slew her. Volkan took her under his wing, quite literally.

Hexia always sought Pythor's affections, and the two of them were eventually married. It did not work out. She never forgave him for giving up his dragon form when he became the God of Battle. She became intensely jealous of his many consorts, seeing them as rivals for the love that should rightly be hers.

This bitterness has eaten away all the goodness that Hexia's adoptive parents instilled in her. She is evil now, and utterly without mercy. She has taken revenge upon numerous mortal men and women who have been Pythor's consorts over the last several centuries.

Elves of the Island

The island is stocked with elves—Hexia's favorite prey. Several hundred elves live on the island, forced to live like savages under constant threat of death. Whenever they try to build homes or anything else, like a ship or raft, Hexia arrives and tears it apart.

The few times the elves have managed to launch an escape, Hexia has brought them back to the island, always making sure to eat an escapee or two to maintain her reign of terror. Causing fear and dread is part of her regular hunting pattern, as she harries the elves during the night before finally devouring one. Eating elves isn't enough to keep Hexia properly fed, of course; she does it because she loves to torment them.

The tribes consists of several hundred elves (CG @UUID[Actor.F7PDqAcGfGGSO20J]{tribal warriors}) along with several dozen children. They are led by six elves from warlike cultures—four Aresian LN @UUID[Actor.LNtx0Vce4zjNYB9G]{warrior monks} and two NE @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon warriors}.

The Aresians are determined to survive, hoping that salvation will eventually arrive. The Amazons want to go out in a blaze of glory and attack the green dragon in her lair, even though they know that there would be no real chance of success.

Hexia the Green Dragon

Hexia the Green Dragon

Event: Meeting the Elves

Hexia will not reveal herself when the heroes arrive. She will allow them onto the island and to make contact with the elves. Within an hour of arriving on the island the heroes will be met by two elf warriors (LN @UUID[Actor.LNtx0Vce4zjNYB9G]{Warrior Monk} and NE @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon Warrior}) leading a band of a dozen elves (CG @UUID[Actor.F7PDqAcGfGGSO20J]{tribal warriors}):

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As you move through the jungle, you begin to feel that you are being watched by many dozens of eyes. You suddenly find yourself surrounded. Twelve camouflaged elves emerge from the foliage around you. Despite their apparent unease, they keep their weapons stowed. Two of them step forward to speak.

The two elves introduce themselves as Darok (LN @UUID[Actor.LNtx0Vce4zjNYB9G]{Warrior Monk}) and Patrea (NE @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon Warrior}). They ask why the heroes have come to Hexia's island. They have had no news of the mainland for centuries and are very much in the dark about the prophecy.

Eventually, the elven leaders resolve that the heroes have been sent by the gods. They interpret the party's arrival as a sign that the dragon must be confronted, once and for all. Their situation is desperate, and they have lived in fear for too long.

The elves ask the party to join them in seeking out Hexia's lair at the center of the island. If Hexia can be defeated, then the heroes are welcome to the dragon's treasure hoard—the elves have no use for it. Two of the Aresians will remain behind to defend the tribe.

Event: Hunted by Hexia

Hexia will almost certainly be aware of the arrival of intruders. She views the heroes as interesting prey and will play a game of cat and mouse with them.

Dragon's Lair Effects.

Hexia has access to all of the lair actions of an adult green dragon, and the entire island is subject to the regional effects of a green dragon. As the heroes get close to Hexia's lair, they will find themselves in a labyrinth of thorny thickets. Hexia will launch a few hit-and-run attacks from stealth and then lay in wait for them in her lair.

Kidnapping Pythor.

If Pythor is aboard the Ultros, then Hexia will kidnap him while the heroes are away from the ship. She will keep him in her lair and ignore the approach of the heroes. If they invade her lair, she will fly into a jealous rage and fight to the death.

1. Hexia's Lair

Hexia lives in a grove at the center of the island, halfway up the mountain. There are no trails leading to this grove. Climbing the cliffs above and below it requires a successful DC 15 Strength (&Reference[skill=Athletics]) check.

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This beautiful grove surrounds a crystal-clear pool, which is fed by a single waterfall. The trees here are decorated with the bones of elves and animals, which have been arranged into flower-like shapes. Massive piles of glittering coins, gemstones, and artifacts are scattered throughout the pool.

Epic Path: The Demi-god

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The Demi-god's mother, Ophea, has been held captive here for decades. She has survived by flattering the dragon with a new story about Pythor each full moon, casting the god as a fickle lover who secretly loves Hexia. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#running-the-epic-paths]{Running the Epic Paths} section for more information.

Treasure Hoard

The crystal-clear pool is lined with 50,000 gold coins and 50,000 silver coins. Buried throughout the silver and gold coins are artifacts from Thylea's history. The most valuable artifacts are a gold crown that was worn by one of the queens of Mytros (7,500 gp); a platinum cup inset with emeralds with the images of the Five (10,000 gp); and a gold dragon comb (3,000 gp).

There are also two dozen less valuable objects, including bracelets, cups, rings, necklaces, and musical instruments (each worth 250 gp), and 80 pale green @UUID[Item.sRniyRlenCz4wYBQ]{chrysoberyl} gemstones (100 gp each), 20 dark green @UUID[Item.Kuv7wXwAFjL3b2Wd]{alexandrites} (500 gp each), and 12 @UUID[Item.HLaS0pRCjEa77ddb]{emeralds} (1,000 gp each). Finally, there is a single adamantine ingot.

2. Lair of the Kraken

Hexia is not the only powerful creature that lairs on the island. The following encounter is entirely optional and is a challenge beyond the power of most heroes. Whether the elves or Hexia have discovered the existence of the Kraken is entirely up to you.

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Standing on this sandy pink beach, you notice a jagged rock formation, not far from shore. A strange symbol has been carved into the rock facing the main island. It looks like a bulbous creature with eight snake-like arms.

The jagged rock island is several hundred feet from shore. This is actually the tip of an underwater mountain that is the lair of the @UUID[Actor.fqRdQAcUkcnMMqcg]{Kraken}, perhaps the single most dangerous creature in all of Thylea.

The Kraken serves only itself. It is the enemy of every other living creature in Thylea, including the Titans. It bears a strong hatred for Sydon, who has foiled many of its schemes to wrest away control of the oceans.

The Kraken spends about a fifth of its time in its lair and the rest of its time Traveling. It roams the oceans around Thylea and travels to other planes of existence using a @UUID[Item.L0vrdmVxmNXZmcTK]{cubic gate}. This means that there is a [[/r 1d100]]{20%} chance that the Kraken will be home when the heroes visit.

The Kraken's Silver Sphere

The Kraken's lair is in the dark, crushing depths—nearly a mile beneath the ocean. It is accessed by an underwater tunnel that emerges into a perfect, silver-coated sphere 250 ft. in diameter.

The Sphere.

Depictions of every god in the world are inscribed into its silver surface. If it could be mined, the silver would be the equivalent of 10 million sp. The chamber is always guarded by a @UUID[Actor.rvHfL8K4ClxDLGnT]{Nycaloth} that is bound in service to the Kraken. It is desperate in defense of the lair. It has sworn an @reward[Oath of Service|ArcanumWorldsOdysseyoftheDragonlords|oath of service] to the Kraken, and failure to destroy trespassers would subject it to horrifying punishments on the plane of Hades.

The Kraken's Treasure

The Kraken possess two powerful magical artifacts that it uses for its own fell purposes. It possesses a @UUID[Item.L0vrdmVxmNXZmcTK]{cubic gate} that it uses to travel the planes, and it keeps this item close at all times. But the "crown jewel"in the Kraken's collection is an @UUID[Item.wm0L3HvoAdHEzQMt]{orb of dragonkind}.

The Dragon Orb.

This orb rests on a gold pillar at the bottom of the sphere. How the Kraken obtained this orb is a mystery, but it must have involved pacts with denizens of the Abyss, Hades, or Gehenna. The Kraken intends to use the orb to battle against the Five Gods, once they've resumed their dragon forms.

Junk Pit.

Most of the items that the Kraken takes from destroyed ships are of no use to it, so it throws them into a refuse pit outside of its spherical lair. This pit is now filled with gold, silver, copper, chests, jewelry, and gems. For every hour spent searching the pile, roll on the @UUID[RollTable.undefined]{Treasure Hoard Table for challenge rating 11-16} in the 5th Edition Game Master's Guide. After twelve rolls, the hoard is exhausted of all recoverable items.

The Crushing Depths

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The pressure of the ocean at this depth is deadly to any creature that is not explicitly immune to such damage. The pressure deals out 3 ([[/damage 1d6 type=bludgeoning]]) damage every round. Spells or abilities with @UUID[Item.1Q2EXjKWYlUbEbjf]{water breathing} effects do not protect against this damage.

Diving into the Depths

Volkan can construct dive suits for the party. This is the only realistic possibility for getting down into the lair of the Kraken without using powerful magic. Each dive suit takes Volkan one week to construct and resembles an unwieldy suit of plate armor with an oversized helmet. The suit is entirely airtight. Fighting or casting spells in the dive suit is impossible.

Reaching the Lair.

Using a dive suit, it takes one hour to reach the Kraken's lair. For each hour spent in the lair, there is a [[/r 1d100]]{20%} chance that the Kraken will return.


Typhon, the Maw

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The sea grows rough as a massive volcanic island comes into view. Its central peak belches thick black smoke and white-hot lava. Although you can see black sand beaches on the shore, choppy waters and the ring of jagged rocks protruding from the sea make a safe landfall challenging.

The waters around this island are always rough. There are a couple of black, sandy beaches where landings can be made, but navigating through the rocks that surround the island requires a successful DC 15 Wisdom (Survival) check. On a failure, the ship takes 250 damage to its hull that must be repaired.

This island is called Typhon, but it has several other names: the "Island of Horror,"the "Island of the Maw,"and the "Father of Monsters."At the center of the island is a scar in the fabric of reality, a gaping pit that connects the mortal world to the plane of Hades. Legend has it that many of the warped monstrosities that haunt the world came from here—hence its name.

Throughout history, many individuals have come here seeking power, but no one leaves the island without being twisted in some unexpected way. Terrible creatures such as the chimera and the manticore are thought to have first spawned upon this island.

The island is an active volcano that towers nearly a mile into the sky, with flaming rivers of molten rocks running down the sides and boiling into the ocean. There is no easy way up its slopes, but for those willing to make the journey, there are three different cave entrances that lead into the Maw.

The Cave of Excess

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Immediately upon entering this cave, you are struck by the rank odor of feces, stale sweat, and rotting meat. Half-eaten fish fins, cracked bones, and humanoid appendages litter the floor before you.

Farther into the cave, you find a grotesquely bloated man with a canine head lying back in a pile of filth. The disgusting creature fixes a hungry gaze on you.

The creature is an @UUID[Actor.bexRovOehckQ3ka6]{arcanaloth} that uses this cave as a lair. Unlike most of its kind, it is immensely fat and spends much of its time wallowing in a pit of its own filth. It no longer has a fly speed, and its walk speed is only 15 ft. It summons @UUID[Actor.iL4PmEs9liKjvtkO]{mezzoloths} to fish in the ocean and bring it back fresh food. It prefers dolphins, mermen, and occasionally, trespassing mortals. Its appetites change by the moment. Its cave is scattered with half-eaten corpses of all of those creatures.

The arcanaloth doesn't attack immediately. It calls itself "Hunger,"and it demands food from the party. It will allow a hero to pass through its cave into the Maw if given a proper sacrifice of food. Livestock totaling 500 pounds or more will satisfy it.

If a fight breaks out, there is a [[/r 1d100]]{25%} chance that [[/r 1d4]] @UUID[Actor.iL4PmEs9liKjvtkO]{mezzoloths} will return with food for the arcanaloth within [[/r 1d6]] rounds. They will fight to the death.

The Cave of Vanity

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The halls of this cave are lined with extremely lifelike marble statues, some broken. Each depicts a beautiful woman with a face showing abject fear.

A slithering noise deeper inside the cavern draws your attention to the mistress of this cave: a towering woman with scaly skin, a muscular serpentine lower body, and a swarm of writhing snakes in place of hair.

A @creature[Eurayle Medusa|ArcanumWorldsOdysseyoftheDragonlords] lives in this cave. She has an arrangement with Moxena, the Lady of Coins, who delivers beautiful women to the medusa in exchange for abyssal secrets from the Maw.

The eurayle likes to toy with her victims before turning them to stone, so she will attempt to pick off the heroes individually. She hides in the shadows and creates distracting sounds to encourage the party to split up and investigate. She has an intimate knowledge of the cave layout. She strikes suddenly and without warning.

Treasure.

One of the petrified heroes in the room carries a @UUID[Item.eRitDKdTiQjBI2YL]{mace of smiting}. It cannot be removed from his grip without curing his petrification or shattering the hand that wields the mace.

The Cave of Vulgarity

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Moans and screams can be heard from within this cave mouth, growing louder as you move inside.

After a few minutes of walking, you come to a large, dimly-lit cavern. There, a man with the legs of a goat and great black curved horns reclines on a rocky throne. In his hands he holds an ornate gold scepter, which he fondles as he gazes at the spectacle at his feet: a wine-soaked bacchanal of revelers indulging their carnal passions.

The @UUID[Actor.9wRlZxfrNHwhv3Wz]{Incubus} who lives in this cave generally takes on the appearance of a male satyr. He possesses a @UUID[Item.3q3o19qelNnyJlrx]{rod of rulership}, which he activates at sunset each day to take control of all of his captives. It amuses him to transform his captives into mindless revelers every night. At dawn, he forces them into a bronze cage and leaves the cave to hunt for fresh meat on the island.

The incubus's captives include two @UUID[Actor.gYGismFvuOX2rEUe]{satyrs}, one male @UUID[Actor.pXd2Yp0k9e0h8bJm]{Oread}, and one female @UUID[Actor.cNAqWP3eMpJ7aqbZ]{Aurae} nymph. There are also sailors from across Thylea, including an Aresian warrior (LN @UUID[Actor.LNtx0Vce4zjNYB9G]{Warrior Monk}), two Amazons (NE @UUID[Actor.lpFwFXc1dnWn5E8n]{amazon warriors}), and a Mytrosian soldier (LG @UUID[Actor.4fqGc9tjKnoy34bu]{captain}). When under the influence of the @UUID[Item.3q3o19qelNnyJlrx]{rod of rulership}, these mind-controlled captives are unabashed pleasure-seekers who defend their master to the death.

During the daytime, the captives hunger for freedom and revenge against the incubus. They will help the heroes in any way they can. Unlocking the cages requires a successful DC 20 Dexterity check with @UUID[Item.3uUg0fHZ48rdcNk8]{thieves' tools}. The incubus returns at sunset.

The Maw

The Maw is the central cone of the volcano. It is filled with a fiery maelstrom of magma that slowly circles the black pit at its center. The magma empties into this pit of blackness and thus keeps the volcano relatively stable—the island never grows larger.

Falling into the pit means almost certain death. The magma inflicts 55 ([[/damage 10d10 type=fire]]) damage per round. Anyone who survives is sucked into the black vortex, which leads to the plane of Hades.

Hades is a barren place, leached of all color and bleak with despair. Ash constantly rains from the sky, spewed forth by volcanic peaks that stick out of the blasted wasteland. The fate of anyone who remains too long in this realm of wickedness is to be transformed into a writhing @UUID[Actor.jnYkiKtmqjjb3qdh]{Larva}, a slug-like creature.

Tempting Whispers

Anyone who looks into the Maw can hear two whispering voices. One voice makes promises of great rewards for any brave enough to enter the Maw, while the other voice threatens dire consequences for not plunging into the pit. Anyone who listens to the whispers risks madness and worse, but there is also the possibility of gaining great power.

For each round that a hero spends listening to the whispers in the Maw, roll on the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#madness-of-the-maw]{Effects of the Maw} table and consult the Gift column. Add +10% to the roll for each round spent listening after the first.

If the listener accepts the gift, then roll on the Curse column of the table, using the same bonus that was used for the Gift roll. If the listener becomes afflicted with the @reward[curse of the harpy|ArcanumWorldsOdysseyoftheDragonlords] or the @reward[curse of the medusa|ArcanumWorldsOdysseyoftheDragonlords], then refer to @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003]{Introduction: The Laws of Thylea} for details. Do not tell the player that they have been afflicted by a curse at this point. They will discover the curse over the days to come.

Epic Path: The Cursed One

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The Cursed One must leap into the Maw in order to discover the truth about their curse. If they have the protective artifact from the Lotus Witch, then they suffer no ill effects from the Maw, although they do hear the whispers.

The Cursed Ancestor.

Inside the Maw, the Cursed One is transported to the plane of Hades, where their cursed ancestor awaits them, guarded by a fully-grown @UUID[Actor.jlGjIERllddJ0D5o]{Cerberus}. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000003#running-the-epic-paths]{Running the Epic Paths} section for details.

Madness of the Maw.

The first round spent listening doesn't inflict any madness on the listener. The second round requires a DC 15 Wisdom saving throw or @UUID[RollTable.pG1sze9DSilZ3uaU]{short-term madness} is the result. The third round requires a DC 20 Wisdom saving throw or @UUID[RollTable.9gHUaYaGkrHHRwKO]{long-term madness} results. On the fourth round, the listener automatically gains an @UUID[RollTable.sw6ew0O8F0muvpr4]{indefinite madness} which includes a permanent fear of the Island of the Maw. They will want to leave the island by the quickest possible route. This fear of the island and the indefinite madness are permanent unless cured by @UUID[Item.CrfqCBjK8JdTHLqD]{greater restoration}. If the madness is cured, then the voices will never speak to the listener again.

Effects of the Maw
[[/r d100]]GiftCurse
1-25@reward[Charm of Darkvision|DMG]none
26-50Benefits of the @UUID[Item.zzgpPUlr2Z2LaXnV]{heroes' feast} spell for 24 hoursnone
51-60Benefits of the @UUID[Item.FXsTV6Dv3C0OMaOH]{foresight} spell for 24 hoursnone
61-70@reward[Charm of Vitality|DMG]none
71-80@reward[Charm of Heroism|DMG]none
81-90@reward[Blessing of Wound Closure|DMG]Afflicted by a blinding sickness @UUID[Item.8JOwEs79Agu40YlU]{contagion} spell for 7 days with no save
91-93@reward[Blessing of Protection|DMG]Afflicted by a flesh rot @UUID[Item.8JOwEs79Agu40YlU]{contagion} spell for 7 days with no save
94-96@reward[Blessing of Understanding|DMG]Afflicted by a slimy doom @UUID[Item.8JOwEs79Agu40YlU]{contagion} spell for 7 days with no save
97-98@reward[Blessing of Health|DMG]@reward[curse of the harpy|ArcanumWorldsOdysseyoftheDragonlords]
99-100@reward[Blessing of Magic Resistance|DMG]@reward[curse of the medusa|ArcanumWorldsOdysseyoftheDragonlords]

Island of Time

This island appears unremarkable until the heroes sail within a mile of the shore. Read the following:

p189

Your ship approaches another island. Its shoreline is obscured by a strange shimmering in the air. As you sail closer, you feel the ocean currents strengthening below the keel, pulling your vessel into a powerful wind that propels you to an impossible speed. In a matter of moments, the ship sails three times around the island. The sun falls toward the horizon and rapidly sets. The sky soon darkens. As the stars circle above your head, you are overcome with waves of crippling nausea.

On the last journey around the island, each hero must make three DC 15 Constitution saving throws or else they fall &Reference[condition=unconscious] for one minute. Whether the heroes are conscious or not, the ship abruptly slows and floats into a tranquil bay.

An ancient crumbling dock made from obsidian juts out into the water of the bay. The sky above is filled with more stars than the heroes have ever seen before; heroes with a passive Perception score of 15 or higher will notice that stars occasionally wink out of existence or abruptly transform into bright clouds of light.

It is always night on the Island of Time. The inhabitants of the island are enigmatic sphinxes. The motivations of these entities is hidden, but they are known to possess great knowledge—it's possible that they know more than any other beings in the world. They also guard strange artifacts on the island.

Almost all the land is covered in dozens of ruins, consisting of strange buildings made from obsidian, adamantine, and various unknown minerals. The buildings look nothing like those built by human hands: some are shaped like pyramids, while others are obelisks with strange runes and symbols inscribed on every surface. Who or what constructed this place is unknown to anyone—even the gods know nothing of it.

Exploring the Island

Because of the strange nature of time on this island, it is difficult to explore it in a logical fashion, the way the party might explore a dungeon. Instead, the party experiences the island as a series of montages, losing track of time and space while traveling between each area.

The Passage of Time

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This island has an ethereal, dream-like quality to it. The heroes may come to believe that they are dreaming rather than awake. As the GM, you should make a show of keeping meticulous track of time on the island. Every minute that passes is counted by the sphinxes and factors into the encounters that trigger.

Event: Riddles and Tests

When the heroes make landfall, they are greeted by a @UUID[Actor.243HQzjsVwIkNgdE]{Gynosphinx}. She appears next to the party suddenly, but it seems as if she's always been there. It's possible that she's been waiting for the party since the dawn of time.

p190

A creature with a woman's face, a feline body, and great feathered wings appears next to you.

"I bear your kind no ill will, and I hope you find the knowledge and treasures you seek here,"she says to you in a calm and assuring voice. It's almost like she's continuing a conversation that you forgot you were part of, answering a question you forgot you asked.

"But know this: He is coming. If He finds you, He will devour your flesh, your soul, and your very history. Nothing shall remain. Three roars announce His arrival. Three, and no more. This is the time that He has alotted you. Use it wisely."When you look again, the sphinx has vanished. Perhaps she was never there at all.

She refers to an @UUID[Actor.52IpvOwZir4lkakM]{Androsphinx}, the lord of the island. The roars are his way of forcing the heroes to choose only two locations to explore out of the three available. If the party explores all three locations, they will summon the wrath of the androsphinx.

Exploring the Island.

The heroes find that they 'remember' three locations on the island that can be explored. They must choose from the following: @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#1.-the-stone-table]{The Stone Table}, @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#2.-the-overlook]{The Overlook}, and @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#3.-the-pit-of-stars]{The Pit of Stars}.

The Androsphinx's Roar.

After exploring each location, the heroes hear the androsphinx's roar echo across the island. The third time he roars, he appears in front of the party and attacks. When that happens, refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#confronting-the-androsphinx]{Confronting the Androsphinx} section for details.

1. The Stone Table

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At the highest point of this strange island, you come upon a bizarre dinner party. A massive stone table with a dozen matching chairs stands out in the open. An ogre-sized man sits at the head of the table, fast asleep. His four human-sized guests are much too small for the chairs that they sit in. The humanoids are also asleep. They are almost completely hidden by their hair, which has grown extremely long and unkempt.

The ogre-sized man is dressed in fine weapons and armor. The table is perfectly proportioned for him. None of the sleepers can be awakened by the heroes alone. Refer to @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#riddles-of-the-androsphinx]{Riddles of the Androsphinx} for details.

2. The Overlook

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You come to the north shore of the island, an area covered in strange green metal. The metal extends into an outcropping that forms a platform over a steep cliff. On the far edge of the platform is a large telescope.

This overlook stands at the top of a 1,000 ft. cliff with jagged rocks below it. The telescope is 20 ft. long, and it is fashioned from bronze. Anyone who looks into it sees the distant city of Mytros.

The first time someone looks through this telescope, they see Mytros in the present day.

p191

Looking through the telescope, you see the great city of Mytros. The bronze colossus of Pythor stands watch over the bay, which is bustling with merchant ships. Marble and bronze buildings line the city's many busy streets, in the shadow of Mount Volkan.

If the viewer looks away, or someone else looks into the telescope, the image of Mytros changes:

  • The second viewing shows Mytros a century into the future. The city looks similar, but the walls and buildings are richer and on a grander scale. Statues of the heroes stand in many plazas.
  • The third viewing show Mytros a thousand years into the future. The city is under siege by a vast fleet of vessels from the outer world beyond Thylea. Anyone from outside Thylea will recognize some of the flags, but some of the details seem wrong.
  • The fourth viewing shows Mytros 10,000 years into the future. The city lies in ruins. Strange, ogre-sized humanoids work in the dust, digging up artifacts from the ruins. The artifacts are corroded shards of the statues of the heroes, unrecognizable with age.
  • The fifth viewing shows something indescribable and alien, 100,000 years into the future. The viewer gains one @UUID[RollTable.sw6ew0O8F0muvpr4]{indefinite madness}.
  • A sixth viewing shows nothing. The telescope has gone completely dark and never functions again.

3. The Pit of Stars

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You come to the edge of a vast pit that engulfs the center of the island. Beyond the edge of the pit, you can see a black void full of bright stars. A narrow stone stairway winds its way down along the edge of the pit, leading to a door-sized opening in the rock.

Looking into the void for more than one round requires a DC 15 Wisdom saving throw or else the viewer will gain a @UUID[RollTable.pG1sze9DSilZ3uaU]{short-term madness}. Anyone who falls or jumps into the pit is apparently lost in the void forever. Heroes lost in this way will return to the party during the battle with the androsphinx who rules the island.

The narrow stone stairway leads down to the lair of a @UUID[Actor.GKG3L6wZi8uJreKF]{Hierocosphinx}. The hierocosphinx guards a sealed circular door made from adamantine. Beyond that door lies a treasure vault. The sphinx smiles when the heroes arrive and asks if they have come for a taste of the treasures of the ages. Regardless of the party's answer, the sphinx attacks and fights to the death.

p191

When the sphinx is slain, its body rots away rapidly and then disintegrates into dust. You hear a whisper on the wind. "We shall meet again, in time..."

The adamantine vault door opens easily, revealing the treasure at the center of the island. The treasure seems to materialize into existence as soon as the vault door is opened—almost as if reacting to the party's needs.

Treasure.

The vault contains a @UUID[Item.43QvnHwjR5W7DczV]{Quiver of Ehlonna}. Within the quiver are twenty @UUID[Item.tjE5RrDczvXtiSM4]{arrows of slaying (empyrean)}. These arrows are very effective against the Titans—Sydon, Lutheria, and their young empyrean children.

Confronting the Androsphinx

When the @UUID[Actor.52IpvOwZir4lkakM]{Androsphinx} roars for the third time, he suddenly appears in front of the party, ready for battle.

The androsphinx uses all of his powers to defeat the party, including his lair actions. He starts by using a lair action to make the heroes younger. His next lair action takes the heroes to the Far Realm.

p192

You find yourselves transported to an alien world. Overhead, the sky is black and starless. The ground is a mosaic of your own horrified faces. It looks as if you were all buried in the earth, your heads thrown back, your faces locked together in a grotesque pattern.

An obsidian moon hangs low in the sky, and blood drips from its craters, splashing to the ground where disembodied faces lap at it greedily. The blood pools at your feet and begins to take hideous form—gigantic floating brains, which snap their cruel, bird-like beaks, reaching toward you with hideous tentacles.

These creatures are @UUID[Actor.JTbQ2YgkRpD0hx2j]{Grell}. There is one for each hero, and they fight to the death.

After three rounds of combat in this horrific landscape, the sphinx summons the party back to the Island of Time. Any hero who disappeared into the Pit of Stars will reappear at this point, but they return with one random @UUID[RollTable.sw6ew0O8F0muvpr4]{indefinite madness}. Now, the sphinx attacks the party directly, without holding back.

Riddles of the Androsphinx

If the heroes are defeated by the sphinx, they have one more chance to survive. The androsphinx asks the party a series of riddles. Each correctly-answered riddle means that at least one hero is spared. You may choose to spare more than one hero for each correct answer. The sphinx devours any hero who refuses to answer.

Riddle Me This...

p192

These riddles are examples. Use any riddle that you like.

  • Riddle:

    The first part of Nestor,

    The last part of Orion,

    The first part of nothing,

    And the final part of man.

    • ›› Answer:

      The letter 'N'.

  • Riddle:

    I never was, am always to be,

    No one ever saw me, nor ever will;

    And yet I am the confidence of all,

    To live and breathe upon midnight's call.

    • ›› Answer:

      Tomorrow.

  • Riddle:

    What can you catch but not throw?

    • ›› Answer:

      Sickness or disease..

  • Riddle:

    We are not flesh, feather, scales nor bone;

    Yet we still have fingers and thumbs of our own.

    • ›› Answer:

      Gloves.

Feast of the Androsphinx

If the party satisfies the androsphinx with their answers, then he will invite them to a feast. If they accept, he summons them to The Stone Table.

The scene at The Stone Table is slightly altered from before: any hero who has disappeared or been devoured on the island is asleep in one of the oversized chairs, and their hair has grown ridiculously long.

Waking the Sleepers.

Anyone asleep at the table, with the exception of the armored ogre, can be awakened by shaking them. The sleepers—including any "eaten"heroes—now have a random @UUID[RollTable.9gHUaYaGkrHHRwKO]{long-term madness}. They cannot remember their names or how they got to the table. They babble about being trapped on the island for an eternity, watching as the cycle of the multiverse repeated before their eyes, over and over again.

The Heroes' Feast.

The table is covered by a @UUID[Item.zzgpPUlr2Z2LaXnV]{heroes' feast}. Anyone who eats this feast gains its benefits for an entire week rather than 24 hours. They also immediately fall asleep. The androsphinx will wait until everyone has eaten. If anyone does not he will breathe on them and cause them to fall asleep anyway. When the heroes awaken, they are back on their ship in the middle of the ocean. The Island of Time disappears forever.

Sleepers at the Stone Table

p193

The sleepers are all powerful warriors from some point in the history of Thylea. One of them might even be a hero from Earth's history or mythology, but that individual will remember events happening differently than what has been recorded. A great victory might have been a defeat in their memory, or they might remember that one of the gods was a demon lord... Feel free to be as inventive as you like. None of them are willing to leave, as they are all waiting for "a friend"to arrive, though they are unable to remember their friend's identity.

None of these sleepers are equipped or have prepared spells but, in the unlikely event that the party does battle with them, you may use the following NPC statistics: @UUID[Actor.i7hNyi2lno1tHY2r]{Archmage}, @UUID[Actor.A7JmwIY9E2F84TTC]{Assassin}, @UUID[Actor.WKlDH3u8kCxF5quF]{Gladiator} and @UUID[Actor.VLcv0KGejaHiR3Dk]{Mage}.


Charybdis, The Ravening Mouth

p193

Your ship is suddenly slammed by a storm gale. Violent waves crash over the deck, and the ship is sucked into a powerful current, leaving your oarsmen helpless. Lightning flashes, illuminating a massive whirlpool just ahead of you. As your ship draws closer, you can see two massive stone hands reaching out of the maelstrom, beckoning you into a broad funnel of water, which leads down into the deepest fathoms of the sea.

This is Charybdis, an infamous whirlpool known to all Thylean sailors. It is a portal to the Nether Sea that is kept open by two of Kentimane's hands, and it is legendary for swallowing entire ships. By the time the heroes can see Charybdis, the ocean's powerful currents have already started to drag their ship toward the whirlpool.

Spells such as @UUID[Item.V015OPpBQs1Rw3Uh]{gust of wind}, @UUID[Item.ZL7WqgFEeKjbhJXE]{wind wall}, or a @UUID[Item.IHOcLnH8zSoj5KQD]{conjured air elemental} will allow the character's ship to skirt the whirlpool and avoid it. If magic is not used, then someone must steer the ship with a successful DC 20 Wisdom (Survival) check. If that fails, then the ship will be sucked into the whirlpool and transported to the Nether Sea. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000010]{Nether Sea} chapter to continue the adventure.

p193

Rather than sucking your ship down to the ocean floor, the whirlpool has apparently transported you to a dark, abyssal sea. The waters that now surround you are black and expansive, stretching in all directions under a claustrophobic sky, which is full of strange lights.


Praxys, Tower of Sydon

Praxys is the dwelling place of Sydon, the Lord of Storms. It is a great tower of stone, which stands atop a headland of limestone. Sydon's tower projects a piercing ray of light which can be seen from miles away as it sweeps the ocean, searching for trespassers.

Praxys is located in the Forgotten Sea, but it is much too grand to be detailed here. If the party sets a course for the constellation of the Titan (XVI), then refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000011]{Praxys, Tower of Sydon} chapter to continue the adventure. Reaching the tower should be very difficult.