Chapter 10: The New Pantheon
“The Aresians have made fools of us for centuries. They hide behind their walls, laughing at our spineless lack of resolve. We have the power to crush them. They took what is rightfully mine, and I will have it back... I will have it back.”
— Ekoh, Ancient Oread
This chapter marks the beginning of a new phase in the story. With the Titans defeated and the gods transformed, Thylea suffers from a power vacuum. Many divine portfolios—battle, music, wisdom, and more—must be filled by new gods, or else chaos will rule. The souls of the dead are adrift, and the storms and seas of Thylea no longer heed a master. Who will don these mantles of power and ascend to become the new pantheon?
Break Between Adventures
The next part of the adventure works best if there has been a break in the story after the Battle of Mytros. This break can last several months or even several years. During this time, the heroes have lived through an extended recovery period in the wake of their quest. Even if one or more of the Titans survived, they have been dormant in the time since the battle. Consequently, the citizens of Mytros have had time to regroup, and life in Thylea is just now returning to normal.
At this point, the heroes are perhaps the most influential mortals in all of Thylea. Their time has been occupied with a number of important activities.
Building Settlements
The devastation wrought by the Titans has left large sections of Mytros in ruins, and many people were without homes. The heroes inspired many of the refugees to set out into the world and build new homes. These refugees founded new settlements, and each new settlement chose one of the heroes as its patron.
Each new settlement is named after its patron hero. For example, a hero named Tiberius might inspire the settlement of "Tiberia."Temples and shrines have been built in the hero's honor, and festivals are held to celebrate when the hero visits. This is a great opportunity to make maximum use of the @table[Table of Fame Rewards|ArcanumWorldsOdysseyoftheDragonlords].
These new settlements can be located anywhere on the world map of Thylea, but there are a number of places that make the most geographical sense. Refer to the revised world map in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000015]{Apokalypsis} chapter, which includes markers for seven new settlements.
Aftermath of the Epic Conflicts
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You might choose to run several roleplaying sessions where players work through the aftermath of the Battle of Mytros and the founding of the new settlements. Alternatively, you can ask each player to write you a letter describing what their character has been doing during the break.
The New Dragonlords
The heroes are the leaders of a new organization of Dragonlords. As the leaders of such a prestigious order, they are entrusted as the new "peacekeepers of Thylea."They are expected to mediate when kingdoms threaten to go to war and strike against those who would do harm to the people of Thylea. In addition, they must create a legacy for the Order of Dragonlords that will stand the test of time. They must search for worthy new candidates to join the order and track down rare dragon eggs that can be raised as mounts for new recruits.
Kings and Queens of Thylea
One of the heroes may have married Queen Vallus to become the new king or queen of Mytros. Another may have become the consort to Queen Anora of Estoria. These heroes are now co-rulers of some of the most prominent cities in all of Thylea.
New Cities.
Additionally, if they have the necessary funds, each hero may choose to dedicate 25,000 gp to the settlement that they patronize. In this case, the settlement has already grown into a bustling city, and the hero is the king or queen of that city.
Running the Adventure
In this next phase of the adventure, the heroes must rescue Narsus, the lost god of beauty, from the city of Aresia—and prevent the legendary Divine Artifacts from falling into the wrong hands.
The City of Aresia.
The party may siege the city with an army, or they can choose to infiltrate it. Either way, this is an opportunity for the heroes to demonstrate leadership qualities and prove that they are worthy of the mantle of Dragonlords. The city also provides the party with a chance to explore and roleplay.
Tomb of Karpathos.
The party must recover one of the Divine Artifacts, the Caduceus, from this tomb. Karpathos is an ancient vampire lord from Aresia.
Prison Fort of Zakroth.
The party must recover one of the Divine Artifacts, the Ambrosia, from this fortress. Zakroth is a mad warlord who seeks to become a god.
Rescuing the Captive God
The heroes receive a plea to help Narsus, the lost god of beauty. Narsus is the lost brother of Kyrah, Pythor, and Vallus. They rarely speak of him, because he is self-absorbed and selfish—obsessed with the incomparable beauty that he attained when he was transformed from a dragon into a god. Narsus refused to aid the settlers during the First War, and his family consequently disowned him.
After the end of the First War, Narsus staged a competition to choose a woman worthy of being his wife. His suitors were to bring him the silver antlers of an elusive white stag. Many of the most powerful and influential women in the world participated in the contest, but the victor was an oread huntress named Ekoh. Tragically, she was never able to claim her prize. Queen Calliope of Aresia became obsessed with Narsus—she took him captive and fled back to her city.
Narsus has been held in Aresia for 500 years, and the city of Mytros has launched many campaigns to recover the god of beauty without success. The two cities now have a long history of grievances which have eclipsed the original conflict. But with the return of the Dragonlords, Ekoh wishes to siege Aresia and take back her husband once and for all.
Ekoh's Call to Arms
Ekoh meets with the heroes in Mytros and pleads her case. Knowing that the heroes are unlikely to start a war between Thylea's two greatest cities over such an ancient dispute, Ekoh tempts them with a more powerful incentive: her lost love has learned the path that mortals must walk to become gods.
With the end of the Oath of Peace, Narsus returned to his dragon form. In the time that has passed, he has researched a means to reclaim the beautiful form that was lost to him. He now seeks to share these secrets with any mortals who come to his aid—anyone who rescues him from the clutches of the Aresian queen. Narsus proposes to create a new pantheon, with the heroes as his fellow gods and goddesses.
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“Ah, Narsus, You were never much good in a fight, even as a dragon. I am not certain whether it was a cruelty or a kindness when fate awarded you the divine power of Beauty, but one thing's for certain: it went to your head and made you insufferable.”
— Kyrah, Goddess of Music
Meeting With Ekoh
The adventure begins when the heroes are brought together to hear the petition of a famous nymph named Ekoh. She claims to know the secrets of divinity and wishes to share the knowledge with the heroes. Each of the heroes receives the following letter:
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Greetings [Name]—
I have an urgent matter that demands the attention of the Dragonlords. I humbly request your presence at the Theater of the Gods in Mytros. I swear upon my honor that you will find this matter greatly to your interest as Thylea's new peacekeepers.
—Ekoh
The Theater of the Gods
Ekoh (CN @UUID[Actor.pXd2Yp0k9e0h8bJm]{Oread}) meets the heroes in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000006#m3.-the-theater-of-the-gods]{Theater of the Gods} in Mytros (M3). Ekoh has a curious verbal tic that causes her to repeat the last phrase of every sentence.
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You find a beautiful woman waiting to meet with you in the empty theater. "Thank you for answering my summons. I am called Ekoh."
From her appearance, it's clear that she is an oread—a mountain nymph. Her skin is like polished obsidian, while her hair is like freshly-fallen snow. She stands tall and proud, with sharply defined features that give her a striking and commanding presence.
"Five hundred years ago, my betrothed—Narsus, the God of Beauty—was stolen away from me by the queen of Aresia. For half a millennium, her descendants have kept Narsus imprisoned in the dungeons of their foul city. Many wars have been fought to free him—but the Aresian campaigns have amounted to nothing."
"Recently, my beloved Narsus learned of a secret ritual that transforms mortals into gods. He now seeks to build a new pantheon. Join with me to rescue him, and he will share the secrets with you. Moreover, we cannot let this knowledge fall into the hands of the Aresians—think of the consequences!"
Ekoh is vague on the details, she is absolutely confident that Narsus has the ability to elevate the heroes to true godhood. The 'divine path' is a well-studied concept at the Academy in Mytros, but it's mostly a collection of myths and legends. If such a ritual actually exists, then who better but a god to discover it?
Ekoh presses the heroes to gather the armies of Mytros and Estoria to lay siege to Aresia so they can force Queen Helen to hand over her betrothed. She reminds them that Aresia is effectively a rogue kingdom that should be unified with Mytros by the authority of the Dragonlords. There are a sizable number of soldiers in the city who would gladly join a new campaign to settle the age-old rivalry between the two cities.
The Truth about Narsus
After listening to Ekoh's proposal, the party will have much to discuss. If possible, they should consult with one of the Five Gods. Otherwise, they can consult with the Oracle—or Aesop from the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000005#e7.-the-dragon-shrine]{Dragon Shrine} (E7). Whoever they consult, read the following:
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"What Ekoh says is true: Narsus is the God of Beauty, and he is a lost sibling of the Five. But there is much that she did not tell you."
"Narsus was self-absorbed, selfish, and obsessed with the beauty that he attained when he was transformed from a dragon into a god. In his vanity, he lost his way. He refused to aid the mortals during the First War. For this betrayal, the other gods disowned him. And when he was taken by Aresia, it was deemed justice."
"But if Narsus has truly learned the secrets of godhood, then we must take action. That much power is dangerous in the hands of a rival kingdom. You must rescue Narsus. You can attempt to infiltrate the city of Aresia on your own, or you can summon the strength of the armies of Mytros to aid you."
Versi—or whoever advises the party—admits that Narsus is not clever enough to lie about knowing the secrets of godhood. And despite his vanity, he would almost certainly share his knowledge with whoever rescues him from captivity. Moreover, it is the duty of the Dragonlords to recover such knowledge.
Queen Helen has no formal diplomatic relationship with Mytros, and she does not recognize the authority of the Dragonlords. The only way to treat with her directly would be through a show of force. Some advisors may believe that this is a chance to settle the age old rivalry between the cities of Aresia and Mytros—and to cement the Dragonlords as the new sovereigns of Thylea.
Rescuing Narsus
The heroes can come up with their own plan for rescuing Narsus, but the party's advisor suggests the following possibilities:
- The heroes may break into the city of Aresia by stealth and rescue Narsus. Refer to @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000013#infiltrating-aresia]{Infiltrating Aresia} for details on how this might play out.
- The only sure way to treat with Queen Helen will be through a show of force—the city must be sieged. Refer to Sieging the City for details.
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“The walls of Aresia have never been breached in all the campaigns we've waged against them. The magic of the Palladium is powerful indeed. But I wonder whether some weakness does not eat away at the heart of such a city after so long a respite.”
— Vallus, Goddess of Wisdom
If the heroes want to negotiate with Queen Helen for the release of Narsus, then both Ekoh and any other advisors will suggest that it is a waste of time without the added pressure of a siege.
These are only two possible ways for the heroes to reach Narsus. Whatever plan they end up using, it should end with them reaching the Chamber of Beauty (area A6). At that point, refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000013#audience-with-narsus]{Audience with Narsus}.
Infiltrating Aresia
Infiltrating the city of Aresia should be easy for the heroes. Once they do so, they might spend some time exploring the city and asking around to determine where Narsus is being held. Refer to the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000013#city-of-aresia]{City of Aresia} for ideas. Here are some suggestions:
- The party is approached by the Shadowmaster from the Temple of the Shadow (A8), who wishes to depose Queen Helen. Refer to her subsection for details.
- The party is approached by the most famous portraitist in Aresia, Pelegon (A20), who wishes to paint a portrait of Narsus. He can lead the party to Narsus, but he demands to accompany them.
Sieging the City
Gathering the Armies
In order to gather an army, the heroes can use any direct political power that they might have, especially if they are kings and queens. As Dragonlords, the heroes can call upon volunteers to join their cause. They might call in favors or promise great wealth. The age-old rivalry between Mytros and Aresia means that volunteers are plentiful. Feel free to roleplay this process—or simply ask your players to describe how they want to contribute in gathering the army.
Preparing the Ships.
Once the army is gathered, the party can launch up to one thousand ships from Mytros to lay siege to Aresia. Each ship costs 200 gp to outfit and carries 200 soldiers. The party will need at least 10,000 soldiers to siege the city (a minimum of 50 ships, which costs 10,000 gp). The costs can be defrayed by increasing taxes in the city of Mytros, but this will cost the entire party 1 point of Fame.
The Siege
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With thousands of soldiers under your command, you march on Aresia. In the face of your overwhelming numbers, the citizens of Aresia and its surrounding region flee en masse as your army approaches, seeking shelter behind the city's famous 100-foot-high walls.
Dispersing your troops through the woodlands that encircle the city, your set up massive blockades at every road and gate leading into it. You station soldiers and siege engines on the banks of the river to sink any ship that tries to run the blockade.
With every entrance and exit sealed off by your army, no one can get in or out. The city's walls bristle with soldiers. The Siege of Aresia has begun.
The armies of the heroes are arrayed outside of Aresia's western gate. Aresia is protected from sieges by the power of an artifact called the Palladium, which makes a direct assault extremely dangerous. Every attempt to siege the city during the Aresian campaigns failed because of this artifact—not to mention the city's ancient protector: a bronze colossus.
The Colossus
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The ground suddenly begins to shake at regular intervals, accompanied by the sound of massive footfalls. Flocks of birds flee in panic from the nearby forest as a gargantuan bronze warrior emerges from the canopy, looming over your war camp.
"Ho there! Come to hassle my little city, have you? Not on my watch! I am called Talos, and I am the guardian of this place. What is your business here?"
Talos is a sentient bronze @UUID[Actor.Dxo0376IYUbNqPQb]{colossus} (Intelligence 12) who has long protected Aresia. His origins are unknown, but he has patrolled the forests of the Aresian peninsula for thousands of years. He protects the city because it pleases him to do so—he is a gentle giant.
Talos politely asks the party to withdraw their army and return to Mytros. He hates squishing mortals beneath his boots, and he'd rather not fight unless forced to. He strongly encourages the party to find a diplomatic solution. If the party agrees to try, then Talos happily sits down next to the war camp and waits for events to proceed peacefully.
Attacking the Colossus.
If the heroes attack Talos or make threats against the city, then the colossus retaliates and fights until he is destroyed. The warriors on the city walls will support Talos with volleys of javelins that target the heroes and their dragons. In the event that the colossus is destroyed, Volkan is capable of repairing him, but it's a very slow process.
The Siren Messenger
Queen Helen sends a siren messenger to meet with the party. She explains that the queen wishes to parley with the heroes in order to avoid bloodshed. Ekoh urges the heroes to ignore the messenger and storm the city—this is clearly a trap!
The party's advisors explain that a direct attack on the city would result in thousands of needless deaths unless the @UUID[Item.VW9H2YQy9ptMwTs6]{Palladium} can be removed. They suggest that the heroes should infiltrate the city and find the @UUID[Item.VW9H2YQy9ptMwTs6]{Palladium}. They might even stumble across the location of Narsus.
The Shadowmaster
Later that night, Ekoh introduces the heroes to someone who can help make an assault much more likely to succeed. It is a mysterious woman known only as the Shadowmaster—one of the queen's spies who wishes to switch sides. She introduces herself as a loyal servant of the ancient Dragonlords.
The Shadowmaster knows all of the secret tunnels that lead in and out of the city. She is willing to lead the heroes into the city, but she also reveals the location of the Palladium—it's in the basement of the Queen's Palace (A2). If the heroes follow her advice and steal the Palladium, then storming the city will be much easier. However, the Shadowmaster has her own secret agenda. Refer to the Temple of the Shadow (A8) for details.
The Final Decision
The party must decide their next course of action.
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Storm the City.
If the party decides to proceed with the attack on the city, then refer to Storming the City.
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Meet the Queen.
If the party agrees to a parley with the queen, then refer to Audience with the Queen.
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Infiltrate the City.
If the party decides to infiltrate the city, then refer to Infiltrating Aresia.
Storming the City
A direct assault on the city can be planned and executed in many different ways. Make sure that you are familiar with the City of Aresia section as the heroes plan their assault. If you want to make an assault easier to run, you can use the following two encounters as flashpoints that decide the outcome of the larger battle.
Battle at the Gates
The heroes are at the forefront of the attack on the main gates, and they must face off against Aresia's most famous warriors. If the heroes win, then the gates are breached and their armies flood the western section of the city. If the heroes lose, then the gates hold and attacking army is demoralized. Failure would force the party to negotiate or use stealth.
The defenders at the gate are Leandros, Halcyon, and Laertes (martial masters). They are the commanders of some of Aresia's greatest fighting forces (A2, A6, A7). They are supported by another three martial masters, twelve warrior monks, and three mages.
The battle is easier if the heroes have stolen the Palladium or if they've allied with the surrounding centaur tribes (refer to Zakroth's Prison Fort). Without the Palladium, the mages are diverted from the battle as they try to keep the walls from crumbling. If the centaur tribes are helping, then they sweep away the warrior monks and the additional three martial masters.
Battle at the Bridge
Once the gates are breached, the heroes lead the armies through the street of Aresia toward the palace. To reach the palace, they must cross one of the bridges. This is where Aresia's last stand takes place. If the party wins this battle, then the city falls, Queen Helen is taken prisoner, and Narsus is freed. If the battle is lost, then the attacking army is routed.
The defenders at the bridge are Taureus (@UUID[Actor.IrgCa51erGMzKlGL]{minotaur berserker}), General Niobe (@UUID[Actor.WKlDH3u8kCxF5quF]{gladiator}), and Hiero (@UUID[Actor.cW1mOTLOpYhPEfn0]{veteran}). They are perhaps the fiercest warriors in Aresia (A9, A10, A11). They are aided by twelve warrior monks and six martial masters. If the centaur tribes are helping the party with the assault, then they sweep away the warrior monks and the martial masters.
Audience with the Queen
The heroes can approach Aresia without an army and demand an audience with Queen Helen, or they can agree to an audience if she requests one during a siege.
Talking to the Queen
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You gather at the massive western gate of the city, waiting for your audience with Queen Helen of Aresia. A small iron grate built into the massive wooden door eventually swings open—it forms a passageway just large enough for you to enter single file.
Beyond the gate, you are met by the queen, who is flanked on either side by three royal guards in splendid red capes. An additional phalanx of fifty soldiers stand a hundred yards away, watching the proceedings.
Queen Helen is shorter than you expected—small and delicate. But her bearing is one of confidence and her voice is authoritative as she addresses you.
"Thank you for agreeing to this parley. While I cannot allow Narsus to go free at this time, I will grant you leave to speak with him in person... but first, we have an urgent matter to attend to."
"The mad warlord, Zakroth, has somehow come into possession of one of the Divine Artifacts. Unless he is stopped, he will raise an army to rival the Titans—he could even become a god. Destroy him, and I will acknowledge your sovereignty as Dragonlords."
Queen Helen explains that Zakroth has somehow unified dozens of centaur tribes into a single army—something that only Sydon could have done in days past. Zakroth's forces are already raiding settlements across the peninsula, wantonly slaughtering everyone.
Queen Helen reveals that Zakroth has somehow come into possession of the Ambrosia: one of the Divine Artifacts. She knows that the artifact can be used to become a god, but she doesn't know the details. She also knows that Narsus desires an audience with the heroes, and that the Ambrosia is one of the items that he requires for his ritual. She wants to assist Narsus, as long as the heroes promise not to steal him away.
Helen reveals that Zakroth can be found at a prison fort deep in the surrounding forest. She orders Pyrrha to guide the heroes to its location. The queen is true to her word, and if the heroes bring back the Ambrosia, she will immediately escort them to the Chamber of Beauty (A6) for an audience with Narsus.
Queen Helen and her Entourage
Audience with Narsus
Once the heroes are finally able to meet with Narsus, read the following:
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You make your way down into the underground levels of the Temple of the Shield. As you descend, you hear a beautiful, ethereal voice drifting from below.
When you finally reach the bottom, you discover a massive chamber filled with mirrors of all shapes and sizes: hundreds of reflecting surfaces in ornate frames of gold and silver. The floor is layered with a rainbow of shimmering mosaics.
In the center of the room, a bronze dragon is curled up on the floor, staring woefully into a large mirror. Seated beside him is a beautiful siren, who pets him gently and sings soft, mournful melodies.
As you enter, the dragon lifts his head. Noticing you, he scrambles to his feet, eager and excited. He lifts his head and extends his wings, preening and posing.
"Welcome to the Chamber of Beauty, my friends! I am called Narsus. We have much to discuss!"
Narsus behaves the same way no matter how the heroes manage to gain an audience—he's like a proud puppy, ignorant of all the death and destruction required to obtain this audience. Although he is initially depressed, he brightens noticeably at the party's arrival. He's heard stories of the heroes, and he is excited that they've come. But he has no real interest in being rescued.
Narsus doesn't care about Aresia or Mytros. He likes Queen Helen, because she attends to his every need. He's mostly forgotten about Ekoh. Narsus really only cares about himself. He wants to become a god again, so that he can regain his legendary beauty. He can still polymorph into his human guise, but he's lost the divine luster that he once possessed.
Narsus explains that he's spent the last few years communing with his mother, and he's discovered the secret to becoming a god. He will gladly help the heroes become gods too, if they will only assist him.
The Divine Artifacts
Narsus needs three powerful items to perform the ritual: the Caduceus, the Ambrosia, and the Promethean Fire. He suggests that the heroes start by retrieving the Caduceus and the Ambrosia. If pressed, he will also tell them what he knows about the Promethean Fire and give the heroes a map that shows the location of the sunken city.
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The Caduceus.
The Caduceus is buried in the tomb of Karpathos, the first king of Aresia. Unfortunately, Karpathos is a vampire lord, which makes retrieving this item an extremely dangerous task. Refer to the Tomb of Karpathos for details.
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The Ambrosia.
The Ambrosia is in possession of a dangerous minotaur warlord. The minotaur has used the Ambrosia to become a charismatic, god-like figure. He is gathering tribes of centaurs, gigantes, and minotaurs into his own personal army. Refer to Zakroth's Prison Fort for details.
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The Promethean Fire.
The Promethean Fire is somewhere at the bottom of the Cerulean Gulf, hidden within the legendary sunken City of the Sirens. Refer to Chapter 11: The Sunken Kingdom for details.
Finding the Artifacts
The heroes can track down each of these artifacts in any order that they want. However, traveling to the sunken city is the most dangerous of the tasks.
When the heroes return to Narsus with the Caduceus, the Ambrosia, and the Promethean Fire, he will perform a ritual. While the ritual doesn't turn the heroes into gods, it does unlock the divine path. Narsus regains his godhood at this point, and he shares what the heroes must accomplish before they are able to join him. Refer to the Divine Path appendix for details.
City of Aresia
The city of Aresia is the largest settlement in the Aresian peninsula. It's famed for its martial arts temples, impressive walls, and hanging gardens. Located in the midst of a dense forest of spruce trees, the city is accessible from the Cerulean Gulf via the Thrake river.
The city's walls are the pride of its citizens. They reach 100 ft. in height, so that the ramparts overlook the forest canopy. The river cuts through the center of the city via a system of gates that can be raised and lowered. The gates are wide enough to accommodate one full-sized trireme at a time. Aresia does not have a navy, so there are rarely many ships within the city except for the traders who ferry goods between Aresia and Mytros.
The city is home to the famed Aresian warrior monks, who wear red cloaks and bronze helmets, fighting with spears and shields. They have a centuries-long grudge against the armies of Mytros, with open warfare breaking out between the two cities every few decades.
The most beautiful feature of the city is its hanging gardens. The gardens are watered by a system of channels that carry water from the Thrake river. At the top of the gardens is the palace where the queen lives. Centuries ago, the first queen of Aresia captured Narsus, the god of beauty, and her successors have held him prisoner there ever since.
Aresian Factions
Aresian society is centered around the ruling queen, who also serves as high priestess of the Temple of Narsus. Aresian entertainment revolves around competitions between the city's martial monasteries.
The Queen of Aresia
For the past 500 years, a queen has ruled Aresia. The Founding Queen was named Calliope, and she is famous for bringing Narsus to Aresia. She lured him here under false pretenses, but he has never truly been a prisoner, like the stories in Mytros suggest. Narsus is a lazy and vain god, so he isn't in any hurry to leave.
The current queen is Helen. She closely monitors the affairs of her palace and the Temple of Narsus, and she makes the final judgements concerning the city's future. However, she leaves most of the tiresome governing to her council of advisors. There was only ever one King of Aresia—Karpathos, the father of Calliope. His history was carefully buried. From Calliope's reign onward, there was never another male monarch. The queens take male consorts, but no queen would suffer a king to be revered above Narsus.
The City of Aresia Key
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- A1. The Hanging Gardens
- A2. The Queen's Palace
- A3. Temple of Narsus
- A4. The Gymnasium
- A5. The Sanctuary
- A6. Temple of the Shield
- A7. Temple of Tranquility
- A8. Temple of the Shadow
- A9. Temple of Elements
- A10. The Wind Shrine
- A11. Temple of the Sword
- A12. The Market
- A13. City Gates
- A14. South River Gate
- A15. Gate, Lion's Gate
- A16. Gate, Boar's Gate
- A17. Gate, Ram's Gate
- A18. Noble District
- A19. The Red Lotus
- A20. Gallery of Paintings
- A21. Merchant Coalition
The Queen's Guards
The palace is full of the Queen's Guards, a legion of 100 warrior monks who are hand-selected by the queen. While they wear cloaks in the traditional Aresian crimson, the Queen's Guard cloaks are made of rich velvet, trimmed in shimmering gold. By order of the queen, all of the guards are male.
While they are formidable fighters, rumor has it that the queen prioritizes their physical beauty over their skills in combat. Each guard must swear an oath of loyalty, and they are not allowed to marry or have romantic relationships, under penalty of death. They serve for ten years, and they are recruited at the age of 17.
The Queen's Guards are headquartered in the barracks— two long houses in the northeastern corner of the palace grounds. In keeping with the Aresian culture, which prizes austerity, the most senior guards are stationed in the sparsely-decorated underground rooms. The junior members reside on the lavishly-decorated upper floors, giving them expansive views of the guards' training grounds and surrounding gardens.
Commander Leandros
The oldest member of the Queen's Guards, Leandros (LN martial master), is nearly 20 years older than the men under his command. He is not particularly handsome—in fact, there is a long scar running from his eyebrow to his jaw. Leandros has never lost a tournament match, though he no longer formally competes. He has served the queen faithfully for over two decades. It is widely speculated that he bears an unrequited love for the queen, for no one else has ever demonstrated such extraordinary patience with her capricious demands.
Monastic Temples
Each of the temples has its own culture and tenets. The temples constantly vie for supremacy in weekly martial arts tournaments, which the Temple of the Shield has dominated for years. Aresians have a deep passion for their favorite temples, as many were raised under one particular philosophy. When the monks are not at war, they keep in top form by competing in tournaments.
Aresian History
Aresia was founded before the First War. There is a long history of tension between Mytros and Aresia.
Royal House History
The royal house of Aresia was founded by King Karpathos and Queen Nemosyne, five hundred years ago. Together, they swore an oath to fight for Lutheria in the First War. However, they failed to appear when she needed them most, and she named them oathbreakers. As punishment, Lutheria cursed the king and queen to undeath, transforming them into vampires.
The entire royal family was consumed by the curse, with the exception of one daughter, named Calliope. Karpathos and his wife made their lair in a tomb near Aresia, hunting by night and preying on the people of the city. Calliope rallied her warriors and trapped her parents and their vampire spawn in the tomb.
Thereafter, Calliope took the mantle of queen and sought peace with Mytros to atone for her parents' treachery. But then, during one of her diplomatic visits, she became enamored with Narsus and absconded with him, causing a permanent rift between the two cities.
The Aresian Campaigns
In the past 500 years, there have been at least twelve wars between Aresia and Mytros. This number varies depending on which historian one consults: each city claims victory in at least seven of the wars. The Aresians frequently boast that no siege has ever successfully breached their walls—and this is true, but they have often been crushed on the battlefield by the phalanxes of Mytros. On the other hand, Mytros boasts that their armies are unstoppable on the battlefield—but the warrior monks of Aresia have repeatedly razed entire districts of Mytros to the ground.
In spite of this long-standing rivalry, the two cities depend on trade with one another, and fleets of merchant ships regularly carry goods from one city to the other, even during times of war.
Narsus, God of Beauty
Narsus is revered by the city as the God of Beauty. He is egotistical, lazy, and arrogant. Long ago, he abandoned his siblings and sought an easy life among mortals. Almost every woman he met wanted to marry him, so he decided to make a game out of it. He proposed a contest to kill a white stag, offering his hand to whoever succeeded at the seemingly-impossible task.
Most contenders gave up the hunt after the first year, but the oread huntress, Ekoh, was obsessed with Narsus. She spent years searching for the stag and finally killed it. Triumphant, she returned to Mytros to claim the god's hand in marriage —but she was too late.
Queen Calliope of Aresia had seduced Narsus, luring him away to Aresia, where he's been kept ever since.
Ekoh is furious that Calliope violated the rules of the contest, and she has been trying for centuries to reclaim him. This is why Narsus must be kept hidden—and why the walls of Aresia grew to 100 feet in height.
Calliope established the Temple of Narsus to attend to his every need, knowing that he would be too lazy to leave. Calliope tricked Ekoh into cutting her hair during the hunt, and her priestesses use this lock of this hair for scrying spells, so that they can watch her from afar and prevent her from assassinating the queen.
The City Walls
The city walls are constantly patrolled by hundreds of soldiers and warrior monks, who rotate between the different gates throughout the day. The walls are 100 feet high and contructed with heavily-fortified stone masonry that has been painted white. To reach the top of the walls, guards must climb spiraling stairways accessed from the interior side of each gate.
Random Encounters
This is a random encounter table with interesting events that help bring the city alive.
| [[/r d20]] | Encounter |
|---|---|
| 1-2 | The heroes are approached on the street by an extremely persistent olive merchant. |
| 3-4 | A group of middle-aged merchant women recognize you as the bumbling oafs who are the punchlines of satirical plays in Aresia. |
| 5-6 | A proud Aresian @UUID[Actor.LNtx0Vce4zjNYB9G]{Warrior Monk} singles out the most powerful-looking hero and challenges them to a hand-to-hand duel. |
| 7-8 | A young street urchin pickpockets a magic item from one of the heroes and tries to sell it back to them. |
| 9-10 | Two Aresian @UUID[Actor.LNtx0Vce4zjNYB9G]{warrior monks} ask the heroes to oil up their bodies; they are heading to the gymnasium and need to oil up first. |
| 11-12 | An aspiring young portraitist asks the most beautiful hero to pose for a painting. |
| 13-14 | A man with an annoying voice stands on a street corner, trying to convert anyone within earshot to worship the Five. |
| 15-16 | A crowd of citizens runs away screaming from a puzzled female @UUID[Actor.pXd2Yp0k9e0h8bJm]{Oread}. "Ekoh the huntress has come to destroy us and steal our god!" |
| 17-18 | A portly merchant offers to ferry the heroes down the river on his party barge. Two @UUID[Actor.dRZBngcfX0aOfAlE]{naiads} lounge on the barge, urging them on. |
| 19-20 | An elaborately-dressed woman runs screaming down the street, chased by an aggressive peacock that escaped from the Gardens. |
Rumors in Aresia
These are the latest rumors that are passing through the taverns of the city.
| [[/r d20]] | Rumor |
|---|---|
| 1-2 | There's an enchanted painting in the city's famous gallery that is worth at least 20,000 gp. |
| 3-4 | After 500 years, the Grandmaster of Tranquility is still searching for the perfect olive. Everyone thinks he's crazy. |
| 5-6 | The ancient Order of Dragonlords has been restored! They have hundreds of dragons! |
| 7-8 | The shield in the tavern was once owned by Stolos, a great hero of Aresian history. He was the unbeatable warrior who established the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000013#a6.-temple-of-the-shield]{Temple of the Shield}. |
| 9-10 | The shield monks have won the armed combat event every week for an entire a year. People are starting to wonder if it's rigged. |
| 11-12 | Narsus is no longer making his monthly public appearances. Queen Helen has offered no explanation for his absence. |
| 13-14 | There is idle speculation about the identity of the Grandmaster of the Shadow. It is one of the greatest mysteries in Aresia. |
| 15-16 | There's a rumor that there are tunnels beneath the city that connect the palace to each of the temples. |
| 17-18 | An army of centaurs and gigantes have been gathering in the forest. They have been called together by the mad warlord Zakroth. |
| 19-20 | The queen's servants say that the treasury in the palace is haunted by an ancient ghost. |
Key Locations
A1. Hanging Gardens
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Located on a hill resting just below the palace, these gardens spill over a huge, terraced green space. You can hear the calls of peacocks from halfway across the city. The garden offers a tranquil space for meditation. The gentle sound of rushing water rises from irrigation canals that are carefully hidden throughout the garden.
The gardens are visible from almost anywhere in the city, and many upper class Aresians pass long hours beneath the lush, exotic vegetation.
Enchanted Olive Grove.
The olives here can be harvested daily. Each olive begins the day as a fresh green fruit, but it ripens to a rich purple near sunset. Legend has it that these unique olive trees were gifted to the Aresian settlers by centaur druids before the First War, and they are sacred trees of the Mother Goddess.
The Gardeners.
The gardeners are led by a handsome stoic named Diocletes (NG centaur druid). He and his team are forbidden to speak on the job. This is a rule long enforced by the nobility, who wish for a quiet place to gather and gossip. Diocletes stands a full head above his team, and the queen often admires him from her palace balcony on clear days.
A2. The Queen's Palace
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The Queen's Palace sits at the highest point in Aresia, overlooking the hanging gardens. The architecture is elegant and free of ornamentation. Beautiful green ivy climbs up the white limestone walls. The top floors are open-air passages, where you can often see flickers of crimson cloaks, as royal guards patrol the palace.
The grounds include several buildings: the main palace, the bathhouse, and the surrounding guard towers. Near the rear of the grounds are the guards' barracks and the servants' quarters. The barracks house the queen's legion of royal guards (warrior monks), who wear distinctive crimson velvet cloaks trimmed in gold.
Queen Helen (NG noble) serves as ruler of the city and high priestess of the Temple of Narsus. She can be found in her throne room during formal functions, and her personal chambers when off-duty. The queen is never seen in public without an entourage of her young, handsome guards. She is in love with Narsus, who hasn't made a public appearance in decades. In spite of this, the queen takes many lovers, often her own guards and servants, though she tires of them quickly and never lets any of them sleep in her bed. The queen is often the only woman in the palace. She surrounds herself with handsome men, hoping to make Narsus jealous.
Leandros (LN martial master) is the commander of the royal guard. He is usually found beside the queen at formal functions or keeping a watchful eye on the guards at the training yard. Due to a series of recent break-ins at the palace, he's looking for someone to help him investigate. Nothing has been stolen—yet.
If the party investigates, they discover that acolytes from the Temple of the Shadow (A8) have been sneaking into the palace through secret tunnels at night. They are seeking some way to steal the Palladium.
The Palace Treasury
p257
This marble chamber in the basement of the palace houses a small golden orb that rests on a velvet pillow. The room is guarded by twenty crimson-cloaked warriors. The room is lit by seven oil lamps.
The treasury houses a magical artifact called the Palladium. So long as it is housed within the palace, all siege weapons defending the city have advantage on attacks, and the walls of the city have resistance to damage. This artifact is the reason why the armies of Mytros have never breached the walls of Aresia.
The Palace Ghost.
This ghost appears only at night. He once served under the ancient king, Karpathos, but has forgotten his own name. He refers to the heroes as "Warriors from Mytros"and offers them the chance to dethrone the queen. He wants the party to escort Karpathos into the palace through the secret tunnels at night and restore him to the throne. He claims that his master is generous and will reward them handsomely.
Treasure.
In addition to the Palladium, the treasury contains twenty gem-studded masks crafted from various precious metals, worth 1,000 gp each. There is also a locked adamantine chest that contains 25,000 gp. Opening the chest requires a successful DC 25 Dexterity check using @UUID[Item.3uUg0fHZ48rdcNk8]{thieves' tools}.
A3. Temple of Narsus
p258
This temple is located at the center of the palace grounds. In stark contrast to the simple elegance of Aresian design, the building is covered with ornate engravings and golden statuary.
This temple is full of mirrors, and it has ceilings covered in gold leaf. Despite its name, Narsus rarely comes here. The temple primarily serves as a convent for his priestesses. The priestesses of the temple (LG acolytes) are selected at age 12 for their loyalty to the queen, and they serve for twelve years, retiring at the age of 24. They wear silky gowns and scarves wrapped to conceal everything except their eyes—the queen brooks no competition for the affection of the God of Beauty.
The people of Aresia believe that Narsus loves their city and blesses them with his presence. Accordingly, the servants attend to his every need, day and night.
A4. The Gymnasium
p258
The gymnasium is a massive, imposing structure that stands several stories high. From within can be heard the echoes of warriors hard at work: heavy grunting, clangs of dulled weapons, and energetic shouts as they move through various demonstrations.
This is one of the most famous structures in Aresia—and the most highly trafficked. It contains rows of stands for thousands of spectators, and an open central arena covered in sand. During the week, warriors come here to train on weightlifting equipment, but it gets cleared away on weekends for events and tournaments.
Aresian Tournaments.
The biggest tournament happens each week on seventhday, when most of the city shuts down and fills the stands. There are also attached facilities for bathing and grooming, and warriors in the arena take great care to oil their bodies and display their muscles to perfection.
Daily Demonstrations.
While the secrets of each martial discipline are confined to their temples, the gymnasium is where warriors train when they wish to be seen. Even on training days, there are delighted onlookers in the stands, whether aspiring young warriors or older Aresians admiring the beauty of the human form.
Events
-
Armed Combat.
The most popular and competitive event by far, armed combat is dominated by warriors from the Temple of the Shield. Most events showcase their expertise in the shield-and-spear techniques. Tournament regulations require spears and other weapons to be blunted to minimize injuries, but events are often bloody regardless. There are also champions from other disciplines, including the Temple of the Sword. Warriors from the Temple of Tranquility are famous for taking down armed opponents with simple weapons, such as slings.
-
Boxing.
The Temple of Tranquility often dominates this event, which rewards speed and solid footwork. Competitors wrap their fists with linens and compete to knock each other out. The event uses a raised boxing ring, and this is the only event where spectators are allowed on the sands.
-
Wrestling.
This event focuses on unarmed techniques. Fought on mats, competitors follow strict rules while trying to force their opponents to the ground to surrender. During this event, warriors develop colorful personas and complex storylines, much to the delight of children in the city.
-
Shot Put.
The least popular of all the events, shot put competitors throw heavy stones and occasionally hammers. The goal is to launch them as far as possible. In the past, the Temple of the Elements won too many trophies in this event using secret techniques, so they are currently banned from participating.
A5. The Sanctuary
p258
The interior of this large domed building is humid from steam baths, which have been infused with salts to ease injuries. Lush vegetation and trickling water dampens the noise from the nearby gymnasium.
This sanctuary is attached to the Gymnasium (A4). It includes a small shrine for praying to the gods and an infirmary where warriors can recover from injuries. The shrine is the domed building attached to the gymnasium to the southeast, and the infirmary includes the buildings to the north and east.
The Infirmary.
Many warriors need healing after events and tournaments at the Gymnasium. The head priest here, Lennicus (NE dwarf priest), gambles on the events, and is it rumored that he makes a tidy profit. He goes by the name "Lenny,"and he considers it his job to patch up competitors—rather than coddle them — so they can get back into the fight as quickly as possible.
Shrine of Luck.
This shrine offers services including healing and other priestly spells. It houses statues of each of the Gods and Titans—competitors come here to pray "for luck."However, it is clear which gods are favored, as Thylea's statue is draped with garlands, and Pythor's is caked with red paint. Narsus's statue is the most elegant of all, shimmering in gold leaf and surrounded by flowers. Kyrah's statue has some offerings (including small paintings and music scrolls), but the statues of Mytros and Vallus are falling into disrepair.
A6. Temple of the Shield
p259
This temple sits high on a hill just north of the palace, in close proximity to the city's seat of power. Warriors march through this area in disciplined formations, wearing brilliant red cloaks and heavy shields polished to perfection.
This temple teaches the legendary Aresian fighting style, the Way of the Shield. This is the most prestigious martial arts temple in the city, and masters here teach techniques that have long challenged the fearsome phalanxes of Mytros. The school's reputation is well-earned; this is a highly regimented and organized temple where everything is polished to a spit-shine.
As the strictest of the Aresian temples, discipline here is a top priority. In order to maintain the image of the temple, those perceived as soft and slovenly are routinely culled, no matter how impressive their past achievements may be. The temple's proximity to the queen is a symbol of its importance, as their warriors guard the chamber of Narsus himself, located deep within the hill beneath their temple.
Grandmaster of the Shield
Halcyon (LG human martial master) reigns as Grandmaster of the Shield. She is hyper-competitive, and extremely tough on her students. She expects the absolute best at all times—from others and herself. She has mothered many sons and daughters who are now elite warriors at the Temple of the Shield. Halcyon has been hard on them, and several of them are resentful. But she wants her warriors to make the queen proud—many are eventually selected to join the royal guard.
Chamber of Beauty
Located beneath the temple, there is a winding series of caverns concealed within the depths of the hill. This is where Narsus (CN young bronze dragon) resides, attended to by his priestesses and Pyrrha (CG siren mage). The outer chambers are guarded by twenty shield monks (warrior monks), but they are never permitted to enter his chambers. Few besides the priestesses have laid eyes on Narsus in recent years, and the warriors posted here consider it a kind of punishment.
Siren Attendant.
Pyrrha is a siren who sings day and night for Narsus. Queen Helen is intensely jealous of her, and has attempted many schemes to get her sent away. However, Narsus is soothed by her singing voice, and refuses to let her leave. Pyrrha is deeply in love with Narsus, but all he's ever said in return is how much he loves her songs. There are whispers that Pyrrha possesses a map to the long lost kingdom of the sirens.
Meeting Narsus.
Whenever the party meets Narsus for the first time, refer to the Audience with Narsus section for narration text and details.
A7. Temple of Tranquility
p259
This temple stands at the top of a long, steep path that winds its way around a forested mountain in the south part of the city. The temple courtyard is decorated with white sand gardens and bamboo fountains. There is little sound except the shuffling of feet and the soft rustling of wind through the trees.
This temple teaches both the Tranquility and Open Hand monastic traditions. Reaching the temple requires a strenuous hike, but the master here claims that this long walk facilitates contemplation. Younger monks who train at this temple are expected to spend years gathering olives before they are taught any martial techniques. There is a joke among the younger monks that the real lesson of the school is patience, as the master only seems to train those who have turned gray and wrinkled with age. It is no surprise, then, why this school has the highest drop-out rate of any temple in Aresia.
Grandmaster of Tranqulity
Laertes (NG human martial master) has served as Grandmaster of Tranquility for longer than anyone can remember. He is a wizened old man with a seemingly impossible number of wrinkles and a long, braided white beard. While he never states his age, there is speculation that he is at least 500 years old.
Laertes famously subsists on a single olive per day, and most of his day is an elaborately-constructed ritual around this single olive. Most of the monks-in-training spend hours walking across the city to the enchanted olive grove, where they pick a single ripe olive at dusk. They must then walk all the way back to present their olives before Laertes, who goes through a lengthy ritual to select a single olive to eat. Laertes rarely speaks, but the monks closest to him believe that he is on the quest to find the perfect olive, and he refuses to die until he's enjoyed it. Many aspiring monks leave the school in frustration, but veteran students profess the wisdom of Laertes: that patience is the key to enlightenment.
A8. Temple of the Shadow
p260
This black temple is located south of the palace, on a hill overlooking the city. The building is deadly quiet and unsettlingly still. In the dark of night, it seems to swallow the light around it.
The most secretive of all the temples, this school teaches the monastic tradition called the Way of Shadow. Their members are trained to become spies and assassins, and they often serve as secret police for the queen. They move in the shadows, and their exact numbers are unknown. It is believed that they also have agents in Mytros, to keep an eye on their rival city.
Cult of Lutheria.
It is a closely-guarded secret that students of this temple worship Lutheria. They keep several shrines to the Mistress of Death. At any given time, there are at least three captives here being tortured for information. The queens of Aresia have long suspected this, but they turn a blind eye to it.
Secret Tunnels.
There are secret passages connecting this temple to the queen's chambers, so that she can meet directly with her spies. There is also a secret passage that leads to The Red Lotus (A19), allowing shadow monks to slip into the city inconspicuously.
Grandmaster of the Shadow
The Grandmaster here is called the Shadowmaster, and no one knows her identity—not even her own students. The Shadowmaster disguises herself as a jovial innkeeper at the tavern named Jocasta, (LE elven assassin). This plump elven woman has been the city's spymaster for 500 years, and her loyalty to the throne is waning. She's grown tired of the capricious, selfish queen.
The Shadowmaster's Plot.
If the heroes ask questions about Narsus while in Aresia, it is likely that one of Jocasta's spies will notice this and bring them to the Shadowmaster's attention. Jocasta will meet with the heroes and try to strike a deal. She knows where they can find Narsus, but in exchange for that information, she would like them to help her kill the Queen.
The Shadowmaster
p260
“Our loyalty to the Lady of Dreams does not waver, even in the event of her death.”
— Chondrus, Priest of Lutheria
A9. Temple of the Elements
p260
This temple is located near the center of the city, in the bustling heart of the market district. From inside can be heard the crunching of rocks, the crackling of fire, the splashing of water, and the rushing of wind.
This temple teaches the monastic tradition called the Way of the Four Elements. They focus on elemental techniques to control air, water, earth, and fire. Unlike the other temples, the students here are less combat focused and instead help with the marketplace and city maintenance. Water and earth specialists help ensure that the marketplace runs smoothly, and assist with stocking and boat traffic. Many of the monks are tasked with management of the city's vital utilities, including the aqueducts, the masonry, lighting and dousing the torches, and more. While elemental monks are not highly respected as warriors in Aresia, they are seen as vital to the city's day-to-day operations.
Grandmaster of the Elements
An imposing presence, Taureus (NG minotaur berserker) serves as Grandmaster of the Elements. Tall and broad even by minotaur standards, Taureus is jovial but has a keen business sense. While he is trained in the Way of the Four Elements, he mostly works as a master merchant, overseeing the bazaar and keeping a watchful eye out for smugglers.
Master of Ceremonies.
Taureus also serves as master of ceremonies at the gymnasium, as his booming voice can be heard from even the highest seats. He specializes in earth-manipulation techniques, and his decade-long winning streak in shot put is the reason why elemental monks have been banned from the event.
Proud Minotaur.
Taureas has no love for the people of Mytros, because they keep his people as slaves. If he learns that one of the heroes is from Mytros, he will demand to know where they stand on the issue.
Minotaurs in Aresia
p261
Minotaurs are not subject to the same prejudices in Aresia that they are in Mytros. Minotaurs dwell here in peace with their fellow citizens, and bulls are never offered as sacrifices to the gods, out of respect for them. The Aresians are proud of this fact and lord it over the 'barbaric' Mytrosians.
A10. The Wind Shrine
p261
This shrine is seated on a hill in the northwestern corner of the city. It appears to be a fortified temple that overlooks the surrounding landscape, giving a clear view for miles. As you approach, you can hear the ringing of dozens of wind chimes.
This shrine serves as a base for the 1,000 scouts who patrol the woods beyond Aresia. The general here shares command of the scouts with the Temple of the Sword (A11). The chimes serve as an indicator of robust trade winds, and those stationed here must grow accustomed to the constant jangling of chimes. When the chimes grow quiet, it usually signals the calm before a storm.
The Horn of War.
The shrine houses a large bronze horn that is used to recall scouts from the wilderness. When the horn blows twice, the keepers of the aqueducts seal the river gates. When the horn blows thrice, all the warriors of Aresia scramble to their posts and line the walls with their spears. The horn was gifted to the city by Sydon, and it is held in place by a large statue of the storm titan. Sailors often visit this statue to pay their respects before setting out on long voyages.
The General
As commander of a thousand scouts scattered in the wilderness, General Niobe (LN gladiator) has one of the hardest jobs in the city. While she takes pride in her work, decades on the job have taken their toll on her. She is mostly deaf from years stationed in the Wind Shrine, and the one thing she looks forward to each week are the tournaments.
Playing Matchmaker.
Niobe has a longstanding crush on Hiero, Grandmaster of the Temple of the Sword (A11), a reserved man with whom she's worked intimately for decades. She asks him to marry her each year, but he refuses, claiming that he cannot marry until his honor is restored. If the party is intrested in helping her, then they should speak to Hiero.
A11. Temple of the Sword
p261
This humble temple rests on a small hill that overlooks the northeastern gate of Aresia. It has no special ornamentation, save for the temple's symbol, forged in iron. Warriors can be seen training in the open courtyard, moving through sword forms in slow, deliberate movements. Others are frozen in meditation.
This temple is responsible for guarding the two northern gates of the city, both land and river. This is the smallest martial temple, having no formal recruitment process. The masters here emphasize self-discipline and training in total silence. They follow the stoic philosophy of showing humility before the gods, focusing on doing good work—and most importantly, not complaining or asking for more. While the shield monks enforce discipline with an iron hand, sword monks are expected to develop it naturally. The masters only draw their sword when they intend to cut the enemy.
Grandmaster of the Sword
Grandmaster Hiero (LG, half-elven veteran) never sought to be a leader. He earned his title after many battles against the armies of Mytros. During one such battle, Hiero won an ancient mithral honorblade, and for years he believed that he was worthy of the sword.
Returning the Blade.
Recently, Hiero was defeated in a duel by the mad warlord, Zakroth, who severed his right arm and claimed the honorblade as a trophy. Hiero has lived all his life as a stoic—he accepts his failure, but it has left him just a shadow of his former self. If the party returns the blade to him, then he will be deeply moved, and he will finally agree to marry Niobe (A10).
A12. The Market
p261
Set between the Boar's Gate and Ram's Gate, the market sprawls across both sides of the river. It is a crowded, bustling area filled with stalls and the shouts of vendors. You can see laborers unloading goods from ships along the river and hauling them to the shops.
The market is open every day except for seventhday, widely known as Tournament Day. Aspiring artists are often seen on Ram's Gate and in the street, hoping to catch the eye of wealthy merchant patrons.
As the chief source of olives and olive oil, Aresia offers them at a bargain and sells many olive-themed treats and goods for tourists. Many of the imported goods come from Mytros—everything from wine to metals, cloth, and dry goods. Occasionally, the market drawsprotestors who claim that many Mytrosian goods are made with slave labor, but most turn a blind eye, as both cities depend on a healthy trade relationship.
Zanner's Wine Emporium
p262
This shop is cramped and dimly-lit. There appears to be an open cellar door in the center of the room, from which cool, dry air escapes. The racks along the walls are filled with painted clay jugs.
For anyone seeking wine, Zanner (LG human noble) is happy to oblige. Originally from Mytros, he left his family behind to make his fortune in Aresia. Zanner is a theatrical salesman who pushes his products hard. He keeps the most expensive wines in the cellar.
-
Aresian Courage (5 gp).
Considered the only true Aresian wine, this local favorite is mildly sour and made from plums. It is favored by warriors looking to improve their luck before tournaments.
-
Agiorgitiko (10 gp).
The most popular wine in Mytros. A lush, velvety red with black-cherry flavors.
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Xinomavro (50 gp).
A strong wine, popular for victory celebrations after tournaments. This red wine has floral and spice aromas, and a firm tannin.
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Malagousia (100 gp).
A rare wine from Mytros with notes of citrus, peach, and melon. Queen Helen orders a batch of this every week.
Elie's Olive Emporium
p262
This shop is prominently located next to Ram's Gate. It is painted with colorful murals of olive trees, and it seems to be something of a local landmark, with dozens of shoppers crowding the interior.
Renowned across Thylea, Elie's is the destination for olives. Catering to tourists and locals alike, there is an olive here for even the most discriminating connoisseur. Elie (NG human noble) is charming and polite to tourists, but she charges them double the usual rates, unless they have performed some great service for the city.
The Perfect Olive.
If asked about the 'perfect olive', Elie says that the peninsula's centaur druids supposedly know the secret to cultivating the perfect olive. Agrius, the King of the Centaurs, is rumored to possess the legendary seeds of the perfect olive tree.
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Amfissa Olives (10 gp).
One of the most common olives, they are slowly brined with sea salt to bring out a mild, fruity flavor. They are prized for their soft, melt-in-your-mouth texture, and work well in recipes and as appetizers. Elie sells them in a single jar containing both black and green varieties.
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Kalamata Olives (25 gp).
Considered the king of table olives, this is the most popular and beloved olive. They are deep purple in color, with a tight, shiny skin and an elegant almond shape. Preserved in red wine, this variety offers a smoky, fruity flavor.
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Agrinion Olives (50 gp).
Grown near the sea, these rare olives come from some of the oldest olive trees in the world. Elie sells the light green variety, which have a fruity taste.
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Aresian Olive Oil (100 gp).
A staple of Aresian cuisine and lifestyle, Aresian olive oil is one of the most popular souvenirs. Pressed from the small, regal Koroneiki olives, it is golden-green in color and offers a fresh and fruity flavor. It's even rumored to possess magical properties!
Making Potions with Aresian Olives
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Potions created with Aresian olive oil have improved effects. Add 1 die of the same type to any roll made for such potions. For example, a potion of healing restores an additional 1d4 hit points when crafted using this olive oil.
Belan's Adventuring Gear
p262
This crowded market stall boasts rows of bronze weapons and armor. Many of the items are marked with the names and dates of famous tournament victories.
This shop is run by Belan (NG human gladiator). He loves to recount the tale of the tournament he narrowly lost to Halcyon, when she won the Grandmaster title. He was so ashamed that he went into exile for 5 years. He also talks endlessly of Speio, the daughter he fathered with Halcyon, and he proudly watches her rise in the tournament ranks from the sidelines.
Belan's Merchandise.
Belan sells every kind of non-magical weapon, armor, and adventuring gear listed in the 5th Edition Player's Book. Many of the items are commemorative in nature and come with long stories.
Haidee's Curiosities
p262
This store is surprisingly sparse. A small halfling woman reclines in a comfortable chair at the center of the room, reading from a stack of large books.
This shop is run by Haidee (NG halfling mage), who studied at the Academy in Mytros. After hearing of Narsus' beauty, she decided to make the journey to Aresia. However, in the time since she's arrived, he's never once made an appearance in public. Haidee keeps her magical goods in a bag of holding.
| Item | Cost |
|---|---|
| @UUID[Item.qekU0Di1vko83dcV]{potion of climbing} | 100 GP |
| @item[elixer of health|DMG] | 500 GP |
| @UUID[Item.eXUmKdN0kvRdU8wq]{dagger of warning} | 1000 GP |
| @UUID[Item.j2WkZO9Xa5sD2IUQ]{dimensional shackles} | 2000 GP |
A13. City Gates
p263
Standing 100 feet high, each of the city's entry gates is guarded by a dozen vigilant soldiers and two ballistae. The heavy wooden gates are painted white and set into solid stone. Each gate is apparently opened with a system of bronze pulleys.
There are four routes into the city by land. These are protected by large gates, located at the northwest, northeast, southeast, and southwest corners of Aresia. The fortifications at each gate can accommodate up to 60 soldiers and warrior monks during a siege.
Defensive Ballista Attacks
p263
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. The ballista has advantage on its attacks if the Palladium is in the city.
A14. South River Gate
p263
This massive gate connects the city to the Cerulean Gulf via the Thrake River, making it the primary gate through which ships enter the city. Merchant ships are lined up at the gate, as soldiers inspect their cargo.
These gates are heavily-fortified and guarded by two dozen warrior monks. Trading vessels must pass through here to enter the city. Customs are conducted between the double gates, which sometimes causes lineups of ships outside the gates.
A15. Gate, Lion's Gate
p263
This gate is painted with the likeness of a lion.
This gate is just south of the tavern. Consequently, the guards here are less vigilant. People often sneak them drinks from the tavern, and the lack of administrative duties at this quiet gate often leads to laziness. The gate is manned at all times by 12 guards (NE soldiers). The guards stationed here are friendly with many merchants and wealthy individuals in the city. This makes them more susceptible to bribery.
A16. Gate, Boar's Gate
p263
This gate is painted with the likeness of a boar.
This gate is manned by 12 warrior monks from the Temple of the Elements who take pride in the city and take their defensive duties seriously. At sundown, the monks make a patrol around the marina to light the city's lanterns (thereby reducing their force to 6 for one hour at sundown). This gate is closed for an hour each morning so people can easily be ferried across during the prime market hour.
A17. Gate, Ram's Gate
p263
This gate is painted with the likeness of a ram.
This gate marks the northern end of the market. It is closed for an hour each morning so people can easily be ferried across the markets. On market days, the bridge across the gate is filled with artists and musicians. It is manned at all times by 12 guards (NG soldiers).
A18. Noble Estates
p263
This part of the city is dominated by wealthy estates with beautiful marble fountains and lush gardens.
This is where the Aresian nobility have their estates. In keeping with Aresian custom, they keep their servants in luxury, while they themselves apparently forgo such comforts. In practice, they are no less spoiled than the nobility of Mytros, but they are better at hiding it.
A19. The Red Lotus
p263
The warm interior of this tavern carries the pleasant aroma of roasting seafood and spicy smoke. The main room is dominated by a massive fireplace and filled with boisterous conversation. An ancient bronze shield decorates the wall above the hearth.
This tavern hosts a lively crowd of sailors, merchants, and warriors. Centrally located just off the river, it is accessible by boat or by foot. Everyone in the city is familiar with the Red Lotus—it's the social heart of the city, and it's much less stuffy than the hanging gardens.
Shield of Stolos.
The shield above the hearth is etched with spiraling meander patterns. Legend suggests that this shield was once used by Stolos, the famous warrior who established the Temple of the Shield.
Notable NPCs
- Jocasta (LE elven assassin) is the jovial innkeeper and barkeep. She is secretly the Shadowmaster (A8). Jocasta presents herself as an empty-headed flirt, but she is perhaps the sharpest mind in the city. Jocasta takes care of her patrons, using her position to collect valuable information from the merchants and other travelers who pass through Aresia.
- The Grandmaster of the Elements, Taureus (NG minotaur hero) can often be found here. As master of ceremonies for the tournaments, he enjoys boasting of the upcoming competitions. He also loves showing off his collection of shot put medals, which he just happens to carry with him at all times.
- There is often a group of young students from the Temple of Tranquility, who fill a corner booth and complain loudly. They gripe endlessly about the grandmaster, who constantly sends them to fetch olives and never seems to teach them anything.
- There is a small group of silent warriors with sheathed blades who appear taciturn and watchful. These seven veterans are from the Temple of the Sword.
Menu at the Red Lotus
-
Appetizer Plate (5 gp).
Dolmas, tabbouleh, and three-bean salad. Served with tzatziki and pita bread.
-
Za'atar Shrimp (10 gp).
Shrimp coated in a homemade spice blend, cooked with a white wine-olive oil sauce and peppers. Served over rice.
-
White Fish Ramen Bowl (10 gp).
Seared white fish and vegetables in a rich, savory broth. Ask for regular or "warrior style"(no noodles).
-
Agiorgitiko (20 gp).
The most popular wine in Mytros. A lush, velvety red with black-cherry flavors.
-
Celebration Feast (50 gp).
One of everything, plus a shot of the sour plum wine, Aresian Courage.
A20. Gallery of Paintings
p264
This gallery is a square-shaped building in the northern end of the city with a distinctive dome-shaped tower. It overlooks the east side of the river, affording spectacular views from the third-floor, open air gallery. Inside is cool and quiet. Visitors speak in hushed, reverent tones, admiring the gallery's collection of hundreds of masterwork paintings.
While sculpture and philosophy are prized in Mytros, painting is the order of the day in Aresia. This gallery is entirely dedicated to the art. Notable paintings include portraits of all the queens, famous warriors (such as Stolos), various grandmasters, and even the gods. There are also greatly romanticized landscapes of other regions in Thylea, from a time when there was less travel between the cities.
Enchanted Painting.
Inside the gallery, there is a well-guarded painting of the First Aresian King, Karpathos the Wolf Lord. The painting is rumored to be enchanted—the painter was so talented that he supposedly captured the king's soul. It is rumored that someone in Mytros wants to buy it for 20,000 gold.
Portrait of Karpathos
p264
If the painting is destroyed, it removes Karpathos's ability to assume gaseous form. This means that if he is ever reduced to 0 hit points, he is destroyed forever. This is valuable information that Jocasta (the Shadowmaster) will share with the heroes as a way to gain their trust.
Pelegon and the Artists' Guild
Pelegon (LG human commoner) is the most famous portraitist in Aresia. He has been perfecting his art for decades, and came to Aresia to paint Narsus. However, Narsus has refused to appear, and Pelegon has been the vocal leader of a protest, demanding to see Narsus. He has organized the Artists' Guild, a group of the best portraitists, landscape artists, and more, who now refuse to paint for the queen until Narsus is released. Pelegon offers to paint splendid portraits of all the heroes if they agree to bring him to the Chamber of Beauty (A6).
A21. Merchant Headquarters
p264
This merchant headquarters is a modest building near the marina, just southeast of Lion's Gate. Sailors seem to haul portions of their cargo here for inspection before it can be loaded onto the ships.
This building is the headquarters for the Coalition of Merchants, an organization led by Aketa (NG tiefling merchant). Aketa was born in Mytros and raised in Aresia. She processes arriving ships and grants commissions to sailors who trade with Mytros. The Coalition represents merchants from both cities, who work together to promote trade. The constant influx of gold and goods has created long-standing stability in spite of centuries of sporadic warfare.
The Sunken Kingdom.
Aketa has long been obsessed with finding the legendary lost City of the Sirens. When the party obtains the map to the Sunken Kingdom, Aketa may reach out and offer to fund the expedition in exchange for a small portion (10% gold value) of the treasure. She can finance ships, crew, and other equipment. She offers the party seven scrolls of waterbreathing as a gesture of respect and good will.
Zakroth's Prison Fort
This fortress was constructed recently. It was built to house hostages from many different centaur and minotaur tribes, who have gathered into a fearsome army. The army is commanded by Zakroth, an evil minotaur warlord who seeks to become a god.
The prison fort is a large four-story building made from logs, dirt, and other natural substances. Plants and trees grow on the outer walls and roof of the building. It is surrounded by miles of forest in all directions.
Zakroth, Mad Warlord
Zakroth is a legendary slave-warrior who fought for Mytros against Aresia in several wars. He slaughtered hundreds of Aresians, but his master refused to free him. Eventually, he turned against both cities and led a slave revolt before retreating to the Aresian Peninsula.
The Ambrosia.
During his travels, Zakroth came into possession of an artifact called the Ambrosia. Drinking from this amphora grants Zakroth unnatural charisma, which he uses to manipulate his followers. Zakroth knows that the Ambrosia is one of the Divine Artifacts, and he desperately seeks to obtain the other two, so that he can ascend to godhood.
The Ambrosia
The Coalition
Thylea's most powerful centaur tribes have joined together into a massive army, which is currently scattered across the Aresian Peninsula. The centaurs have been joined by hundreds of minotaurs and gigantes under Zakroth's command. Together, they intend to make war upon all the mortal settlements of Thylea, as retribution for the defeat of the Titans.
Hergeron's Chosen.
Zakroth's unnatural charisma makes him a cunning liar. He has convinced the gigantes that he was chosen by the Titan Hergeron to lead the gigantes tribes. He also persuaded Agrius, the Lord of the Centaurs, to anoint him as commander of the coalition army. Zakroth has no desire to protect the outsider tribes of centaurs, gigantes, and minotaurs—he only desires more power, by any means.
The Hostages
There are four centaur hostages kept in the fort. They are the sons and daughters of the chieftains of the strongest centaur tribes. Their accommodations are modest, but they have no desire to escape captivity. They know that they must remain captives in order to keep the tribes united for Zakroth's war.
Dealing with the Hostages
If the heroes decide to assault the fort there are several possible outcomes.
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Kill the Hostages.
The heroes can kill all of the centaur hostages. This will ruin Zakroth's plans but enrage the centaur coalition.
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Capture the Hostages.
The heroes can capture the centaur hostages and bring them back to Aresia. Queen Helen can use the hostages to negotiate a truce with the centaur coalition and avoid war.
-
Free the Hostages.
The heroes can kill Zakroth and return the hostages to their tribes. In this case, the future of the centaur coalition will depend upon the hostages' opinion of the heroes.
Approaching the Fort
The fort is located two days north of Aresia. It is hidden deep within the forests of the region. This is a dangerous area that is patrolled by gigantes and minotaurs. Roll on the encounter table for every day that the party spends traveling through the woods.
| [[/r d20]] | Description |
|---|---|
| 1-10 | No encounter |
| 11-12 | A patrol of 8 @creature[Minotaur|ArcanumWorldsOdysseyoftheDragonlords|minotaurs] led by a @UUID[Actor.P1kQCEodGIdtHop1]{Minotaur Hero}. They immediately attack. |
| 13-14 | A patrol of 6 @UUID[Actor.lyycyuC2z4xRF4Pd]{Gigantes} and 2 @UUID[Actor.ZnhWed72xR4bogRU]{gigantes witches}was originally gigantes and gigantes captains. They immediately attack. |
| 15-16 | A lone @UUID[Actor.U93UUfo9H42V9EXi]{Centaur} who is the brother of one of the hostages. He attempts to flee. |
| 17-18 | A hungry @UUID[Actor.3EQi6OaKQJxahELq]{Chimera} spots the heroes while hunting from the air. |
| 19-20 | Three angry @UUID[Actor.b6ru1Wi8wkQjGY0q]{Blemys} named Horton, Morton, and Norton stumble upon the heroes. |
Arrival at the Fortress
Read the following when the party arrives:
p266
Through a break in the dense fir trees, an earthen mass rises above the forest canopy. At first it appears to be a natural formation, but then you notice the broad entryway at the base. The fortress stands more than one hundred feet in height, with rough openings that serve as windows. You hear the sounds of clacking hooves and the rhythmic beat of war drums from within.
General Features of the Fortress
All of the ceilings are 20 ft. in height unless otherwise noted. All of the doors are made from wood unless otherwise noted. There are two types of doors. The small doors are 5 ft. wide and 15 ft. high. The double doors consist of two doors, each 5 ft. wide and 20 ft. high. Opening a double door is trivial for a Large-sized creature, but smaller creatures must use an action.
Natural Light.
All of the rooms are dimly lit by natural light that shines through gaps in the wooden walls. At night, all the rooms are pitch black.
Event: Returning War Party
At some point during the party's time inside the fortress, a gigantes war party returns. The war party consists of 4 gigantes and 1 gigantes witch. If the heroes have left behind any evidence of their intrusion (e.g. leaving behind dead bodies), then the war party will search them out. They might arrive as reinforcements to a fight or just as an additional encounter.
Key Locations
Z1. The Entrance
p266
The stench of death hangs heavily in the humid air of this entryway. In the dim light, you can see six rough wooden crosses laid in a haphazard pattern across the wide courtyard, with twisted, rotting corpses nailed to them. Many wear the tattered remains of crimson cloaks. Flies swarm and buzz around them.
The crucified bodies are Aresian warriors that came too close to the gigantes fort. Most have been dead for weeks, but one of the crucified warriors still barely lives, a dwarf named Ugulat (LN warrior monk).
If Ugulat is healed, he explains the situation to the party. He describes Zakroth's history, and he says that the minotaur has clearly gone mad with power. He knows that the fort is guarded by gigantes and minotaurs. He saw a single centaur arrive a few days ago.
Z2. The Cattle Pen
p266
The scent of manure is overpowering in this area. Gleaming eyes can be seen in the dim lights, and soft bleats and snorts are offered almost apologetically. The large space is sectioned off into uneven pens with splintered boards. Malnourished cows, sheep, and pigs cower in the corners.
The cows, sheep, and pigs kept here are used for food by the gigantes garrison. They are in a state of perpetual terror since they can hear the butchering of the other animals in the Slaughterhouse (Z4).
Z3. The Central Stair
p266
Very little light filters from the rafters to the central stair. This appears to be the core of the fortress. Huge wooden planks have been inserted into an enormous tree. The planks spiral upwards like a staircase, but they are spaced more than three feet high. The roof of the structure can be seen high above, indicating the stairs will reach as far as the uppermost floor.
The central stair is guarded by Murgrat (gigantes). Murgrat is young and more curious than most of his kind. He greets the party and asks their names. Then he proudly explains that he is one of Zakroth's warriors, and Zakroth is "Hergeron's Chosen."He and his brothers and sisters plan to eat all the mortals in Thylea, and then Hergeron the Titan will be resurrected so that he can put the finishing touches on the gigantes race. As Murgrat explains all of this, he draws closer to the party, and his poisonous saliva splashes onto the floor. Eventually, he attacks the party and tries to eat them.
Z4. The Slaughterhouse
p266
The smell of death and rotting meat fills the air of this room. In the center of the bloodstained floor are hunks of meat and the remains of butchered livestock. The freshest carcasses are crawling with flies, as are several large pools of sticky blood.
This is where livestock is taken to be butchered for meat. Currently a minotaur hero is butchering the carcass of a cow. When he notices the party, the minotaur retreats to the Kitchen (Z6) to get help from the maenads there. He then fights to the death.
Z5. The Abattoir
p268
The skinned bodies of a dozen pigs and cows dangle on hooks from the ceiling, their draining blood dripping like rain from above. A wide, shallow trough runs down the middle of the floor, channeling the blood into a pool where it is collected for later use.
The carcasses of the animals are hung here to be drained of blood. The room has been infested by a flock of twenty stirges which are eagerly sucking the blood.
Z6. The Kitchen
p268
This kitchen is full of sharp knives, forks, and other wicked-looking utensils. Mountains of raw meat sit on crushed ice, vegetables are piled in enormous barrels, and giant tubs of water line the walls.
The kitchen is managed by a trio of maenads who were sent by Lutheria to assist Zakroth. They hate Zakroth, but they will do anything to serve the Mistress of Death.
Message from the Dead Titan.
If the heroes killed Lutheria, then the maenads taunt the party: "Wretched mortals, Lutheria is very angry with you. Did you really think you could kill the goddess of death?"Eventually, the maenads summon the minotaur hero from the Slaughterhouse (Z4) and fight to the death.
Z7. The Sleeping Den
p268
These chambers resonate with deep, raspy snores. The walls are lined with large woven mats and giant lumpy pillows. Two hulking forms are curled up on the largest mats—the source of the deafening snores.
There are two gigantes asleep in this chamber at any given time. If awakened for any reason, they bellow angrily at the party and fight to the death.
Z8. The Guest Den
p268
There is a musty odor in the air, and dripping can be heard in a distant corner. Worn straw mats are scattered across the floor, and dirty pillows are piled in a corner. A young centaur woman rests on the bedding.
Lesia (NG centaur druid) is the guest staying in this chamber. She has been sent by her father, Agrius, to negotiate with Zakroth. She is to replace her brother as a hostage. Lesia attempts to converse with the party, trying to ascertain why they have invaded the fortress.
Lesia's Request.
Zakroth has so far refused to allow Lesia to see her brother. She asks the party to escort her to The Prison (Z11), so that she can free him. She cautions the party that the centaurs should be treated with respect, or else her father will be very angry. Lesia has serious doubts about Zakroth's leadership, so the party can convince her that he is an enemy with a successful DC 15 Charisma (Persuasion) check.
If the heroes threaten Lesia, then she will use her shapeshifting ability to transform into a snake and attempt to escape through holes in the floor.
Z9. The Main Hall
p268
This enormous hall spans almost the entire width of the tower. Savory scents fill the air. A huge table sits at the center, standing eight feet high, with a dozen oversized chairs scattered around it. Six gigantes recline in the chairs, slurping and smacking noisily as they shovel food into their mouths with their hands.
This is where most of the gigantes garrison can usually be found. There are four gigantes and two gigantes witches eating messily at the table. They attack trespassers on sight. When one of the gigantes witches takes damage, the witches in The Shrine (Z12) are alerted. The two gigantes witches will arrive within 2-3 rounds, along with Zakroth and his naiad advisor.
Z10. The Armory
p268
This room smells of oil and dried blood. Crooked racks are set against the wall, filled with a haphazard collection of iron weapons. Dozens of spears and axes are stored here, of various sizes and designs. Most are chipped and dented from heavy use.
The armory has dozens of spears and axes that are much too big to be used by human-sized wielders. The iron weapons were forged by gigantes, who have spent many centuries scavenging for the ore to forge them.
Magnet Trap.
There is a 10 ft. wide steel plate just inside the door of this room. Whenever someone steps on this plate, any metal armor they are wearing becomes ultra-magnetized, and all the iron weapons in the room hurl toward them at high speeds. Victims must make three consecutive DC 20 Dexterity saving throws or they take (in order) 3d12 slashing damage, 3d12 piercing damage, and 3d12 bludgeoning damage. This trap only functions if the victim is wearing metal armor.
Treasure.
One of the weapons in the armory is a bloodsoaked vicious greatclub +1. It has been etched with invocations in the Giant tongue.
Z11. The Prison
p269
This wide room is lit by torchlight. A hulking minotaur stands guard, with an iron key hanging from his belt. There are two portcullises on either side of the main entryway. Through each portcullis, the sharp eyes of prisoners glint in the dim light.
The prison is guarded by a single minotaur hero. He attacks trespassers and fights to the death. He carries a key chain that opens both of the cells.
The Hostages.
Each of the cells contains two centaur hostages (CN centaur heroes). One of the centaurs is named Perimedes. He is the son of the great centaur lord Agrius. Due to their cult-like adoration for Zakroth, the centaurs view the heroes as enemies. Lesia can persuade them to cooperate. Otherwise, the players can persuade them with a successful DC 25 Charisma (Persuasion) check. If released, the centaurs will run to the armory in order to arm themselves and then return to attack the heroes.
Z12. The Shrine
p269
At the center of this crescent-shaped room stands an imposing statue of a titan. The area before him is littered with colorful flowers and shiny baubles—sacred offerings. The room is tidy and well kept.
This shrine to the Titan Hergeron is maintained by the gigantes. Centaurs are disdainful of the shrine—Sydon long forbade the worship of his lesser siblings. There are usually two gigantes witches in this room praying to Hergeron. If any of the other witches in the fortress are hurt, the two witches in this room are alerted by a divine premonition. They immediately warn Zakroth and his naiad advisor, and then all four search for the intruders.
Z13. The Treasury
p269
This tiny, cramped space smells of dust, and appears to be rarely visited. There are large chests and sturdy wooden boxes shoved inside. The glittering of silver and gold can be seen in the scant patches of light.
The door to this room is locked. It requires a successful DC 20 Dexterity check using @UUID[Item.3uUg0fHZ48rdcNk8]{thieves' tools} to open.
Treasure.
The two chests in the room contain a total of 1,500 sp and 350 gp. One of the chests contains a letter from Agrius, Lord of the Centaurs:
p269
Zakroth,
I have entrusted you with the life of my youngest son, Perimedes, to secure the coalition of the tribes. As for your proposal of war, I agree. With the return of the Dragonlords, we must be united as one, or else we face extinction.
—Agrius
Z14. Commander's Quarters
p269
This crescent-shaped room is filled with large furniture that has been ruined by filth and neglect. An enormous canopied bed sits against the far wall. Clay jugs and wooden barrels have been stacked in the corners.
@creature[Zakroth|ArcanumWorldsOdysseyoftheDragonlords] (CE @UUID[Actor.IrgCa51erGMzKlGL]{minotaur berserker}), is usually found here. He is always accompanied by his advisor, Belladona (NE @UUID[Actor.dRZBngcfX0aOfAlE]{naiad}). Whenever they encounter the party, they first try to learn anything they can about the locations of the other two Divine Artifacts. Then they summon nearby gigantes and fight to the death.
Sword of the Grandmaster.
Zakroth wields a legendary mithral honorblade that he won in a duel from the grandmaster of the Temple of the Sword (A11) in Aresia.
sword of the Grandmaaster
Zakroth's Statistics
p269
In addition to his normal statistics, Zakroth wears bronze plate armor (AC 18). The honorblade uses the same statistics as his battleaxe, but it destroys any non-magical shield wielded by creatures that he hits with it
Additionally, the Ambrosia has increased Zakroth's Charisma score to 20. He can use a bonus action to cast the command spell, with a spell save DC of 18.
Treasure
Zakroth carries the honorblade and a bronze key that opens the door to the treasury. The Ambrosia is a painted amphora that he keeps next to his bed.
The Centaur Lord
When the heroes leave the prison fort, they are confronted by a band of centaurs led by Chieftan Agrius (NG centaur lord). Agrius is accompanied by four centaur heroes and six additional centaurs. He sent his daughter Lesia to try and negotiate for the release of his son, Perimedes. If Lesia managed to escape the fort, then she is here with her father.
Agrius starts by investigating the situation and sending scouts into the fort. The encounter with Agrius can unfold in several different ways, depending on how the heroes have treated the hostages.
-
Negotiation.
If the heroes have taken the hostages as prisoners, then Agrius will negotiate for their release. He is willing to swear an oath to disband his army, but he will remember how the party treats his people.
-
Provoking War.
If the heroes have harmed his children or the other hostages, then Agrius furiously attacks the party, and all the strongest centaur tribes become sworn enemies of the Dragonlords.
-
Swearing Fealty.
If the heroes rescued the hostages and treated them kindly, then Agrius may be willing to swear fealty to the Dragonlords to ensure a new generation of peace with the settler races.
Chieftan Agrius
p270
“I know I should hate the centaurs, but we have too much in common.”
— Pythor, God of Battle
Tomb of Karpathos
This is the tomb of Karpathos, the first and only king of Aresia. Five centuries ago, Karpathos broke an oath to Lutheria. As punishment, the Mistress of Death transformed him into a vampire. Karpathos feasted on the blood of his queen, Nemosyne, and almost all of his sons, daughters, sisters, and brothers.
Karpathos and his brood were the scourge of Aresia for many years until Princess Calliope, his lone surviving daughter, led a band of Aresia's bravest warriors to the vampire tombs and sealed them up while they slept during the day. Powerful wizards and clerics cast magical wards to make sure that no one would be able to release the undead from their imprisonment. For five hundred years, the tombs have been forbidden to all and guarded by elite Aresian warriors.
The Vampires
There are two full vampires in the tombs. One is the former king, Karpathos the Wolf Lord, while the other is the former Queen Nemosyne. Nemosyne and all of the vampire spawn in the tomb were created by Karpathos; they exist to serve and protect him. Unlike a normal vampire, Karpathos cannot create vampire spawn just by draining their blood. Instead, after draining them, he must use the power of the Caduceus.
The Caduceus
The Caduceus is a powerful magical staff that was buried with Karpathos. It is one of the Divine Artifacts. Karpathos used the power of the Caduceus to transform his victims into vampires. The staff is seemingly indestructible. It was buried with the vampire so that no one else could make use of its foul magic.
Narsus knows the truth—the staff is imbued with the life force of one of the ancient Titans. It is not cursed, but its power of life-giving is perverted when used by undead creatures. For more information on the Caduceus refer to the Treasures appendix.
Resurrecting the Gods
p270
You may choose to resurrect Sydon, Lutheria, or any of the other dead gods with the Caduceus. Servants of dead gods, such as Jocasta, desire the Caduceus above all else. In this way, old enemies can return to the story with renewed vendettas against the heroes.
Magical Wards
Several powerful magical wards protect the tombs. The entire dungeon is under the effect of a permanent forbiddance spell. No one can teleport into or out of anyof the tombs. In addition, any celestial, elemental, fey, or fiend that enters the tombs for the first time takes 5d10 necrotic damage. Elves, satyrs, and other creatures with fey ancestry take half of this damage.
In addition, the door that leads into the tombs is protected by a permanent antipathy/sympathy spell that makes it difficult to approach. Refer to K1 for details.
The Barrows
The barrows are located a few hours south of the city of Aresia, deep within the forest of the region. The barrows are in a clearing that is almost one mile in diameter.
p271
The dense trees give way to grassy hills. A humid fog hangs over these gently rolling hills, and crows call in the distance. There are three distinct hills, one larger than the others. Upon approaching the largest, a stone pathway can be seen, which leads down into this ancient barrow. A dozen warrior monks stand vigil, their crimson cloaks standing in stark contrast to the dull stone around them.
The barrows are protected by an elite contingent of twelve Aresian warrior monks led by Yosfor (TN martial master). Yosfor and his band are part of a long line of warriors charged with guarding this tomb. At night, they make camp several hundred feet away from the tomb, because the noises from inside are too disturbing.
Yosfor stops anyone who approaches the tomb and demands that they identify themselves. He and his band will prevent unauthorized entry by force if necessary. He can be persuaded to stand down with a successful DC 20 Charisma (Persuasion) check. If the heroes have a letter from Queen Helen, then they are allowed entry.
General Features of the Tomb
All of the ceilings are 8 ft. in height unless otherwise noted. Most of the rooms are dimly lit with torches.
Heavy Stone Doorways.
All of the doors are made from heavy stone. The doors are circular plugs that are 8 ft. in diameter. The doors can be moved with a successful DC 20 Strength (&Reference[skill=Athletics]) check. Moving the door means pushing it so that it crashes onto its side. The fall makes a tremendous noise that can be heard by all creatures throughout the tombs.
Shadows on the Walls
Many of the rooms in the tomb have humanoid shadows animating along the walls. These shadows begin to follow the party through the tomb. Eventually, the party may have as many as fifty shadows following them. These shadows are harmless—they are the damned souls of the vampire spawn—but they should be used to create a sense of tension.
When the party finally leaves the tomb, the shadows continue following them. If the party wields the Caduceus, then they sense that they have a choice: they can use the staff to put these souls to rest, or they can use the staff to swallow the souls. Swallowing the souls adds one charge of create undead to the staff.
Encounter: The Nuckle
Ten minutes after the entrance of the tomb has been unsealed, a pack of four nuckle will enter. These horrifying creatures emerged from the ocean months ago and have haunted the edges of the barrows, waiting for an opportunity to enter the tombs. They are seeking out the Caduceus with the intention of using it to resurrect Lutheria. If Lutheria is still alive, then the nuckle seek it out on her behalf.
The nuckle will release any vampire spawn that the heroes haven't destroyed. These vampire spawn come under control of the nuckle and obey their commands. The vampire spawn gather in the Main Antechamber (K4) and wait to ambush anyone who passes through. This is the order in which they explore the tomb:
- They release the vampire spawn from K3.
- They release the vampire spawn from K4.
- They travel down the tunnel to K5, open the door to K6 and release the vampire spawn there.
- They wait for the heroes to confront Karpathos.
- Once the heroes defeat Karpathos or try to leave the tomb, the nuckle will ambush them.
Nuckle Tactics.
When the nuckle engage the heroes in battle, they will attempt to grapple as many of them as possible. Once a nuckle has managed to successfully grapple a hero, it will use its full move to return to the Main Antechamber (K4). It takes two rounds for the nuckle to deposit its victim in this room full of vampire spawn before returning to rejoin the battle. Heroes who are dragged to this room may be required to face down as many as two dozen vampire spawn!
If there are no vampire spawn for the nuckle to release, then they will track down the party and try to kill them in the most direct way possible.
Key Locations
K1. The Entrance
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A smooth stone pathway slopes gently downward, leading below ground level. Stone masonry supports this tunnel, which leads into the base of a large, grassy hill. At the end of the pathway sits a large stone archway, with intricate runes inscribed into the rock above. A triangular opening sits above the runes, and a dank, musty scent emanates from the other side.
The entrance tunnel has magical runes etched into it that create a permanent antipathy/sympathy spell effect. The following races are impacted by this spell: dwarf, elf, gnome, halfling, half-elf, half-orc, and human.
Frightening Runes.
Forbidden races must make a DC 19 Wisdom saving throw or be &Reference[condition=frightened] by the runes. A creature who fails the saving throw feels a sense of dread—they are certain that if they enter the tomb, they will perish and their soul will be lost. Affected creatures must move away from the runes until they can no longer see them. When they are no longer able to see the runes, they can make another saving throw. If they fail that saving throw, they cannot make another until 24 hours have passed. Those who make their saving throw are immune to the effects for a full minute.
Anyone standing inside the entrance chamber can hear scratching coming from the door leading to the Sealed Tomb (K3). If the stone doors are opened, then the antipathy/sympathy spell ceases to function.
K2. The Ruined Tomb
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This dim chamber has dark splatters on the wall, and carries a musty odor. A sarcophagus sits open in the middle, with a broken stone slab at its side. There is nothing inside except for rocks and debris. Scattered around the sarcophagus are the shattered remnants of several six-armed skeletons.
This tomb has been desecrated. A century ago, gygan tomb robbers were able to open the door to this chamber. They were killed by the vampire spawn inside. The vampire spawn were eventually tracked down and destroyed. The door has never been resealed.
K3. The Sealed Tomb
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This chamber is eerily still. Several sarcophagi line the edges of the room, but all are cracked open. A large stone pillar dominates the center of the room, and a heavy bronze hammer lies atop a pile of rubble nearby. Faint scratching noises can be heard from inside the pillar, as if something is trying to escape.
The central pillar in this room has been sealed for centuries. A few good hits from the hammer will loosen the bricked-up pillar to a point where the creatures trapped inside are finally able to force their way out.
Trapped Undead Servants.
The inside of the pillar is packed with undead. There are twelve vampire spawn, all pressed together in such a way that they can hardly move. These vampire spawn were all commanders and guards of queen Nemosyne. If the bricked-up opening is broken, six of the vampire spawn fall into the room and attack the party immediately. The other six are able to claw free and join the battle one round later.
Shadows on the Walls.
There are twelve humanoid shadows that animate along the walls of this tomb. These shadows are incorporeal, but they begin following the party throughout the tomb. The shadows are difficult to see at first—a passive Perception score of 15 or higher is required to notice them.
K4. Main Antechamber
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Four sarcophagi line the edges of this circular room. Eight pale, shriveled bodies sit atop them, pinned down by heavy millstones. Their eyes glint, and they hiss softly in the darkness. Along the far wall, there are two passageways that lead deeper into the tombs.
The eight bodies are vampire spawn. These vampire spawn are all cousins of queen Nemosyne. The vampire spawn are unable to move and are considered &Reference[condition=paralyzed]. Removing a millstone requires a successful DC 15 Strength (&Reference[skill=Athletics]) check.
Shadows on the Walls.
There are eight humanoid shadows that animate along the walls of this room. These shadows are incorporeal, but they begin following the party throughout the tomb.
Passageways.
This chamber has two passageways that lead deeper into the tomb. One leads to the Sepulcher of Servants (K6) while the other leads to the Queen's Antechamber (K10). Both are 200 ft. in length.
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“To my knowledge, Karpathos and his brood are the only creatures of their kind in all Thylea.”
— Chondrus, Priest of Lutheria
K5. King's Antechamber
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There is little inside this chamber except for rubble and the overwhelming scent of musk. It is circular, like the other chambers, but has no sarcophagi or columns. Two circular stone doors lie ahead, with no markings to indicate where they lead. The only sign of life is a cockroach that skitters off into the darkness.
This room is empty.
K6. Sepulcher of Servants
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Six sarcophagi are set in a circular pattern, and atop each lies a pale body dressed in faded but ornate robes. They are pinned down by enormous millstones. Two passageways are blocked by stone doors along the far wall of the sepulcher.
The passage in this chamber runs for 200 ft. until it ends in the tomb of Nemosyne. The six bodies held down by stone millstones are vampire spawn. They are all brothers and sisters of Queen Nemosyne. A successful DC 15 History check will reveal their identities. The vampire spawn are unable to move and are considered &Reference[condition=paralyzed]. Removing a millstone requires a successful DC 15 Strength (&Reference[skill=Athletics]) check.
Shadows on the Walls.
There are six humanoid shadows that animate along the walls of this room. These shadows are incorporeal, but they begin following the party throughout the tomb.
K7. The Dread Boar
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The stench in this room is overwhelmingly pungent, made worse by the dank, humid air. It is the unmistakable foulness of death, and it emanates from a hulking, half-rotten boar that hangs from the ceiling. The boar is enormous, and it is displayed with reverence. It seems to be some sort of hunting trophy.
This body of the sacred boar was the Wolf Lord's most coveted trophy. It was cursed by Lutheria and is now a dread boar. If anyone enters the chamber, the dread boar will come alive after 1 minute and rip itself down from the ceiling. It fights to the death.
K8. The Wolf Den
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A thick layer of filth covers the floor, and the stench of refuse fills the air. Patches of grass and mud have been matted into beds by some sort of beast. Enormous piles of half-gnawed bones are scattered throughout the room, picked clean of flesh.
This chamber is the den of Karpathos's dread wolves, but they are not currently here.
Grasping Skeletons.
The scattered bones are actually hundreds of skeletons that have been packed into the floor. These are ancient victims of the vampires. As the party moves across the room, the skeletons grasp at the party's ankles with their bony hands. Each hero must make a successful DC 18 Dexterity saving throw or be &Reference[condition=restrained] by a skeleton. Once a skeleton has &Reference[condition=restrained] a hero, it tries to drag the hero down into the bone pit. This takes 2 rounds, and it can be prevented by destroying the skeleton. If the skeleton succeeds, then the hero must hold their breath or they begin to suffocate beneath the bones.
Karpathos the Wolf Lord
K9. Sepulcher of Karpathos
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Two enormous wolves dominate this sepulcher, and their deathly stench is palpable. A huge pillar stands in the center of the chamber, inlaid with red stone and green alabaster. An opening in the pillar has been bricked over. Near the pillar lies an adamantine hammer with a wolf's head design.
The two dread wolves are large enough to fill most of the room. They won't attack unless someone attacks them first, but they snarl at trespassers.
Awakening the Wolf Lord
Karpathos (NE vampire warrior) is sealed up in the central pillar. One hit from the adamantine hammer will break the sealed door and dissipate the magic that has kept the Wolf King imprisoned for two centuries. The sarcophagus is his resting place, and he will return here in mist form when reduced to 0 hit points.
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Inside the pillar, there is an open sarcophagus with a kingly figure resting inside. The ancient vampire lord opens his eyes and gazes at you with cold intensity. In his right hand, he carries an ancient staff with two wings and two twisting dragons.
Karpathos wields the Caduceus. He can use a bonus action to touch another undead creature and cause it to regain 100 hit points. This includes undead that have been reduced to 0 hit points. He will use it to return his dread wolves to life if they have been destroyed.
Family Reunion.
If Karpathos is losing the battle, he will try to find Queen Nemosyne. He uses misty escape to flee to the Sepulcher of Nemosyne (K14), slipping through any sealed doors along the way. Once he finds his queen, he will free her and then all of the vampire spawn in the Chamber of Children (K12). The entire family of vampires then seeks out the party and attempts to ambush them.
K10. Queen's Antechamber
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This circular room has two stone doors, neither of which bear any markings. The chamber is scattered with rubble and many corroded bronze trinkets.
The corroded trinkets in this room were ancient offerings buried with the original occupants of the tomb, before the vampires were locked away here. One of the items scattered in the rubble is an eversmoking bottle.
Passageways.
This chamber has two passageways that lead elsewhere in the tomb. One leads back to the Main Antechamber (K4) while the other leads deeper, to the King's Antechamber (K5). Both are 200 ft. in length.
K11. The Beautiful Singers
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This room is filled with twelve golden statues, almost blindingly bright compared to the rubble and stone around them. Forged from layered plates of metal, each statue is made in the image of a different woman. They strike elegant poses, as if dancing or strumming instruments. The room smells strongly of oil.
The golden statues are all keledone. When any living creature enters the chamber, four keledone activate. Wings will unfurl from their backs and they will use their song of pain against the intruders. The remaining keledone will not activate unless attacked. Once all of the active keledone are destroyed, intruders have an hour before the remaining keledone will become active and hunt down any living creatures that remain in the tombs. The keledone ignore undead entirely.
K12. Chamber of Children
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Nearly two dozen child-sized sarcophagi line this room. The center of the room is dominated by a painted pillar, but its murals have long since faded. You can hear the faint sounds of pitiful crying and sniffling coming from within the pillar.
Imprisoned within the pillar are Queen Nemosyne's many young children, nephews, and nieces. They are all vampire spawn. There are twenty of them. All of them look like children from the age of six to ten. If they are released, they will pour out and attack trespassers without mercy. Five of them emerge each round.
Shadows on the Walls.
There are twenty child-sized shadows that animate along the walls of this tomb. These shadows are incorporeal, but they begin following the party throughout the tomb.
K13. Guardian Chamber
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Four stone sarcophagi are set in the center of this room, and four warriors in heavy bronze breastplates lie atop them, garbed in faded crimson cloaks. Each warrior is weighed down by a heavy millstone.
The four bodies held down by heavy millstones are vampire spawn. They were the personal guards of the queen. The vampire spawn are unable to move and are considered &Reference[condition=paralyzed]. Removing a millstone requires a successful DC 15 Strength (&Reference[skill=Athletics]) check.
Shadows on the Walls.
There are four humanoid shadows that animate along the walls of this tomb. These shadows are incorporeal, but they begin following the party throughout the tomb.
K14. Sepulcher of Nemosyne
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An ornately carved sarcophagus rests on a dais in the center of this room, and light filters down onto it from above. A pale, motionless figures rests inside it. She is dressed in a fine but faded crimson dress, embroidered with intricate golden designs. She would seem asleep if not for the enormous millstone on her chest. The room smells of dust and the putrid odor of rot.
Queen Nemosyne is a vampire spellcaster. While the millstone sits on her chest, she is unable to move and is considered &Reference[condition=paralyzed]. Removing the millstone requires a successful DC 15 Strength (&Reference[skill=Athletics]) check. The sarcophagus is her resting place, and she will return here in mist form when reduced to 0 hit points.
Family Reunion.
When Queen Nemosyne is released, she immediately moves to the Chamber of Children (K12) and breaks open the pillar to release the vampire spawn. The twenty children will then join her as she tries to hunt down and kill the intruders.
The Queen's Cape.
Queen Nemosyne wears a cape of the mountebank, which allows her to cast dimension door once per day. She may use this to reach K12 as soon as the millstone is removed from her chest.
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“It was unthinkably brave of Queen Calliope to lock her cursed family away in the tombs. How many young warriors would have the stomach to do such a thing? The people of Mytros spit on the names of the Aresian queens, but I have great respect for Calliope, who possessed the strength of will both to save her city and to seize the god of beauty.”
— Rizon Phobas, Dragonlord (62 CE)