Chapter 12: Apokalypsis
“The act of creation is impossible without some measure of accompanying destruction. Naturally, if you wish to create an entirely new world, then you will need to destroy the old one. Everything has a cost. The mortals will understand.”
— Lutheria, Mistress of Death
One of Thylea's godlike beings has hatched a plan that will bring ruin to everything that the heroes have fought and suffered for. The primordial monsters that have remained imprisoned in the Nether Sea since the dawn of time will be unleashed upon the world. These creatures will annihilate Thylea's greatest cities. Unless the heroes figure out how to stop these titanic engines of destruction, the world will come to an apocalyptic end.
This adventure should serve as an explosive finale to your campaign. By the end of the Apokalypsis, the heroes will be 20th level and will have most likely achieved the prerequisites to becoming gods. This chapter works best if the heroes have completed the adventure described in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000014]{Sunken Kingdom} chapter, but it's not required. In any event, it is suggested that several years have passed since the Battle of Mytros.
Making Preparations
Villains of the Apokalypsis
This series of events is set in motion by several villains who may be acting independently or in concert.
Lutheria, Mistress of Death
Even if the heroes killed Lutheria, the Mistress of Death can be one of the villains of this chapter. She had a pact with powerful daemonic masters on the plane of Hades. After spending years as a pitiful larva, she fulfilled her end of the bargain, and the overlords of Hades sent Lutheria back to the mortal world. Now, she lurks in the shadows of her abandoned temples, weakened but filled with a sense of renewed purpose.
Seeing what has happened to Thylea in her absence has infuriated Lutheria beyond measure. The mortals who defeated her are celebrated as the new Dragonlords, while she and her husband have been forgotten. Lutheria feels that this 'bold new world' is a joke. Accordingly, she has prepared a much funnier and crueler joke: the total eradication of every living thing in Thylea. She will accomplish this by unleashing the Weapons of the Gods from the Nether Sea upon the surface world.
The Forgotten Pantheon
Deep within the Sunken Kingdom, the lost pantheon of empyreans created by the angel, Phaeros, have waited for thousands of years for their chance to rule Thylea. Now it seems that their time has finally arrived. If they have not already been released from their temples by the heroes, then Lutheria releases them now.
Lutheria has laid events in motion that will allow the Empyreans to ascend to godhood. She is a shadow of her former self—no longer strong enough to battle the heroes on her own. The best that she can do is unleash the Nether Titans upon the world, giving the Empyreans an opportunity to take vengeance on her behalf.
Once the Dragonlords are weakened by their battles against the Titans, the Empyreans plan to destroy the heroes and take credit for saving the people of Thylea from the Apokalypsis. Then, the Empyreans can transform themselves into true gods using the three Divine Artifacts that the heroes have so helpfully recovered: the @UUID[Item.kuJGgGBuqPaPmrrv]{Caduceus}, the @UUID[Item.9qrdfpdKLI5XFTMy]{Ambrosia}, and the @item[Promethean Fire|ArcanumWorldsOdysseyoftheDragonlords].
Other Possible Villains
p293
The Apokalypsis does not need to be a scheme hatched by Lutheria if that doesn't fit the needs of your campaign. You can replace her with someone else, though this villain works best if it has a strong personal connection to the heroes. Here are some suggestions:
-
Sydon.
Perhaps it is Sydon who has returned from the dead. He is motivated by vengeance.
-
The Kraken.
The Kraken of the Forgotten Sea has long wished to dominate Thylea. With Sydon and Lutheria defeated, it sees an opportunity for the schemes it has put into place to finally come to fruition.
-
One of the Heroes.
This works if one of your players has retired their hero character. One of the more ambitious heroes might betray their friends in a mad quest to become Thylea's one true god.
Making the Heroes Care
The Apokalypsis works best when the heroes have a lot invested in the fate of Thylea. This investment can be accomplished through game sessions with a focus on roleplaying. Alternatively, a game master can have the campaign skip forward by another year or two and describe how the world has changed and the heroes have prospered. If the heroes have new cities named after them, then those cities should have grown significantly. If the heroes are the leaders of a new Dragonlord order, then they should be widely revered as the new peacekeepers of Thylea. If they are kings or queens, then perhaps they have children now.
If the heroes have recovered the Divine Artifacts, then they may already be on the path toward immortality. Many of the prerequisites to godhood described in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000024]{Divine Path} appendix can be accomplished over the course of this final, epic adventure.
Prelude to the Apokalypsis
The story begins with the heroes facing down one of the last threats to peace in the lands of Thylea. It is an army that has been rampaging across the countryside, raiding towns, and destroying merchant caravans. The army should be led by an old enemy of the heroes. However, the Order of Sydon is assumed to be the antagonist in the scenario below.
p293
You stand at the head of your army, gazing across the battlefield at the ranks of your enemy. Under the Order of Sydon, the remnants of the Titan armies have banded together one last time to lay waste to the realm. Centaurs, minotaurs, gygans, and cyclopes have joined forces with vengeful human soldiers to destroy everything that you have spent years building. But you are the Dragonlords—the sovereign peacekeepers of Thylea—and to challenge you means certain death.
The Order of Sydon has assembled an army that includes several thousand @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers}, @UUID[Actor.U93UUfo9H42V9EXi]{centaurs}, and @UUID[Actor.yJHY5rRaRPQ54HOn]{minotaurs}, along with dozens of @UUID[Actor.QBWO8w456n845XMV]{cyclopes} and @UUID[Actor.bK3oCr1I4IMrDbgP]{gygans}. They have banded together to return the world to the way it was before the heroes overthrew the Titans. The leader of the army might be a resurrected Gaius. If not, feel free to replace him with another villain that survived the campaign. Alternatively, you can use Gaius's statistics to create a new leader of the Order of Sydon.
The Last Battle
The heroes have an army consisting of hundreds of loyal @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers} and @UUID[Actor.4fqGc9tjKnoy34bu]{captains}. The heroes are likely mounted on young dragons, and they are equipped with many powerful magic items. The are capable of unleashing terrifying destructive might with high level spells. Despite their vast numbers, the remnant armies do not stand much of a chance.
The battle can be played out with the heroes attacking the center of the enemy army. The center of the enemy army consists of 50 @UUID[Actor.ZYuckKZyAoKP7FVW]{soldiers}, 5 @UUID[Actor.4fqGc9tjKnoy34bu]{captains}, 10 @UUID[Actor.U93UUfo9H42V9EXi]{centaurs}, 6 @UUID[Actor.yJHY5rRaRPQ54HOn]{minotaurs}, and 6 @UUID[Actor.bK3oCr1I4IMrDbgP]{gygans}. Once the heroes have killed or incapacitated half of them, the enemy's morale will break and they will rout, causing the rest of the enemy army to break and run.
The Might of the Dragonlords
p293
The purpose of this battle is twofold. First, it is meant to make the heroes feel powerful. Despite the large number of soldiers arrayed against them, the heroes should be able to deal with them quite easily. Second, the battle shows that the heroes are the masters of Thylea. They are the continent's most powerful heroes and protectors. It is their responsibility to keep the peace.
Celebration of the Last Battle
With the defeat of the Order of Sydon, there is much rejoicing. Peace has finally come to Thylea. The commanders in the heroes' army suggest that a celebration should be held. Wine is brought in for the soldiers. Songs and elaborate plays are performed that describe the exploits of the now legendary heroes.
Once the celebrations begin to wind down, the heroes receive an urgent message that they must return to Mytros as soon as possible.
Emergence of the Nether Titans
The heroes have received a summons to return to Mytros. When they arrive they learn that a much greater threat has emerged to threaten Thylea. The Oracle, Versi, has descended into despair and has demanded to speak with the heroes.
p295
As you make your way through the palace, none of the people you pass can meet your eye. They stare at the floor, enveloped in a cloud of hopelessness and despair.
As you near the Oracle's chamber, you hear Versi give an anguished wail. Rushing in, you find her laying on the floor, sobbing uncontrollably. Seeing you, she reaches out a trembling hand and crawls towards you.
"I have witnessed the end of Thylea. Visions of blood and darkness. Death. Utter destruction. The Weapons of the Gods are free — the Apokalypsis has come!"
Versi reveals that the Weapons of the Gods have been released from their prisons in the Nether Sea (N6). These massive Nether Titans will destroy the world if they are not stopped... but Versi has already abandoned all hope. This is the end of all things—the Doom of Thylea. The nightmarish vision from her original prophecy has finally come to pass, in spite of everything.
The heroes learn from their advisors that refugees have begun to stream into Mytros. These refugees speak of massive Titans laying waste to the outlying settlements. There seem to be four different Titans:
- An enormous, tentacled sea monster. Many believe that this is the legendary Kraken.
- A mindless, gargantuan beast the size of a castle that devours everything in its path.
- A nightmarish dragon with breath of molten fire and massive wings that blot out the sun.
- A malevolent behemoth that levels mountains with terrifying beams of primordial lightning.
The heroes must decide how to stop these world ending threats. None but the Dragonlords have the power to stand against such creatures, which have been locked away since the dawn of time.
Challenging High Level Adventurers
p295
When players reach high levels, the style of play changes significantly. High level adventures aren't about dungeon crawling. It is difficult for a dungeon crawl to be challenging when heroes have access to divination magic that can map out an entire dungeon and teleportation magic that allows them to travel directly to the final boss or treasure. In addition, at high levels the heroes should be among the wisest and most powerful people in the realms. There is no one to tell them what to do. The challenge is that they must figure everything out on their own.
Canceling the Apokalypsis
The Apokalypsis is a series of scenarios that must be overcome in order to stop untold devastation from being wrought upon Thylea. Each scenario presents a straightforward win condition for the heroes: destroy one of the Nether Titans as it attacks a city. The heroes must use their ample resources and magical power to gather information on how to accomplish this.
Adjusting the Difficulty
p295
It is important to note that the capabilities of heroes will vary drastically depending upon experience and party composition. A group of four relatively inexperienced players will find the scenarios below incredibly challenging. You might want to explain the tactical weaknesses of each Nether Titan to your party. In this case, encourage your party to @UUID[Item.uIO3YLI9MGcYnw9L]{commune} with the gods for advice.
Additionally, you should encourage the party to go after the magical artifacts. On the other hand, a group of six experienced players with optimized heroes will be able to defeat any single monster with little chance of defeat; even the dreaded tarrasque. For knowledgeable groups, we recommend that you provide less guidance. You might also want to exclude the artifacts and bolster the Nether Titans with the reinforcements suggested for each.
The Four Nether Titans
Massive Titans have emerged from the Nether Sea and are rampaging across Thylea, leaving destruction and death in their wake. The heroes must choose which of the threats to deal with first. This might be a difficult choice, because the cities that don't receive aid quickly will almost certainly be utterly destroyed. The four threats that ravage Thylea are:
- The Tarrasque
- The Kraken
- The Nether Dragon
- The Behemoth
Endangered Cities
The creatures target the most populated cities in Thylea:
- The City of Mytros
- The City of Aresia
- The City of Estoria
- Cities founded by the heroes
You are encouraged to have the Titans target cities that mean the most to the heroes. The order in which the cities are saved from the Nether Titans determines how badly the citizens suffer.
- First city saved: This city is untouched.
- Second city saved: The walls of this city are shattered and hundreds of soldiers killed, but otherwise the people are mostly spared.
- Third city saved: The city walls are breached. Most of the soldiers are killed and a quarter of the population is killed. More than half of the buildings in the city are reduced to ruins.
- Fourth city saved: The city is entirely reduced to smoldering ruin. No one survives.
If the heroes are able to come up with a plan where they split their group into two and defeat two Nether Titans at the same time, then they should be rewarded for their ingenuity. All four cities can be saved in this manner with minimal loss of life.
Planning to defeat the Titans
The heroes must use all of their powers and skills to defeat the Titans. Just rushing in and battling each creature will likely result in the death of the heroes and the destruction of Thylea. The heroes should use their magic, their skills, and their connections to learn everything they can about each of the Titans.
Using Skills to Prepare
-
Arcana.
Allows the heroes to discover magical lore that is pertinent to defeating a Titan. This includes useful spells that could be used to defeat it.
-
History.
Allows the heroes to discover historical lore that is pertinent to defeating a Titan. This includes learning about the titan's history which might include clues to its weaknesses.
-
Investigation.
The party can search the libraries of Aresia, Mytros, or Estoria to learn about a Titan's significant weaknesses or religious magical artifacts.
-
Nature.
The party can call upon druids to determine some of a Titan's notable attributes.
-
Religion.
Allows heroes to discover religious lore that is pertinent to defeating a Titan. This includes information on religious magical artifacts that might be useful in defeating the Titan.
Using Spells to Prepare
Spells can be more effective at gathering relevant information. These include:
-
@spell[Arcane eye|PHB], @spell[clairvoyance|PHB], @spell[scrying|PHB].
Can be used to spy on the Titan before attacking it. This allows the heroes to see what powers the titan can use.
-
@spell[Divination|PHB], @spell[contact other plane|PHB], @spell[commune|PHB].
Allows heroes to get advice on how to defeat the Titans. This includes a titan's weaknesses, notable attributes and any useful religious magical artifacts.
-
@spell[Locate creature|PHB].
Allows heroes to pinpoint exactly where the Titan is located.
-
@spell[Legend lore|PHB].
Reveals useful magical artifacts that can be used against the Titan. Also provides information on some of the Titan's notable attributes.
-
@spell[Find the path|PHB].
Reveals the exact location of useful magical artifacts.
The Tarrasque
The @UUID[Actor.plgOZQmfvtOqiEkE]{Tarrasque} is a mindless engine of destruction. The heroes will discover it laying waste to its chosen city, one block at a time.
p296
An enormous armor-plated lizard—the tarrasque—is literally devouring the city. The unfathomable size of the massive beast boggles the mind. Its shadow cloaks entire neighborhoods of the city in darkness as it rampages. Its enormous claws tear down buildings with ease, and its gaping, hooked jaws swallow entire families whole with each bite.
The screams of the terrified people in its path are drowned out by the great bellows of the beast and the thunder of its echoing footfalls as it levels the city in an unbridled feeding frenzy.
Defeating the Tarrasque
Weaknesses
- It is an earthbound creature and cannot fly or use any kind of ranged attack.
Notable Attributes
- It perceives creatures without the need for eyesight.
- Its carapace can reflect magical attacks back upon a spell caster.
Immunities
- It is immune to fear, and its mind cannot be influenced by magic.
- It is immune to fire and poison damage.
Useful Religious Artifact
- The famed wizard Damon studied the legendary Nether Titans for decades. His tome of research includes a spell scroll for @UUID[Item.44bzYODf1b1HNvsP]{reverse gravity} and @UUID[Item.v27GjGTYt6Loz6xV]{maze}.
Location of Artifact
- Damon's Tome is located in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000005#x9.-the-tomb-of-isadore]{Tomb of Isadore} at the Necropolis of Telamok. The heroes may find themselves fighting a lich if they aren't careful.
Useful Spells
- The @UUID[Item.v27GjGTYt6Loz6xV]{maze} spell can trap the Titan for a limited time. The @UUID[Item.44bzYODf1b1HNvsP]{reverse gravity} spell can temporarily incapacitate it.
Reinforcements
It may happen that the tarrasque is too easy of a foe for a well-prepared group of heroes, especially if many of those heroes are mounted on dragons. In this case, consider adding a surprise in the midst of the battle.
p297
A cacophony of screeches and screams rains down from the sky. Looking up you see a swarm of chimera burst from the cover of the clouds and plunge towards you: a terrifying flock of scavengers following in the tarrasque's wake, feeding on the scraps it leaves behind.
The @UUID[Actor.3EQi6OaKQJxahELq]{Chimera} (one per hero) have followed the tarrasque, feeding on the carcasses that it leaves in its wake. They have come to defend the Titan, which they have come to worship as a food-giving god.
The Kraken
The @UUID[Actor.fqRdQAcUkcnMMqcg]{Kraken} can attack any of the cities of Thylea. It can swim up rivers and crawl across the ground to reach cities that are far from the coast. Of the four Nether Titans, the Kraken is the only one that was not freed from the Nether Sea, as it had already freed itself centuries ago. It saw this opportunity to devastate Thylea and seized it. The Kraken is the most intelligent of the Titans and will not throw its life away if at all possible.
p297
A wall of water rises up from the ocean and crashes into the city's port, sweeping away the ships and sailors unlucky enough to be caught in its path. Seconds later, a massive tentacle emerges from the water and lashes out to pluck a screaming victim from the street. His cries are cut short as the writhing appendage instantly crushes him to pulp.
A dozen more flailing tentacles appear from the water, snatching up helpless victims and dragging them into the depths. Another massive wave smashes onto the shore as the Kraken raises its enormous body from the sea. It tilts back its head and opens its giant maw to let loose a deafening, bloodthirsty scream.
Defeating the Kraken
Weaknesses
- The most intelligent of the Nether Titans is also the one most susceptible to attacks on its mind: the Kraken is not immune to charm magic.
Notable Attributes
- It can see through any illusion.
- It can call down a lightning storm upon its victims.
Immunities
- It is immune to fear.
- Lightning does not harm it at all.
Useful Religious Artifact
- A @UUID[Item.OoAsJ240zZHYNtAQ]{talisman of pure good} was forged by the god Volkan during the First War. It would be a powerful item to use against the Kraken.
Location of Artifact
- The last Dragonlord to possess the talisman was an oathbreaker. His body, and the talisman, can be found on the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000010#n5.-island-of-the-oathbreakers]{Island of the Oathbreakers} in the Nether Sea. The erinyes won't allow the heroes to take it without a fight.
Useful Spells
- The @spell[symbol of hopelessness|PHB] spell can trigger despair in the powerful mind of the Kraken.
Reinforcements
The Kraken has not come alone. With it are two @UUID[Actor.rvHfL8K4ClxDLGnT]{Nycaloth} and twelve @UUID[Actor.iL4PmEs9liKjvtkO]{Mezzoloth}. These creatures will come to the Kraken's aid a few rounds into the battle.
Increasing the Challenge
p298
In order to make Thylea's kraken a more challenging encounter, consider giving it this ability:
Legendary Resistance (3/Day): If the Kraken fails a saving throw, it can choose to succeed instead.
p298
“We have long known about the Kraken, and we've had rumors of the Tarrasque, but these other creatures are entirely unknown to us. The Nether Dragon seems to be some demon out of Hades, whereas the Behemoth can only have been created from the primordial chaos at the dawn of time.”
— Vallus, Goddess of Wisdom
The Nether Dragon
The @UUID[Actor.qVdgRs8nl44vdFZz]{Nether Dragon} is a dragon with iridescent black scales that breathes fire. It is an @UUID[Actor.ByNgz1E9Q8Q24nHa]{Ancient red dragon} with the shadow dragon template. The Nether Dragon only comes out to attack during the night.
p298
Thunder echoes down from the night sky, and dark clouds roll in to cover the moon. A strong wind whips across the rooftops, cold and biting. Suddenly a shadow drops out of the sky; in the torchlight it is just possible to make out a winged monstrosity with a long, reptilian neck swooping down.
The dragon roars, then opens its jaws and unleashes a blast of fire upon the buildings. The dark night explodes with bright orange flames. Wood, stone and metal are instantly consumed; anyone caught in the inferno is incinerated before they can even scream. Shouts and shrieks rise up from every quarter of the city as the fire quickly spreads. People panic and run for cover as the dragon wheels around then dives in for another aerial assault...
Defeating the Nether Dragon
Weaknesses
- Sunlight disadvantages it.
- It is not immune to charm magic.
Notable Attributes
- It perceives creatures without the need for eyesight.
- It is almost impossible to sneak up on an ancient dragon.
- Those killed by its breath rise up as shadows of the nether world.
Immunities
- It is immune to fire and necrotic damage.
Useful Religious Artifact
- Centuries ago, the wizard Damon discovered that someone brought a legendary @UUID[Item.wm0L3HvoAdHEzQMt]{Orb of Dragonkind} to Thylea.
Location of Artifact
- The Orb of Dragonkind can be found in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#2.-lair-of-the-kraken]{lair of the Kraken}, deep beneath the ocean, near the @UUID[.0000000000000009#island-of-the-dragon]{Island of the Dragon}.
Useful Spells
- The @UUID[Item.fj3FZXnfvfbSgMGn]{daylight} spell.
- The @spell[symbol of insanity|PHB] spell can prevent it from taking actions.
Reinforcements
If you want to make this battle more difficult, the Nether Dragon can be leading a dragon flight that includes four @UUID[Actor.GS0v8EntrhQegWyB]{young black dragons} and two @UUID[Actor.NCMGkQZNKuaEyMD5]{young red dragons}.
The Behemoth
The @UUID[Actor.0YsZajy7O1W1CjvG]{Behemoth} is perhaps the most dangerous of the Nether Titans. It threatens the City of Mytros.
p299
Even the largest buildings are dwarfed by the massive beast laying waste to the helpless city. Part dragon, part giant—yet much larger than either—the Behemoth smashes homes under its claws and obliterates entire city blocks with its tail. Most terrifying of all, however, is when it opens its enormous mouth and unleashes a blast of primordial energy that instantly disintegrates any material it touches.
Anyone caught in the monster's path is doomed, with scores of lives snuffed out instantly. Those caught in its path turn and run screaming in terror, or stand slack-jawed and motionless, their minds broken from the horror of what they have witnessed.
Entire districts are already in ruins; nothing remains but rubble and corpses. And it won't be long before the insatiable Behemoth reduces the entire city to dust.
Defeating the Behemoth
Weaknesses
- The Behemoth is vulnerable to all types of damage.
Notable Attributes
- The Behemoth can breathe energy across great distances.
Immunities
- It is immune to fear, and its mind cannot be influenced by magic.
Useful Religious Artifact
- The famed wizard Damon studied the legendary Nether Titans for decades. His tome of research includes a spell scroll for @UUID[Item.44bzYODf1b1HNvsP]{reverse gravity} and @UUID[Item.v27GjGTYt6Loz6xV]{maze}.
Location of Artifact
- Damon's Tome is located in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000005#x9.-the-tomb-of-isadore]{Tomb of Isadore} at the Necropolis of Telamok. The heroes may find themselves fighting a lich if they aren't careful.
Useful Spells
- A @UUID[Item.v27GjGTYt6Loz6xV]{maze} can easily trap the Titan for a limited time.
The Villans Strike!
As the heroes are actively trying to solve these world-shattering threats, the villains will strike out against them, forcing them to react. These attacks show the heroes that there is a power responsible for unleashing the Nether Titans upon the world.
Villains with High Level Spells
p299
It is good to remember that high level villains often have the same or even more powerful magic than the heroes do. A villain might be able to use @UUID[Item.mk97LLr9MF2V6CPk]{legend lore} to determine the weaknesses of the heroes, then @UUID[Item.xlvbW6zgdebYuOY7]{scrying} to find out where they are and finally @UUID[Item.4bvkWN1lE3zIHDrZ]{teleport} to attack with surprise.
Strike 1: Daemonic Horde
When the heroes defeat the first of the Nether Titans, Lutheria will send her daemonic allies to attack them. While this will hint to the heroes that someone is behind the release of the Nether Titans, Lutheria can't help herself; she wants to taunt the heroes.
An @UUID[Actor.pu5qFuIUwnqKwNby]{Ultroloth} and @UUID[Actor.AGISHfo8Fvd5gOA7]{Arcanaloth} will lead a strike force that includes one @UUID[Actor.rvHfL8K4ClxDLGnT]{Nycaloth} and one @UUID[Actor.iL4PmEs9liKjvtkO]{Mezzoloth} for each hero. The arcanaloth will use divination magic to discover the location of the heroes and then use teleport to appear right in the midst of the party.
p299
There is a sudden burst of noise; the wretched sound of reality itself being ripped apart. The awful sound is followed by a burst of darkness that momentarily envelops everything around you.
When the darkness disperses an instant later, you find a horde of demonic creatures standing before you: man-sized beetles standing on their hind legs; brutish winged trolls with long, deadly horns; a green-skinned humanoid with a smooth, amphibian-like skull; and what appears to be a human with a jackal's head.
The jackal-headed demon steps forward, grinning so you can see its fangs. "My master is impressed. She did not think mere mortals could defeat any of the Nether Titans. It seems she has underestimated you... though I did warn her this could happen."
The yugoloth will all fight to the death.
Strike 2: Lutheria
When the heroes defeat the second Nether Titan, Lutheria decides that she must make an appearance so that the heroes know that she is responsible for their woes. She summons one of the naiad of the Oldwoods and has her use her divination magic to show Lutheria exactly where the heroes are located and what they are doing. She gathers a band of her servants, including twelve @UUID[Actor.etZHx4dLS7jMrBsg]{Maenad} and twelve @UUID[Actor.XCfvQueH2aXzTSRG]{goatlings}. Lutheria uses her @UUID[Item.rwITovapXXyQMOw4]{animal shapes} spell to transform her servants into giant scorpions. They approach the heroes at night using stealth (augmented by @UUID[Item.1fvaXP44Q0JoWiB3]{pass without trace}).
p301
From the shadows you hear a loud series of sharp clicks and hisses. Seconds later, dozens of giant scorpions crawl into view... followed by the Mistress of Death.
A cruel smile creeps across Lutheria's lips as she casts her gaze upon you. "You tried to kill death itself. But I am eternal. Like the darkness of night, I shall always return. Now, I am stronger than ever... and you must pay for your transgressions!"
Lutheria's servants fight to the death, but she herself teleports away to safety once she's reduced to half of her hit points. You may also choose to have her resurrect @UUID[Actor.96STkNU3cyQEUlht]{Chondrus} as an undead mage to join the battle.
Strike 3: The Empyreans
When the heroes defeat the third Nether Titan, Lutheria convinces the Empyreans that it is time for them to make their move. The Empyreans send three of their number to wipe out the heroes: the Sky Father, the Great Hunter, and the Moon Maiden. You may choose others instead of these three, but the Sky Father and the Sun Goddess should survive.
p301
A bright light suddenly appears in the sky, and three divine figures slowly descend from above: the Great Hunter, the Moon Maiden, and the Sky Father.
The three Empyreans settle on the ground, towering over you. The Sky Father steps forward, while the other two stand behind him. You notice they seem tense; poised and ready as if expecting trouble.
"Brave heroes of Thylea, you have defeated the Nether Titans. Truly we chose our champions well."
The Sky Father tilts his head in your direction in a subtle nod of gratitude and acknowledgement. But a second later his demeanor takes a sudden, dark turn...
"Your part in the story is now done. With the Nether Titans defeated, it is time for us to claim our place as the New Pantheon of Thylea... and time for you to become martyrs to our glorious cause!"
If possible, the Empyreans will trigger any divine gifts that they gave to the heroes, transforming them into the cursed versions. The Empyreans fight until one of them falls in battle. At this point, they will retreat to rejoin the rest of the pantheon in @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000015#the-empyrean-palace]{The Empyrean Palace}.
The Final Confrontation
Once the Nether Titans have been defeated, the heroes must move against the villains who orchestrated the Apokalypsis. They can move against the villains earlier if they want to, but this might cause their cities to suffer additional destruction.
The heroes can use divination magic to learn who is behind the Apokalypsis and where they are located. They will discover that Lutheria and the Empyreans have constructed a new palace on the tallest mountain in Thylea. They can also use divination spells to gather information on the strengths and weaknesses of their enemies. Using the spell @UUID[Item.mk97LLr9MF2V6CPk]{legend lore} reveals the names and religious domains of each of the Empyreans. This can also be accomplished with a successful DC 20 Wisdom (Religion) check.
Defeating the Empyreans
Weaknesses
- Charm magic is effective.
Notable Attributes
- Empyreans can see through all illusions.
Immunities
- Empyreans can only be damaged with magical weapons.
Useful Spells
- A @UUID[Item.iiA1ZDrTX2ZkjYQi]{feeblemind} spell can shatter even the powerful mind of an Empyrean.
The Empyrean Palace
The palace is constructed from marble and granite, and it has been decorated with countless statues of the Empyreans. The statues are painted so that they are remarkably lifelike in appearance.
General Features
All of the ceilings in the palace are 30 ft. in height. The massive double doors are forged from adamantine and are each 10 ft. wide and 25 ft. high.
The palace has been protected with powerful spells. All of the spells have been cast at 9th level, and they require a DC 19 @UUID[Item.GT4LLGv2HDehIFEl]{dispel magic} to negate. The spells include the following:
- Private Sanctum makes the interior of the lair itself immune to divination of any sort. It also makes it impossible for creatures to teleport in or out.
- Forbiddance protects against teleportation, ethereal or astral creatures, and celestials, elementals, fey, fiends, and undead.
- Symbol has been used to create traps throughout the palace. All of the @UUID[Item.ddArk0cRwWUMG6UU]{symbol} spells will trigger if someone other than an empyrean, Lutheria, or the Kraken approaches within 10 feet of it. The saving throw for the @UUID[Item.ddArk0cRwWUMG6UU]{symbol} spells is DC 23.
Inhabitants
All of the surviving Empyreans are at the palace.
- The Sun Goddess (elder empyrean)
- The Sky King (elder empyrean)
- The Lord of Ghosts (elder empyrean)
- The Great Hunter (young empyrean)
- The Moon Maiden (young empyrean)
- The Fire King (young empyrean)
- The Fish Queen (young empyrean)
- The Vile Trickster (young empyrean)
Mistress of Death.
Lutheria wanders the depths of the palace, cackling to herself. The Empyreans avoid her, for even though she has been a useful ally, they still remember how she tricked them millennia ago.
The Kraken.
If the Kraken survived its battle with the heroes, then it might also be at the palace. Its alien nature makes it unappealing to everyone except for the Fish Queen. She has befriended the creature.
Rooms in the Palace
Throne Room
This is where the Empyreans gather to debate issues. Much like Sydon's throne room in Praxys, a huge map of Thylea dominates the center of the room.
Symbol Traps: Throne Room
p302
The doors leading into the throne room are each enchanted with a @spell[symbol of stunning|PHB] that triggers when the door is opened. The map of Thylea has a @spell[symbol of discord|PHB].
The Gardens
These gardens are more beautiful than any in Thylea. Birds and beasts of all kinds can be found in the gardens.
Empyrean Bedrooms
Each of the Empyreans has their own luxurious bedroom. The walls are painted with gold and platinum. The sheets are the finest silk.
Vineyards
The vineyards are lined with the lushest grape vines in the world. Nymphs of all kinds walk through the vineyards, collecting the choicest grapes on golden trays to be served to the Empyreans.
Pleasure Chambers
This is where the Empyreans come to play. There are fountains of wine and tables filled with finely-cooked meats. Keledones provide music.
Empyrean Pool
An enormous pool the size of a small lake fills this chamber. The sides of the pool are mother of pearl and the water depth is 100 feet. Beautiful fish, sharks, and dolphins swim together in the water.
Empyrean Forge
A massive forge dominates this room. Giant-sized weapons and armor line the walls.
The Pit of Death
This pit descends a mile into darkness before opening up into the roof of the Nether Sea. There are two thrones in the room: one is made from human bones, and the other is made from writhing shadows.
Symbol Traps: The Pit
p302
The doors leading into this chamber have @spell[symbol of death|PHB|symbols of death] inscribed upon them. The floor surrounding the two thrones is inscribed with a @spell[symbol of insanity|PHB].
Preparedness
The setup of the palace depends on whether or not the heroes catch the Empyreans by surprise. If surprised, the Empyreans will converge on the Throne Room. The Lord of Ghosts waits for the heroes in The Pit of Death. Several @UUID[Actor.qM56z0Sgiy3t7U34]{Erinyes} may emerge from the Pit to aid him in a battle. Lutheria will not engage the heroes in battle. She is preoccupied preparing her "final joke."
SITUATION IN THE EMPYREAN PALACE TABLE
Battle for Godhood
The stakes of this final battle are clear: who will take on the mantle of the new pantheon? The victors will rule all the lands of Thylea from the Empyrean Palace.
p303
The Empyreans stand in a half-circle around the throne room. Each is clad in a blinding aura of light, radiant mithral armor, and priceless gemstones. They tower over you, and their eyes burn with ancient power.
"You have shown yourselves to be worthy foes. But Thylea has no more need of Dragonlords. We offer you one final chance—submit to us as your new gods, or we will have no choice but to destroy you."
The Empyreans fight to the death, since they are supremely confident of victory. However, they are not true gods yet—they are still waiting for Lutheria to fulfill a sacred oath that she swore to them.
Lutheria's Oath.
In anticipation of this battle, Lutheria swore an oath to use the theogenesis spell to transform the Empyreans into true gods. As the battle turns against the Empyreans, they shout out to Lutheria to cast the spell and fulfill her part of the oath. But even as they grow desperate, she refuses to comply.
Sphere of Annihilation.
Lutheria has conjured a sentient @UUID[Item.FvDtbPzSttO1Rjr9]{sphere of annihilation} and dotes on it like a pet. The sphere is 1 ft. in diameter and follows her around.
Lutheria's Final Joke
Lutheria set the Apokalypsis in motion and convinced the Empyreans to take advantage of the chaos, but she never truly intended to allow them to become gods. Her plan is much more sinister.
Lutheria intends to transform her @UUID[Item.FvDtbPzSttO1Rjr9]{sphere of annihilation} into an all-consuming god of oblivion. This new god will tear a hole in the fabric of reality, swallowing everything—the entire world of Thylea, gods and mortals alike. Each time one of the Empyreans falls in combat, she harvests their soul, and her pet @UUID[Item.FvDtbPzSttO1Rjr9]{sphere of annihilation} doubles in size.
Preventing Oblivion.
In order to create the god, Lutheria needs to collect the souls of all eight Empyreans. She watches the battle from the sidelines, laughing at the Empyreans as they fall in combat. She does not attack the heroes—in fact, she cheers them on, and she may even join in the battle to help them.
The only way to prevent Lutheria's plan from succeeding is to spare at least one of the Empyreans from death. When there are only 2-3 Empyreans remaining, they realize this and beg the heroes for mercy.
Final Resolution.
When the battle is finished, the Furies arrive and pronounce judgment on Lutheria: she has broken her oath to the Empyreans, violating the most fundamental rule of godhood. As she slowly dissolves away into nothingness, Lutheria laughs uncontrollably at the irony of it all. The surviving Empyreans swear eternal fealty to the heroes.
Epilogue
The Dragonlords
If the heroes are victorious, then they are immortalized as the saviors of all the lands of Thylea, and the Dragonlords are remembered forever as the heralds of a new age for mortals and gods alike.
This is an appropriate place for your players to retire their heroes and create fresh characters, so that they can take on more mundane challenges once again. When future campaigns take place in Thylea, the heroes from this campaign might be the venerable, beleaguered kings and queens who send young adventurers on quests.
The New Pantheon
It's also possible that the heroes have fulfilled all the necessary prerequisites to become gods, according to the rules laid out in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000024]{Divine Path} appendix.
In this case, ask each of your players to write up an appropriate epilogue for their personal ascension to godhood. Future campaigns in Thylea should make use of this new pantheon of gods. If the heroes were natives of Thylea, then they might send future adventurers on quests to explore the world beyond the Forgotten Land.
p303
“The legend of the new Dragonlords will go down in history as perhaps the greatest ever told. From the deaths of gods and dragons to the birth of new pantheons, these heroes have risen to the demands of Fate and surmounted obstacles that no mortal should ever be forced to confront. This is the dawn of a new era... perhaps not one of long-lasting peace, but a time when the gods are no longer at war with one another. At last, we are free to forge our own fates.”
— Aesop, Keeper of the Dragon Shrine