Odyssey of the Dragonlords - A 5e Campaign Report

(Ok, going to try another one of these - and hopefully it'll stick, because my 'Odyssey' campaign is probably the most fun i'm having with 5e right now!)

What is Odyssey of the Dragonlords? - OotD is a complete, massive, level 1 to 20 campaign for 5e set in a world that is very much 'fantasy greece'. There are gods walking among the people, Titans threatening the world with war, creatures of classic myth and legend and, of course, a whole lot of dragons. (It's also lead-written by two ex Bioware writers, including Drew Karpyshn, and that comes across a LOT in the writing and structure). There is the potential that adventurers will go right the way up to becoming new gods themselves by the end.

There will obviously be spoilers going forward if you are planning on playing the campaign, however i will be presenting everything from the perspective of what the players know/learn so far, and not delve too deeply into the background, so as to keep future twists and revelations secret (though i may make the odd aside to point out any cool (or bad) things in the content as I go)

Currently we are a half dozen or so sessions in. First few sessions recounted here might be a little mixed because I'll be going mostly from memory, but things should be a bit more structured going forward

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- An Amazon warrior with her faithful Stimfay companion

I have what i consider to be a 'full house' of players for this (six) but we started out with just four for the first few sessions, so i'll introduce the characters as we go. But first...I'll relay the "opening scene setting cinematic I wrote to set the mood..."

INTRODUCTION
To be read alongside some moody music (I used the '300' track from Assassin's Creed Odyssey, to be specific). One flaw of this adventure is there is so much in here it doesn't leave a lot of room for building a scene, often just jumping adventures from place to place without much of a setup, so I wrote this to (a) give the main villains a very visible presence up front, (b) set up a location they wont be visiting for a LONG time and (c) impress on them that there is a very palpable DOOM approaching the land of Thylea, and a clock is ticking.... (it's not....yet. That'll come later...)

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"Thunder rumbles. Arcs of lightning scatter across the roiling chaos of the forgotten sea - a place few ships dare enter. Waves that would crush the strongest of mortal vessels collide with each other violently, and as we move - rushing across the surface of this chaos we see the tower in the distance. A burning orb hangs at its peak, like some captured star bound to its service, casting beams of blinding light down upon the water's surface. Active, alive, seeking those foolish enough to trespass these waters.

We reach the base of this impossible tower and begin to rise, rushing through howling winds as we ascend to impossible heights. We rise so high that it almost seems like we’ll pass beyond the captured fragment of sun, about the storm clouds, into the blanket of twinkling stars above.

But before that happens, we pass inside, winding through grinding gears, ticking machinery of copper and bronze and into a colossal orrery, a giant 3-dimensional map of planets and stars cast in bronze, slowly tick-tick-ticking in its simulation. Standing at the centre of the device impatiently tapping the base of a wicked looking black glaive stands a colossal figure - silvered hair hanging long around furious storm-filled eyes, the third of which glows with an angry scarlet light. Sydon, lord of storms. He waits with barely contained anticipation.

Tick-tick-tick. The mechanical planets revolve slowly around a bronze sun, an elaborate clock, counting down to some unspecified doom with every artificial shudder of its metalwork.

Behind Sydon is another figure, lithe, watching from afar. She lounges more casually, but her black eyes are cold. Dead and full of malice. Lutheria, titan of death and dreams, mother to the fey races, waits too, but with a more detached interest.

We don’t linger here too long lest we be noticed.

As we retreat back out of the tower, we are met by the drawn out metallic shriek of something monstrous. Lightning reflects in a flash of silver scales. A colossal silver dragon descends, spiralling around the vast tower. We follow it down, stopping at the shoulder of the man riding the great beast. Grim faced and dour, wearing cerulean blue, the man has close cropped black hair and the determined eyes of a fanatic.

Tick-tick-tick even out here, the sounds from the orrery seem to follow, audible over the raging storm.

Waves crash against the tower wall, and the young dragon banks beneath the curling crest of the largest, coming out into view of the far side of the tower. War Drums beat and a cheer goes up as the great beast comes into view of the waiting fleet. Dozens of colossal armoured ships, monstrous crews of Gygan and cyclops busy as ants, loading weapons, preparing for war.

Tick-tick….tick. Over the storm, over the cries of the dragon, over the chants and songs of the gathering navy, a booming voice rings out, as rumbling and deep as the thunder it joins.

One word. Spoken as through furious, gritted teeth.

Soon!"

A quick note on Epic paths : characters in odyssey each pick from one of the available Epic Paths when creating characters. ('The Demi-God', the 'Doomed One', etc). These are baked-in personal side-quests that are seeded throughout the adventure, basically fleshing out each characters connections in the world, and giving them very specific reasons to draw them into important locations to meet certain characters. It's a very cool thing i wish more official campaigns would do. ('Rime' touches on this idea very lightly, but here it's right through the book, which is very cool). They are a little light on detail though, so i will be embellishing them myself a bit as I go.

INTRODUCING THE HEROES OF THYLEA

* * *

We then cut to our four heroes, travelling initially separately along a dusty mountain trail overlooking breath-taking Mediterranean style scenery. Each answering a summons from Versi the Oracle of Thylea. She has prophesised the doom of this land and has issued a challenge to those heroes she believes hold the best chance of averting this disaster. Two more will answer the call later, but for now there are only four she has found with the potential to succeed.

Chares (he/him) - A shield monk. Member of a remote mountain monastery where they focus on training with bronze spear and shield. Chares is quiet. noble and more than a little naïve of the outside world, having lived most of his life within the temple grounds. Chares is half-elven, and is The Gifted One. His birth family is unkown to him, but there is an innate sense that he is destined to inherit greatness nonetheless. His summons by Versi was a great opportunity both for himself, and as a representative of his brothers and sisters in the wider world. Obsessed with the stories of the great Dragonlords of old, Chares is eager to make his mark on the world... perhaps even becomes as great as those old world heroes himself one day.

Revelry Haruspex (they/them) could not be more different. An Aurea Nymph, grown artificially in carefully cultivated experiments by their fathers, they are a cheerful force of nature with a penchant for prophecy and divination. A Prophecy Domain Cleric, Revelry has the personality of a five-year old with the skills and danger associated with an experienced magic user, which makes them cheerful, friendly...and unpredictably dangerous to those who cross them. Their creation, outside of the methods of regular Fae creatures has put them at odds with the Titans, who consider them an abomination, and to be exterminated at all costs. They are the Cursed One, and the cult of Sydon has take a particular interest in hunting them down. Revelry is based in Estoria, one of the three main cities of Thylea, and one which will be the adventurers 'home base' for the first part of the campaign.

Chares and Revelry meet on the road, two diametrically opposite personalities that immediately click with each other, sharing a destination and travelling together for the company. They soon stumble across a small cart, operated by an old centaur named Hester, and her wife Megda. The latter is a human amazon, ancient in years but still as wiry, strong and foul-mouthed as any Amazon a third her age. The two of them had rescued a shipwrecked stranger, washed up near their cottage on the shore, and were transporting her to the nearest outpost of civilisation, the Sour Vintage Inn, nearby.

Our third Hero is in the back of the cart, drying off in the sun. Rhoda (she/her) is a Tabaxi drunken master - a strange sight in this part of the world. A chubby, furred creature not many in Thylea will have seen before. Shipwrecked at sea when her vessel was destroyed by both a raging storm and something....big....coming up from the depths of the waters, Rhoda has no idea where they are or what even really happened. All she knows is that she seems to be the sole survivor, and is now just looking for some assistance in figuring out what to do next. Rhoda is The Lost One.

There are storm clouds on the horizon. Hester laments in the coming rain. She knows there will be dark times ahead and is not shy in sharing that with the heroes. It's common knowledge that the Oath of Peace, the 500 year old pact that has kept the Titans at bay is reaching its end. With the Dragonlords - the heroes who once forged the pact - long dead or missing, there is nobody to renew the pact. Once it runs out, the full wrath of Sydon and Lutheria will be brought to bear on the mortal races of the world.

A tense moment of the journey is up ahead. The cart passes between strange carved-stone arms. Jutting out of the earth like trees. They appear harmless enough, just carved statues - creepy, but inert. Everyone gets just that little bit quieter while moving past them though...

Our final hero for now sits at the base of one of these 'hands'. Phidallius Crud (they/them), Phil to their friends. The accomplished Artificer is reluctant at first to travel with them, but on discovery that they are all essentially heading to the same place they reluctantly agree to join. It doesn't take long for their true nature to be discerned. Phil eventually lowers their hood to reveal themself to be afflicted with the Curse of Medusa, the latest in a long streak of bad luck they have been dealing with all their life. Phil is The Doomed One and the recent disaster that cursed them ALSO left them in considerable debt to the Cult of the Snake, the criminal gang operated by the Lady of Coins within the capital city of Mytros. Seeking easy, quick cash, Phil spots fliers proclaiming a challenge issued by the Oracle Versi - with promise of gold as reward. Thus, they have travelled out here, risking the wrath of the Lady of Coins in the process, in search of cold hard cash.

Two more heroes have yet to answer the summons, though they will enter the tale later. One wakes with a start, washed up on the same sandy shore where Rhoda was just rescued, another survivor of the shipwreck who was overlooked in all the excitement. The other....contentedly munches on some grass in a deep, hidden cavern filled with lush life. A gilded cage for the prize obsession of a powerful demi-god.

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Our initial 4 heroes - Chares, Rhoda, Revelry and Phil
* * *

The cart arrives at The Sour Vintage, the only Inn on the road to Estoria and a central hub of activity for the various farmsteads and villages in the surrounding area. Bidding them farewell for now, Hestor and Megda leave our heroes here, before pressing on to Estoria.

Our heroes disembark and head inside to meet with the representative of Versi who should be waiting for each of them them within...

The Sour Vintage and the Great Boar

Within the Inn, the newly acquainted group easily locate their patron as their ears are assaulted by some truly awful poetry. The invitations that brought them all here all mentioned they were to meet with a bard by the name of Kyra, and judging by her presence dominating the room with her...interesting take on some of the old tales of Thylea, this must be her.

Kyrah greets them with a smile and a sparkle in her eye. As agent of the oracle, she is to present the heroes with a challenge. Should they prove successful, then they will have earned the right to an audience with Versi herself, to witness her prophecy and learn of the great task before them.

Their challenge, is to take down a great boar that has been devastating the local farmlands. A monster of a beast that has slaughtered every hunter sent after it to date. Bring it down, Kyrah says, and they will earn the respect of the locals, the right to hear the prophecy...and, more to Phil's interest, a golden arrow each.

In the morning, they set out with a couple of hunters as guides and Kyrah to offer support - though stresses that she cannot directly interfere in their task. Following the trail of destruction left in the creatures wake, they quickly stumble upon its cave and consider their next move.

The snoring from within suggests the beast is asleep, and so a trap is laid. A shallow pit is dug in front of the entrance, as quietly as possible, while Phil prepares a smelly concoction that roughly translates to the scent of truffles, hoping to lure the creature into a disadvantageous position from which to attack.

Unfortunately, the beast wakes earlier than they had anticipated, goring one of the accompanying scouts and charging from the cave mouth. The monster is huge, and scarred from many previous attempts to kill it.

Luckily for everyone, the trap works. Momentarily distracted, the best totters on the edge of the pit, distracted by the scent. While the others all crowd around the beast, it's then that Phil strikes - using the odd magic of her physical appearance, once of the serpents on her head lashes forward like a whip, encircling the leg of the beast and dragging it forward into the pit.

The battle is remarkably swift. This tactic is repeated a couple of times, with the beast struggling to recover, and is very quickly overwhelmed. In its dying breath, it gravelly, booming voice reaches the ears of each of the heroes...

"Know this, mortals. Your sins cannot be atoned. An ancient power sleeps in the heart of Thylea, and when it wakens, the age of Mytros will come to an end. Just as my broken body falls to ruin and decay, so too all mortal things will come to death and darkness. No prophecy will save you..."

Its words still ringing in their ears, the beast dies. The downed hunter is revived by Revelry and then the decision is made as to which of the gods to dedicate this creature to. Kyrah leaves the decision up to the party, though warns them to choose carefully...

In the end, with Revelry's prompting it is decided to dedicate the beast not to the gods, but to the Titan Thylea. Namesake of the land in which they live and represented by the great tree that lies at the heart of the continent. They find themselves watched from the woodlands by dozens of different creatures, deer all come to witness the sacrifice.

Pleased, Thylea offers them a boon. Should they require aid in the forests of the land, chances are some creature of the woods will answer.

With this task completed, they all return to the Sour Vintage and rest. They have proven themselves worthy of meeting the Oracle, and will set out at first light with Kyra...

An Audience with The Oracle

"Never trust the words of that witch, Versi. She once claimed that she saw no great deeds in my future, but look now - am I not the King of Mytros? --- King Acastus, on the Oracle of Thylea

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The journey to the Oracle's temple is not a difficult one, but Kyra remains on edge. She had not had a message from her of late and the silence was worrying. The group arrived at the narrow rocky ravine that descended down to the temple in good time, and began working their way down through the rift in the mountain.

The descent is not an easy one. Steam vents periodically boil the air, threatening to scald anyone who takes a wrong step, and as they descend they feel eyes watching in the depths of surrounding steam clouds.

Suddenly they are beset by gnarled, scuttling creatures that descend from above. Mephits seemingly form out of the very steam itself, leaping to attack the intruders. For whatever reason, the source of their ire seems focused on Phil, specifically, though each of the party has to tread carefully, as these strange creatures seem to swell and burst in a splash of boiling steam as they are each dispatched. The immediate threat removed, and no obvious source or reason for the attack in sight, they continue their descent, now more on edge than ever.

At the base, hidden by the steam, they take in the temple entrance. A pillared entrance supporting a raised pedemant leads inwards into the face of the cliff. Outside, a handful of men and women in armour with cerulean blue cloaks mill about, on edge. Soldiers of the Order of Sydon, the cult that is slowly rising to become a real threat to the region, as the influence of the five gods wane.

It is clear, from a little stealthy observation, that they are here to ambush and dispose of the heroes before they are able to hear Versie's prophecy. Their leader, Braeca, presently intimidating the elderly high priest who seems to be in a panic about some entirely different problem.

Taking advantage of the confusion, and the fact that the soldiers find the adventurers somewhat intimidating, the party attack. Routing those soldiers who don't fall to their weapons. WIth Braeca dispatched and the temple secured, they approach the harried old man to find out what's wrong.

A lot, it turns out.

A creature called Heleka - a reluctant servant of Sydon - arrived some time earlier and has slaughtered her way through most of the temple priests, kidnapping the oracle and retreating down to the lower chambers below, with the intent on returning the demi-god into the "care" of her father, Sydon himself.
The party, naturally, can't allow this to happen and so start to make their way down to the lower levels.

The first obstacle is the locked door between them and the stairs down. They find the key in the sleeping chambers at the back of the temple, as well as the slaughtered body of one of the order of Sydon. Claiming the key activates one of Heleka's deadly traps. Swords hanging on the walls spring to life and try to cut the adventurers down.

Surviving this, they descend to the second door...except...there should only be one door. A fact that is revealed when it begins to warp and melt like pooling wax, forming a grinning maw of daggerlike teeth and lurching forwards. The summoned mimic poses a (literally) sticky problem to circumvent, but it too is dispatched.

Once in the lower chambers, the adventurers easily avoid one final trap - a rug of smothering laid out across the oracles meditation circle at the centre of the mineral stream who's vapours she inhales to enhance her visions.

Beyond, they find Versie, ensnared by a Water Wyrd and harangued by Heleka herself, a Green Hag with a malevolent laugh and an ugly sense of humour. But she is no fool, and after a brief tussle realises that she is finally outmatched. Fleeing deeper into the labyrinthian caverns beneath the temple, Heleka leaves the party to deal with the Water Wyrd and swears some future revenge.

Now safe, the Oracle thanks them for their aid as if already knowing that they would succeed.

She then invites each of them to witness her prophecy...

THE ORACLES PROPHECY

"You warriors who stand here gathered will be tested. The Fates have revealed three great tasks that must be accomplished before you are ready to sail into the three seas and face the Titans.

You must shape the silver fires of the lost forge in order to craft the tools you will need.

You must claim the mighty weapons wielded against the Titans by the first Dragonlord.

And you must drink deep from the bottomless dragon horn, for it will reveal a vision that I cannot see.

But woe unto thee, for I have seen the end of all things. My father's anger cannot be quelled, and his sister schemes even now. Your quest may yet fail and, if it should, the sky will rain black fire, and the doom of Thylea will come. "

In addition, further cryptic visions are given to each of the heroes in turn...

To Revelry, "The Cursed One" : "You carry a curse with you, newborn. Placed upon you by the Titans themselves. They deem you an aberration. Unnatural in your creation...and perhaps even a threat? The roots of this hex run deep, but seek out the one called Damon, guardian of the Necropolis at Telemok. He will guide you on your way."

To Phidalius, "The Doomed One" : "Lutheria watches you, doomed one. Your coming here was not as much by chance as you think. The titan of death and dreams has taken a special interest in you, though i cannot see why. Beware, for the tide of poor fortune is coming to its ultimate end, and the threat of her loyal minions hang over you.... . Perhaps....it will be dangerous, but perhaps you could seek out my sister, Demetria. A more corrupt entity you will never meet, but her loyalty to Lutheria is absolute. Find her and perhaps you will find the path to answers, and a means of avoiding the doom that chases at your heels. "

To Rhoda, "The Lost One": "Ah, our lost traveller. Or...perhaps you have found yourself exactly where you need to be? Fear not, for the path home will reveal itself, should you wish it. Though you might feel the outsider here, know that your fate is intrinsically bound to that of your companions. Seek out the lost treasures of the Dragonlords of old. It will show you the way. "

To Chares: "The Gifted One." "You show SUCH promise. But you lack context. I can provide you with a little of this to guide you on your way. We are family of a sort, you and I. “ She requests that Chares stay a moment after the others leave, for she has further words for him.

with the prophecy over, the others return to the temple above to rest and recuperate before moving on. Versi continues talking with Chares a few moments more.

She tells him of his grandmother. Someone the oracle had never met personally, but is someone who's story she has heard of. Sydon - her father - fell for Chares's grandmother in the past. A powerful sorceress in her own right who was at the height of her power. Lutheria, however, grew jealous of the pairing, and plotted to separate them, turning Sydon against the sorceress, filling him with paranoia and distrust. He would eventually kill Chares's grandmother....but not before she bore him a daughter, Chares's mother.

Versie reaches out and places something in Chares's hand. A closed bronze locket with chain and clasp.

"The locket was given to me by your mother, a long time ago. I don’t know what happened to her after she left hre but well she seemed to know that you would arrive one day to collect it. So...i am passing it on to you now. May it guide you to your greater destiny."

Mulling over all he has heard, Charon joins the others upstairs and they finally get a chance for a peaceful night's rest after a hard day's work...

* * *

In her private chambers, Versi is thinking. She knows there is another out there, making their way to her. Another traveller from afar, though this time not so much the stranger in a strange land but more of a prodigal son returning to the nest. But she also knows there is another that can help. Someone she keeps jealously close to her and does not wish to part with. She knows what she must do, but she is loathed to part with her prettiest posession...even for the end of the world.

LUTHERIA'S DREAM

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In the night, the adventurers are drawn together into a nightmare. Finding themselves lost on a shore of grey, dead sand, with the black waters of what can only be the Nether sea lapping at a withered, ancient shore.
The sky above seems far too close - filled with strange lights...unusual constellations none of them recognise, and a deeply claustrophobic weight seems to bear down on them all.

Across the waters in the distance hangs a colossal iron cube, hanging from equally gargantuan metal chains that seem to rise up and disappear into the dark sky. Occasionally, the edifice seems to shake, or vibrate...a sensation that you can feel through every inch of your body.

From the black waters something...someone...rises. A woman about twice the size of the tallest of them, wearing a black gown set with glittering stars, flowing silvery gold hair crowned with a black iron headpiece and curving horns, like those of an elk. Beautiful, but impossibly cruel eyes glance over each of them in amused malice. A third, larger, blood red eye burns in the centre of her forehead. They have caught the attention of Lutheria, Titan of death and dreams and she is a dreadful wonder to behold.

In an awkward, melodic cadence she toys with the adventurers for drawing her attention. Showing them the broken form of some other hero she has spent decades grinding down to a form as worthless as the sand on which they all stand. As black chains emerge to ensnare and drag the screaming figure down into the depths of the Nether realm, Lutheria pledges that she would be seeing them all again very soon...

When they awaken, the floor is slick with water, with a thin layer of grey sand sticking to its surface...

Phew. Ok. That sums up chapter one Nicely. Chapter 2 is going to be a little foggier 'cause i didn't take quite so good notes

[side note: This is where things start to open up considerably. The party have three leads to three separate dungeons which they can tackle in any order they like, as well as a small city to explore with a reasonable amount of side things to look at and do. The city of Estoria will be their 'home base' for this first major section of the adventure.]

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We pick back up with our main group of heroes winding through the rocky mountain trail towards Estoria. The three trials ahead of them are all located close by, and with it being Revelry's home the city would make for a perfect base of operations. On the way out of the temple they learned a few things in relation to the prophecy.

Revelry was already aware that the 'Dragon Horn' referenced was likely the Horn of Balmytria - the legendary silver dragon bonded with the fabled leader of the ancient Dragonlords, Xander Huorath. Her horn is kept at the Dragon Shrine in the city itself, making it the ideal first stop.

The second trial, relighting the fires, relates to the long lost Mythril Forge. Few remember its location, but chances are some of the dwarves in the city might remember.

The last trial will take them to the Necropolis of Telemok. Named after another of the legendary Dragonlords. Everyone native to Thylea knows where the necropolis is located...and know to avoid it. Few can gain entry anyway, without a coin to pay the gatekeeper, Damon. Luckily, Versie's High priest has one such coin available, and has gifted it to the party to help them on their way.

* * *

On the road, the party soon encounter a scene of slaughter. A large gryphon is making short work of a scout wearing the colours of Mytros - the capital city, and his horse. Avoiding conflict, the party manages to sneak past, stealing a look at the contents of the messenger's bag in the process.

It contains something of note, A letter from Acastus, the King of Mytros....referencing the heroes. It's soaked with blood, but a few fragments are still legible...

“...they tell me that these ‘heroes of the prophecy’ are en-route to the oracle. Find them, or discover where they intend to travel next. Report back to Mytros once you have useful information. - Your King, Acastus.”

Leaving the Gryphon to it's meal, the party eventually arrives at the gates of Estoria, a small city built into the hillside, rising up through pretty cobbled streets to the highest point where they can see the Palace of King Pythor, who also happens to be THE Pythor, God of Battle. On entering, they note the state of the other travellers around them. Dirty, emaciated cattle that look half starved. From overhead conversation it sounds like the Order of Sydon have been ramping up their presence in the city, demanding greater and greater sacrifices to appease the Titan, lest some unspoken doom be brought to bear on the kingdom.

Guards approach as soon as they spot the heroes arriving, waving them down as they pass beyond the south gate.

"King Pythor wishes to meet with you immediately." One of them states. "You'd best come with us"...

* * * *

Back at the Sour Vintage, a lone traveller, a Nymph named Sinon leaves the tavern, heading in the direction of the Oracle's temple. Drawn there by some unseen voice, and directed by the innkeeper Aetala. A wandering Nymph is not unusual in these parts, but the clothes he wears is more akin to those of an outsider, brought to Thylea by the hostile seas that surrounds the continent. Curious onlookers watch as they disappear into the distance...

In the depths of the Oracle's temple, deep within the myriad of caverns below the surface, Versi wanders her secret garden, putting off the inevitable, the moment where she has to risk setting free her most beloved possession...

ARRIVAL IN ESTORIA

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The guards lead the party through town, giving them an impromptu, unofficial tour of the city as they rise towards the palace. Buildings cram together between the hills and the slow moving Arkelon river. They get glimpses of the Public Amphitheatre, where servants and workers are busy setting up the annual Wine Festival, due to start in a couple of days. They pass through the Agora, the marketplace at the heart of the city, bustling with merchants and visitors, all craning to look to see who it is that warrants a full escort of royal guards.

Just beyond that is the harsh sound of metal on metal, as they pass the forge of Volkan, the towns blacksmith and, by some accounts, the god of the forge himself. Though a lot of people think he just calls himself that to feel important.

To their left next is the only Inn in town, the Dragon's Tooth and beyond that, Revelry is excited to point out her home... a small comfortable little cottage, dwarfed by an elaborate greenhouse. The glass panes form a framework that surrounds a huge tree within the centre, with branches reaching out to form natural rafters. Walkways twist and spiral outwards throughout the greenhouse where hired workers busy themselves tending to the flowers and plants. Light sparkles from hanging glass decorations that twist in the breeze, creating an eyewatering display of kaleidoscopic colour.

But, they cannot stop here for now, they are directed up further, passing the Dragon Shrine where the Horn of Balimytra is displayed, into the palace itself.

And there, they have their first meeting with Gaius. Commander of the Order of Sydon. Though the party could not know it at this time, the stoic, emotionless face and fanatical eyes are the same as those that we saw at Sydon's tower, last seen on the back of a young Silver Dragon.

Cold words are traded. His seven generals twitching nervously at his side. But, a Guest's Oath keeps them from doing much more than trading barbed words back and forth. It's clear Gaius sees them as an irritation, rather than a threat. Something barely worth his notice as he sweeps out of the chamber, generals in tow.

From there, the party are directed to meet with King Pythor.

...who is drunk. As usual. The party encounter him angrily jousting one of the bronze statues in his throne room, letting off the steam from his recent confrontation with Gaius. At this point, Kyrah admonishes him in an entirely disrespectful way, that only a sister can, revealing herself to be THE Kyrah, Goddess of Music.

Fussing around after Pythor is Anora, one of his *many* children who greets the adventurers and her aunt warmly as they enter.

Their reputation is starting to precede them. They are welcomed into the court of King Pythor with open arms...and with a painful request. Gaius and the Order have demanded a new kind of sacrifice. No more will the titan be satisfied with mere cattle. Only the sacrifice of Anora will satisfy the Titan's wrath. The child of Pythor must be brought to The Rock of Estor, outside the city walls and delivered to Sydon...otherwise an army of Centaur, Cyclopes and other fey creatures loyal to the Titan will descend on the city and destroy it.

Pythor is not willing to let this happen, and the heroes will help him prevent it.

* * *

The lone Nymph descends down into the crevasse that hides Versie's temple, avoiding both the dangerous steam and the nagging sensation of being watched. Arriving at the temple entrance, he sees the bodies of several temple attendees laid out in ready for service, the old priest Proteus placing coins in their eyes to pay their way across the Nether Sea. The old man looks up at the new arrival. Nods, as if expecting them to be there, and beckons the puzzled Nymph to follow...

SETTLING IN

With the sacrifice due to take place in three days. The party are left to come up with a plan of action. The oath is in place and cannot be broken, so a sacrifice MUST happen at the appointed time...but there are options. And they have time to consider them, so for now they head out to explore the city.

As luck would have it, as they approach the Agora they realise a sacrifice is about to take place in a few moments - of cattle, fortunately, but perhaps it would offer insight as to what to expect.

The group watch as white oxen are led out to the flat stone beyond the south gate, where the waters shallow and slow into a navigable ford. After a few moments, a trio of harpies launch themselves from their perch on the cliff across the river, laughing and taunting the poor creatures. But they are there simply to keep the sacrifice from fleeing. Chares notices them first, two fat, reptilian shapes meandering through the waters. At first they look like regular alligators, but as they crest the water they see jagged red spines and bluish skin. The creatures that drag themselves on to the rock move on six heavy legs, and turn their blunt snouts towards the terrified cattle.

Immediately, they stop struggling, and its hard to see why at this distance...but then made horrifically clear when the lizards advance, jaws wide, crunching down on...stone? The cattle shatter between forests of crystalline teeth, collapsing to chunks of petrified rubble between the jaws of the Basilisks.

It is over relatively quickly, and the happily fed reptiles slink back into the water, meandering upstream...where Chares's keen instincts manage to track them to a patch of deep water on the opposite cliff. They vanish beneath the surface, and the party intuit that there is perhaps a cave opening beneath the waters surface. A plan of action is starting to formulate.

At this stage, it is late afternoon. Seeking more information on these strange lizards, the party browse the Agora, searching for booksellers or lorekeepers. Sure enough, Chares manages to obtain a bestiary of the creatures of Thylea and enough information to inform them of the dangers posed by Basilisks.

Whilst at the market, Rhoda encounters and comes very close to being cursed by Claus, an unfortunate graverobber who made the mistake of stealing from one of the consecrated tombs in the Necropolis of Telemok. Warned by a passing merchant, the man flees with his stolen jewellery still in hand. Rhoda then learns an important lesson she had not considered in this strange new land. Curses are a Big Deal here. And the Curse of the Graverobbers, is particularly nasty - preventing you from eating any food until you starve to death, or can return the object from where you stole it and beg forgiveness from the Furies.

Revelry chased after Claus, and in their own way offered to happily end his suffering, as an alternative to starvation. He did not take them up on their offer, and has not been seen since.

With their first evening in the city approaching, Revelry invited them all home with her, meeting with Desma, a skilled Auspex priest and one of their two fathers. While Chares cooked a delicious meal for them all, they took some time out to get to know each other better, and to read up on the strengths and weaknesses of Basilisks...

* * * *

Versi delivers the prophecy to Sinon, along with a cryptic suggestion. To travel to the city of Estoria and meet with King Pythor. She recognises something in the Nymph's features, and she believes Sinon will find a meeting to be enlightening.

...but he wont be travelling alone. Versi leads him to her garden where the pair find a grazing deer, alone among the secret grove. Whispering in the creatures ear, Sinon (he/they) watches as the creature changes, reverting to their former shape. Ephemera (she/they) , a Cervinae-like Tiefling with short deer horns blinks in surprise at the sudden reversion.

Having whispered her prophecy to this strange new companion, the two set off from the cavern together, instructed to meet with others who will aid them in fulfilling their destinies, and to begin their search in the Oldwood, south of Estoria.

As Ephemera leaves, Versi calls out to them. "You are free, for now, my beloved...but return to me once your task is done."

* * * *

JOURNEY TO THE MOSSY TEMPLE

In the morning, while Phil uses her tinkering skills to create a small homunculus, affectionately referred to as Bob, they consider the day ahead. The previous day they had heard several rumours about missing youths - older teenagers and young adults who were being lured into the Oldwood to the south of the city by someone or something, and then never being seen again. One such disappearance was of Corinna, daughter of Pericles, owner of the local vineyards.

Thinking they should have plenty of time to investigate this and be back in time to deal with the sacrifice, they meet with Pericles (who reacts in horror at seeing Revelry approach, given they were barred for life after the "grape incident". The crops still hadn't fully recovered.) Learning what they could, and confirming that his daughter was last seen stepping into the Oldwood with a handful of her friends, the party set out to investigate.

At the edges of the ancient woodland they find a trail. Splashes of drying wine, haphazardly splattered across trees and plants, forming a winding trail into the woodlands. Intuiting that this is more than a coincidence, they follow the trail, eventually arriving at a clearing with the rapid sounds of movement approaching.

The missing Corinna bursts into the clearing, haggard and clearly being pursued. She is followed by a handful of weird, diminutive goat-men about the size of a gnome, 'Goatlings'. Unnaturally corrupted Fey, birthed by the grim magics of Lutheria herself. The horrible little things demand they hand over Corinna, as she is "expected as a guest at Demetria's party."

The party refuses, naturally, and a fight is on. Luckily these creatures were distinctly outmatched and the fight was over almost as quickly as it began. Between the monks' fighting skills, Phil's deadly little homunculus, and the innocent brutality of Revelry's summoned spectral chain, its not long before the creatures are dispatched.

All but one, which they attempt to interrogate, without a great deal of success.

Questioning Corrina they don't learn much else either. She had been lured into the woods with promises of health, riches and beauty, and enchanted to the point where everything up to escaping from some underground cavern was all a blur. But, she can direct them to where she escaped, and insists on going with them to rescue her friends if possible.

Meanwhile, Chares has wandered off ahead and stumbles across a circle of standing stones, and as he turns to call the others, is hit on the back of the head by a tiny nut.

An angry squirrel accosts him, pelting him with nuts and small stones. When the others arrive, the squirrel changes the focus of its ire to Bob, and in the resulting struggle, manages to find himself a jackpot of treats in the form of Phil's provisions bag. Having found a new friend - whether they like it or not - the party turn their attention to the standing stones.

Between Phil and Revelry they are able to determine that they have magical properties. Old druidic enchantments provide rest and safety to those aligned with nature here. Further south, they can see the crumbling, moss covered ruins of an old temple, and make their way towards it...

IMAGE(https://smackfolio.files.wordpress.com/2021/01/oldwoods.jpg)

* * *

A furious Heleka, still wounded from her confrontation with the first group that thwarted her plans, ambushes Sinon and Ephemera as they leave the temple, a pair of Lutheria's mephits on hand as support. Afraid of suffering the wrath of Sydon for failing in her task, the hag has little choice but to fight to the death...and fight she does.

Expecting little opposition, she realises the folly of her actions as these two new travellers show a strength that she wasn't expecting. And its only in her last dying breath, when she suddenly realises where she has seen that face before...that she realises how big of a mistake she made...

...The two travellers continue, moving swiftly together towards the Oldwood.

* * *

EXPLORING THE UPPER TEMPLE

The mossy temple is an ancient ruined shrine dedicated to Sydon, long since abandoned and left to decay. But there is life in it yet, of a sort. Roots crawl, and shift as the heroes approach. Guided by the new owner of the ruins, aware of their approach, but not concerned.

Spotting the animated roots with a simple Detect Magic, Revelry is able to guide the party into the temple with minimal fuss. The main surviving chamber holds an elaborate statue in celebration to Sydon...which promptly receives a barrage of nuts from the angry, animated squirrel that has now established a new home on Phil's personage.

The statue has a mirrored shield reflecting light into a shaft that drops deep into the floor, perhaps sending light down to illuminate some lower chamber.

A second old shied lies propped up against the statues' base. Rusted and useless...but it draws Chares's attention immediately.

The shield bears the imagery of Estor Arkelander. One of the original Dragonlords.

* * *
From his studies at the monastery, Chares knows some of the history, and relates it to the others: Estor and Telemok were brothers in arms, high ranking Dragonlords and leaders of the mortal armies that they forged in order to push back the Fey races in Thylea. Arkelander was brutal - a warlord with no sense of mercy and honor, promising that mortal kind would hold these lands and dominate all of the Fey races.

With his influence, what would eventually be known as the great kingdom of Mytros was founded, and the ranks of his armies swelled. For his brother Telemok, war was simply a tool. A means to an end. Estor Arkelander lived war. His only joy was battle. For the longest time, most were fooled into believing this meant he was a bold hero, seeking glory and the betterment of his fellows. Even his own dragon mount believed in this goal.

Until the Gygans.

The race of six armed giants fought bravely against the overwhelming odds of Arkelander's forces but eventually they were forced to surrender, throwing down their weapons and themselves on Estor's mercy.
None was given. To the horror of his dragon mount, Estor Arkelander ordered them all slaughtered to the last. And worse still, he advanced on the civilian towns and villages...

...only a handful of the Gygans escaped, warning the other Fey folk of Estor's atrocities.

His Dragon abandoned him in disgust and guilt for her part in enabling this slaughter to happen. Worse still, when word of this slaughter came to the Titans, they swore a bloody revenge against the mortal races. It is widely believed that Estor Arkelander's cruelty and malice lit the spark that started the First War.

As for Estor himself? The stories say that without the support of his dragon he took his ship, the Ultros, and continued his murderous campaign from the sea before succumbing to a curse brought down by Lutheria herself, though details on the latter are vague at best.

* * *

The group presses deeper into the temple, encountering a stagnant bathhouse, its pool filled with murky green water. Revelry, as is their way, immediately jumps in and splashes about for a paddle, unwittingly disturbing the occupants, a pair of oozes, that squeeze their amorphous bodies out to attack the intruder disturbing their feeding ground. The fight that ensues is over quickly, but from the noise rapidly approaching the doors on the opposite side of the pool...it's clear it did not go unnoticed.

The doors slam open as two more guardians appear. Animated statues, their bronze exterior coated in decades of green patina, approaching in a stiff, mechanical gait to intercept the intruders. Using the acidic remains of the oozes to aid in this second battle in as many minutes, they eventually take down the guardians, and pause to catch their breath.

Chares takes his rope and, as politely as possible, forms a makeshift harness for Revelry, insisting that perhaps it would be best not to go running off and paddling in future pools of ominous water. It remains to be seen if this has any effect whatsoever.

After catching their rest and patching their wounds...the quartet plus Corrina pass through the doors ahead and descend down to the lower temple...

BENEATH THE MOSSY TEMPLE (Part One)

The tunnel below the temple opens into a vast cavern-garden, filled with an array of wildflowers and plants. At the centre is a broken stump of a gigantic oak, shorn clean through at its base. Its wounded, open trunk covered in a carpet of bright green clover. Around its base, the party see a handful more goatlings, chasing and tormenting a terrified youth.

Jumping to action, they make quick work of the creatures, rescuing the youth who turns out to be Corrina's friend, Sostrate. Groggy and confused by some sort of mind control, Sostrate doesn't prove to be much use.

In the process, Revelry proves that Chares's attempts to literally reign them in is an exercise in futility as they clamber up to examine the tree stump. In the centre sits a small clay funeral urn. Letting it be out of respect, Revelry lights a small candle in memorial to whoever lay within.

Its then they realise that they are being watched. To the south, a small party of fey creatures watch them with neutral interest. Visitor to this place themselves, they welcome the party and introduce themselves as a delegation of Fey come to treatise with Demetria, the rogue dryad that has taken over this temple. A dedicated servant of Lutheria, Demetria's actions, antagonising and kidnapping mortals for some purpose, are looked down on by others of her kind, though they understand the anger that drives her.

One of the delegation, a friendly Satyr named Loreus, explains: And again the name Estor Arkelander is brought up. The butcher passed through here on his crusade. The Gygan that built and worshipped here were decimated. He cut down the tree that lay at the centre of the temple - extinguishing the life of Demetria's sister dryad in the process - for no other reason than he needed to replace the mast on his ship.

But as justified in her rage and grief as she might be, the other Fey cannot abide her actions here. Seeing their dishevelled state, they offer a place for the adventurers to rest and recuperate. Out of sight of the others in the temple. The party take them up on the offer, eager for the chance to rest properly...

BENEATH THE MOSSY TEMPLE (Part Two)

The party finish their rest in the safety of the protection of the guest dryad, and after dealing with a wayward goatling scout that was in the wrong place at the wrong time, the party meet two strangers, entering from the tunnel they themselves had arrived.

Sinon of Moridunium (he/they). The sailor washed up from the same ship Rhoda had booked passage on. An Aurea nymph like Revelry, but naturally born and cast out from foreign shores. Sinon is the Demi-God, and his links to Thylea run deeper than he thinks.

The second companion is equally curious. Ephemera (she/they), A peculiar deer-horned Glasya Tiefling, they arrive weighed down by scrolls, recording their surroundings in intricate detail almost absent mindedly. Ephemera's history is more complicated than most know. They are the Vanished One.

After learning of their own experiences with the Oracle, and that they are destined to follow the same path, the groups merge, becoming six instead of four. Their numbers bolstered, they push deeper into the lower temple, along a passage decorated with ancient pictographs of six armed giants.

Continuing their exploration, the party discover a pair of unusual satyr-like creatures, both women, known as Maenad. Both very drunk, and loudly ordering around a bunch of goatlings who were cleaning and repurposing piles of ripped and torn clothes. Phil (in disguise) talks their way out of a potentially nasty confrontation and they leave, carefully sealing the creatures into their room with some alchemical trickery to stop them from attacking from the rear if/when things kick off.

In the process, Revelry also discovers and steals a magical cloak - The Petal Dancer Ward. A floral cape uniquely suited to her temperament!

Further exploration reveals a room full of missing youths which make up the majority of the missing males from the local villages, but none of the women. However they are all under the influence of fey magic of some kind and require aid to be brought to safety, so Chares offers to help Corrina take them all nearer the entrance to the temple while the rest of the group continue the exploration.

The remainder of the group continue their exploration entering a kitchen area where they find to their horror that the goatlings have been cooking up one or two of the missing teenagers, with some of their remains still stewing in pots. They quickly dispatch the cooks and move on, bringing them finally to a confrontation with the dryad Demetria and her Gygan bodyguard, serving up food to the four remaining missing young women.

Demetria is polite, to a point. She knew they were here and was simply waiting for them to reveal themselves. To Phil she is particularly pointed, mocking the Medusa's ill fate...suggesting that perhaps she should petition the Fates for answers as to why Lutheria holds such a grudge against her?

While the rest of the party engage Demetria in conversation. Phil and Revelry sneak away for a moment, discover Demetria's sleeping chambers.

* * *

A search of the chambers reveal Demetria's secret in a book bound with human skin. She has been using certain rites of Lutheria to transform the human women into Maenad by tricking them into consuming the flesh of those they love. Horrified Getting back just in time to warn the women and prevent them from eating.

No longer able to hold her temper, Demetria lashes out, her Gygan bodyguard advancing on the group. But she is ill prepared for Rhoda. underestimating the speed of the deceptively powerful monk, she falls quicker in battle than they would have thought, leaving only the more dangerous Gygan to deal with.

On its death, and on rescuing the bemused and dazed women, the party claim two magical prizes in the aftermath. The first is a magical shortbow they later discover to be a Shortbow of Cupidity, a charming little weapon.

...the second, to everyone's surprise, is the Horn of Balmytria - the object they were supposed to drink out of as one of their three great tasks to complete! As the group would later discover it had been stolen from the shrine in town and taken here prior to their arrival!

IMAGE(https://smackfolio.files.wordpress.com/2021/01/horn.jpg)

The group considered their next step - should they drink from the horn now, or wait till a safer location. By the time anyone thought to stop them, Revelry was already gulping down a mouthful...

THE VISIONS OF BALMYTRIA

[[The player playing Chares is unavailable for a few weeks so I will be doing a flashback to his visions once he returns]]

In the aftermath of the fight with Demetria, and once the nature of the silver dragon horn was discerned, everyone takes a drink from it, following Revelry's reckless lead. The companions collapse one by one, falling into a slumber broken only by fragmented, disturbing visions...

Revelry: They open their eyes to view the dusty depths of some forgotten sepulchre mausoleum. A colossal necropolis of decaying stone carved out of the side of a mountain. They are on a bridge. looking out over...nothing. In the distance waits a figure. Too far to see but robed, and beckoning with one skeletal arm.

As they advance along the bridge there is a CRACK as the mountain wall above splits in two. And another crack, and another. Water torrents in through the openings, the fury of a wild ocean cascading down, attempting to wash them away in it’s anger. They sense the furious mind behind the attack...but also it’s fear. Revelry is something new. Something it doesn’t understand, and there is a faint tremor of terror within it’s the omnipresent malevolence.

Revelry stands their ground against the torrential waters...which part, suddenly, turning into a light rain. Blinking, everything grows bright and now, instead of within the necropolis, they find themself in bright sunshine in a field of yellow flowers that seems to go on forever. At the centre is a tower, a twisting, black stone obelisk as ugly as the flowers are pretty. Something in there pulls them forward.

Something within that strange tower has answers they seek…

* * * * *

Rhoda: For a moment, she is back on the deck of the ship, water churning around her as something impossibly large surges beneath the boat. A slick, white orb beneath the water opens, staring directly at her, as tentacles higher than any tower she has seen breach the surface, grasping the rigging in an embrace her mind is desperately trying to scour from her memory. This time though, her grip on the railing fails, and she slides inexorably over the side and drops down, down, deeper than she thought possible into the depths of the ocean, as the monstrosity that lurks beneath the waters only watches impassively….

But there is something else down here too. Gold, glittering gems. A kings ransom in treasure surrounds her as she falls into the depths below. All of it tantalisingly close...but just out of reach. As she descends, she sees an indistinct object.. It is too dark to determine for certain what it is but it feels useful, powerful.

Meant for her….and just slightly out of reach.

Something disturbs the water around you, as the shadow of the underwater creature engulfs you again. As your vision fades...you have the deepest sense of foreboding that your destiny will cross the path of this creature once more in the not too distant future.

* * * * *

Sinon: Sinon dreams of the same ship. His crewmates are scattered into the roiling sea by this monster from the deep. But their focus is always on the woman, standing on the deck, reaching towards them with outstretched arms and sad eyes... seemingly oblivious to the chaos around you.

The figure is wrenched backwards into shadow, disappearing from view. In the dark space into which she vanishes, a large, yellow eye opens, lizardine in nature. It swivels around the deck, searching, before fixing on Sinon, and for a moment there is a deep, mocking laughter that fills the air like thunder. “Come find her if you can, ‘hero’” a booming, but deceptively feminine voice yells out.

Around him, the ship explodes into splinters of wood and the screams of dying men and you see nothing more.

* * * * *

Ephemera: Ephemera is met by a sudden blast of heat, hotter than anything they can remember experiencing. They can’t make out much of the surrounding cave through the thick smoke and floating embers...but they do see the egg. A large, bronze thing sitting amongst clusters of smaller ones, guarded by strange lizard-like creatures with black and reddish-orange colouring.

They watch her unblinking but make no motion to stop or intercept. Curious, but relaxed, they clearly don't see them as an intruder.

The sounds of rumbling rock and flickering fire suddenly cease, leaving Ephemera in perfect silence.

Until *CRACK*. The smallest of tiny fractures appears in the bronze egg’s surface, drawing their attention, and the tiniest little claw reaches for you with a flash of metallic scales.

Before Ephemera can reach out in return, they are drawn away, out of the cave and down into darkness again, lost in some fathomless depths. Black waters lap against grey sands and walls of reflective crystals warp and twist your reflection in unsettling ways

There is hot breath on their neck, and a shadow passes over them,.

They turn in time to see a flash of bronze and a forest of teeth descending on them from above.

Phil: For a moment all is quiet. Black. There are sobs and low frightened whispers around them. The sense of people hiding in fear or...anticipating some horror. Someone attempts to strike up a torch for light and they get the brief glimpse of faces that are...familiar? Phil is sure they are faces they have seen before but in the scant seconds the light was available they didn’t get a good look. There are a lot of people huddled here though, together in a stone basement.

Someone quickly grabs the lit torch and extinguishes it, angrily cursing at the person foolish enough to light it in the first place.

Above them, very close by, something crashes open.

Heavy, booted feet and voices. Around them a tense, nervous silence. Furniture is toppled, things smashed. They curl up as small as they can and suddenly realise they have such tiny hands, and the person squeezing you tight is shaking with fear and you can’t seem to shake the horrible feeling that this is less a vision, and more a memory…

There is light, screaming, panic and raised voices. The next instance they are alone, running into the night. Tiny and frightened and running from unseen, angry voices. They catch glimpses of three figures in the dark as they stumble through undergrowth. Not... hostile... so much as...malevolently curious, a trio of onlookers, amused at how events are playing out. As Phil runs, things around you grow less distinct, and your environment changes once more…

* * * * *

All: The remainder of the visions are the same for all imbibers.

They all stand together on the precipice of a deep rift in the earth, impossibly deep, the waters of a fast flowing river crashing down into the nothingless below. After a few seconds.

*fft*

There is a light.

Then another and another.

Torches lighting up in the dark as something big rises from the depths on water as black as midnight. As it rises into the light, they see it is a ship, one of the largest Trireme they have ever seen. A formidable looking beauty in stark contrast to the darkness that surrounds it.

As it rises to the surface their vision blurs again...and next they know they stand on it’s deck. Thick wooden planks underfoot, heaving as if moving through a sea.

Around them, the darkness lifts like a curtain and they wince, suddenly blinded by strong sunlight and the cerulean blue waters of an endless expanse of ocean.

The light fades again, then brightens, fades and brightens as day turns to night and then to day and again, and again, faster and faster until it is almost unbearable. They barely notice the other figures on the ship. Spectral oarsmen pull the vessel through the calm water, all turning to watch the new arrivals with dead eyes and skeletal faces.

Just then everything stops.

And is silent.

It is dead of night and a stunning expanse of stars stretch out into the sky forever. ,The crew of the ship are now just dead...corpses hunched over their oars. A figure standing amongst them. Armoured, grim and just as deceased. He marches towards them all with power in his gait, holding up and staring intently at an unusual bronze device that seems to reflect the constellations of the start overhead.

The device clicks, and the constellation changes. Around them the stars blur for a moment, reforming into the same constellation

Click. Change.

Click. Change,

The devices metallic surface reconfiguring itself constantly in a way that doesn’t seem mechanically possible.

Suddenly, its as if he notices the newcomers standing there on deck. With a shriek of fury and rage, the armoured figure leaps towards you unexpectedly, teeth pulled back in greed and hate, jealousy in his eyes and spits a single phrase at them as he advances…

“MINE BY RIGHT!”

With a start. They all awaken simultaneously. Back in the dining hall of Demetria.

Disorientated, but safe. Pondering the meaning of their visions.

THE AFTERMATH

The group spent a fair amount of time discussing the nature of these visions - whether they are visions of future challenges, inevitable deaths, or merely warnings that can be circumvented with personal action.

Studying the horrific skin-bound book recovered from Demetria's chambers, Phil learns more of the horrible ritual that she was using to convert mortal women into the twisted Satyr creatures and attempted to persuade the two they had locked away earlier into consenting to allow them to attempt to reverse whatever curse had afflicted them. They proved unwilling to do so, enjoying their wanton guilt-free corruption too much to relinquish it. They were allowed to go on their way unharmed (though the remaining goatlings were not so lucky).

Finally, on leaving the cave, the group all head back to the city while Corrina helps get the surviving young adults back home. Back in the city, they congregate back at Revelry's place for tea, and turn their attention to the upcoming Sacrifice, now due to take place this evening.

Deciding to split into two groups. Phil and Rhoda go to examine the Basilisk cave for weaknesses, while the rest of go to the Dragon Shrine to return the Horn of Balymitra.

The latter group are accosted on the way there by the owner of the vineyard, Therecles, who rewards them for the rescue of his daughter by reinstating Revelry's grape privileges, and also with a family heirloom. A magical javelin, which the group agrees would be best suited in Chares's hands. Chares will later attune to this and discover it is a Javelin of Lightning.

The larger group try to return the horn to Aesop, keeper of the Dragon Shrine (who is amazed that they recovered it as he had been trying to find someone to look into its disappearance for days now!).

Rather than hand it back, he suggests they keep it and deliver it to Vallus, the Goddess of Wisdom and Queen of Mytros, as soon as you are able. Her husband, King Acastus has an interest in claiming the horn for himself due to his obsession with resurrecting the title of Dragonlord for himself and Aesop worries that if it remains here, Acastus will use it as an excuse to invade the city and claim it by force.

Instead, Aesop believes it would be safest in the goddess of wisdom's hands, and will leave it to the heroes to deliver it when they can.

At that point, King Pythor and Kyra enter the chamber, each recognise something in the faces of the two newcomers...

THE SACRIFICE

WE cut to Phil and Rhoda locating and examining the underwater entrance to the basilisk den. Noting it's porous, sandstone-like quality, Phil devises a slow-acting acid that will weaken the cave enough that will set it to collapse as soon as one of the creatures has squeezed itself out of the narrow opening.

To slow down another of the creatures, a net is purchased in town and used to create a snare trap at a point where the river narrows.

* * *

Back at the shrine of the dragonlords, King Pythor, god of battle and Kyra, goddess of music introduce themselves to the new adventurers and are brought up to speed on their plans regarding the sacrifice.

King Pythor immediately recognises one of the newcomers, Sinon. He believes them to be one of his children, thought long lost many years prior and demands that they catch up properly after the current crisis is resolved. He also seems a good deal perked up at the thought that one of his blood is now on the quest to silence the twin titans, and offers up an heirloom of sorts if Sinon helps to rescue his daughter from her fate.

Something comes over Kyra, too. On seeing the other newcomer, Ephemera, the others see shock and surprise on her face momentarily, before she manages to hide it and compose herself, claiming that she mistook them for someone else from a long time ago. Turning her attention to Sinon, and recognizing that they too are a bard, she can't help but issue a friendly challenge - to see which of them can write the best epic tale of the heroes exploits, to be recited upon the finale of their quest.

* * *

Leaving the King and Kyrah for now, the main half of the group head to the gates to meet up with Phil and Rhoda. In the process, they have another encounter with the Titan of death and dreams, Lutheria.

An old woman, proclaiming herself the titan in human form, confronts the party in a drunken state...before something much darker takes her over. Lutheria is most displeased at the death of Demetria.

Phil is already in her cross-hairs for some unknown reason, but if they didn't have her attention before, you certainly do now after killing one of her most beloved servants.

Revelry also makes a request: That Lutheria join her for a dance at the wine festival.

They will find out tomorrow if she will accept that offer or not.

* * *

After the group meets up again they formulate their plan. Since they now have a "child of Pythor" in the group, it makes the choice of swapping themselves in for the princess as sacrifices all the more logical, and after examining the sacrificial stone and considering their best strategy, it is time...they all return to the greenhouse to rest and prepare.

That evening. There was hair braiding. With various levels of reluctance. This includes a risky yet successful attempt to create the worlds first medusa snake-bun.

* * *

Later, the group arrives refreshed at the sacrificial ceremony, met by Gaius and his seven generals. If he is angered by the sudden change in sacrificial offerings there's little sign of it. In his mind, the death of the six of heroes would be more than sufficient to appease the Titan.

They are led to the rock, chained there and ordered to not leave it until dawn arrives, watched over both by half of the Order's generals (Gaius and the others leave into town) and by a group of Centaur, watching from the other bank of the river. Chares is taken aside and kept with the order of sydon guards as collateral, to make sure the rest of them remain on the rock.

* * *

The traps all work successfully. The first Basilisk to leave the cave causes it's collapse on top of the the second, which emerges badly wounded already. The leader then gets tangled up in the nets, hampering it quite significantly. Quite unknown to them, the third Basilisk they hadn't know was there became trapped inside the cave thanks to their actions, making the upcoming battle significantly easier.

The party had forgotten about the harpy however, and the three giggling, taunting bird-women were an unpleasant surprise.

In the end, thanks to dealing some effective tricks to hamper the creatures, they are dispatched with relative ease. The harpies, too, fall to you all (in particular, Revelry and their use of inflict wounds continues to be a horror show as they cheerfully drain the life of anything they touch with a smile and a sparkle in their eye)!

After harvesting the creature's corpses for useful components, Revelry dedicates the remains of the dead to Sydon, in an act that makes the waters surge and churn with anger. They don't know if that's a good thing or a bad thing. At that point, there is little to do but sit and wait until dawn, with the sounds of cheering crowds on-shore chanting their names.

Dawns light comes fast. Today is the start of the wine festival, and given the raised spirits it sounds like it might be a good one!

and THAT, finally brings us up to the present, with the next session Thursday.

THE FESTIVAL OF WINE

It’s a few hours into the new day and the streets are choked with stalls and activity. The Wine Festival is about to begin as our bleary eyed heroes are led through the streets by a jubilant King Pythor. Cheeks already red with a few early flagons of wine, he sings the praises of the heroes as he takes to the stage at the centre of the Amphitheatre.

“My friends, you look before you at the great hope of Thylea. Heroes one and all - one even with the blood of the very gods in his veins. Already they have saved the life of your beloved princess, my own daughter who was callously cast to the fates at the whim of the Titan”.

“Now, these brave souls stand to defy his tyranny, and deliver all of us from the threat posed by the fading of the oath of peace.”

“Step forward, heroes…”

In turn, each of the heroes receive a sum of 100 gold in reward, and to his newfound prodigal son, he grants an even greater treasure, Revealing a beautiful Warhammer. His weapon of old but long since retired. This he hands to Sinon, who perhaps looks a little perplexed as to what to do with it.

With the formalities over, the traditional first drink is spilled to honour Lutheria and quell her wrath, and the festival begins…

The group immediately lose track of each other as they spread out into the festival. Revelry darts off on some unknown business, Sinon is whisked away by Anora who has something she feels they need to see, and Ephemera walks off side by side with Kyrah, apparently in deep conversation. Chares likewise vanishes into the crowd, overwhelmed by the sights, smells and colours.

Only Phil and Rhoda remain together, faintly bemused by the situation.

Revelry: They find a barrel on a busy thoroughfare and begin forming flower crowns using their recently acquired magical cloak and its ability to druidcraft. They make a fair penny from the inebriated crowds.

Phil and Rhoda: While this is going on, the pair next to the amphitheatre settle in to watch the show - a humorous, if decidedly propaganda heavy - affair: “The plight of Pellenia” is a dark comedy about the time Lutheria interrogated and tortured an unfortunate bard, aboard her floating palace in the Nether Sea. It’s a comedy. And actually pretty good, though the troupe of actors all worship the Titan of Dreams, so its accuracy is probably questionable.

Part way through things change, but only Phil notices it. For a moment, the paper “waves” decorating the stage stop fluttering in the wind and look wetter, heavier, lapping against the sandy dirt of the arena with a queasy reality. The air darkens for a moment, stealing the breath from the medusa as on the stage, the oread nymph Aria playing Lutheria stops, almost motionless save for the heaving of shoulders. Its hard to see with her back turned but it looks as if she is laughing softly.

The laughter gets louder, the figure growing in stature, taller but bent over...laughing with an uncontrollable heaving as she slowly starts to turn towards Phil…”

...And then the light comes flooding back and Phil is watching the regular play again, everyone around them laughs at another witty pun, and no-one seems any the wiser to anything strange having just happened.

Revelry: Without the others noticing, Revelry slips away to the site of the sacrifice the previous evening, and in a manner much more reserved than they are known, takes the time to wash away the fresh blood, and decorate the central metal post with bouquets and garlands. She begins to sing, a song of...respectful defiance? Dedicating it to Sydon himself.

There is distant thunder, a whiff of ozone somewhere nearby. Coincidence, or acknowledgement? It’s hard to say. Harder still to know how the display was received…

Rhoda: Drawn away by the promise of a challenge, Rhoda and Phil are separated. Seeing a curious line of competitors for some event, Rhoda learns from the colossal Amazonian woman next to her that a street race is due to take place this afternoon. The Amazon doesn’t seem to think Rhoda is up to the challenge, with those short, chubby little legs. Rhoda would like to prove her wrong, and signs up…

Phil: ...is lost. Frustrated and annoyed. They have lost track of all the ‘children’ and are generally not a ‘party person’ at the best of times. Stumbling through tightly packed merchant stalls they stumble through a collection of booksellers...and the squirrel still nesting in her belongings goes berserk, leaping free and attacking one merchant’s collection of spell scrolls. Frantically burying itself into the depths before chewing and attacking one of them.

Retrieving the rodent and the scroll, the horrified shopkeep tries to force Phil to pay for the damaged item...which turns out was a Greater Restoration scroll worth 500 gold. However, Phil is no slouch when it comes to items of magic...but even an amateur would have noticed the misspellings and half hearted attempts at a forgery.

Confronting the man, thoroughly intimidated upon realising what hissing horror lay beneath Phils raised hood, they got him to admit his collection might not be quite up to scratch. Nevertheless, Phil managed to locate several genuine scrolls - though none anywhere near the power that the fake ones pretended to contain.

Taking two of the genuine scrolls and one of the fakes, Phil leaves the distraught bookseller behind. Curiously, the fake scroll appeared to have been written on the back of a page from an older book. Written in dwarvish it was impossible to decipher but a few words scribbled in common stood out. “Mithril Forge” chief among them…

Rhoda: Waiting for the race this afternoon, Rhoda decides to take part in a discus challenge, throwing clay discs across the river to earn back their 5gp investment. Sadly, she proved merely adequate at this new type of sport she had discovered, but at least managed to win her money back.
It also left her in a position to see Revelry, standing alone on the sacrifice rock, singing her odd song to the sky…

Phil: Frustration growing, Phil shoves their way through thicker crowds than before. Finally snapping, they perhaps act a little rashly, retrieving the Horn of Balmytria from their belongings and speaking one of the command words they had intuited from the device while they waited for morning to arrive.

A courtyard full of loud, obnoxious drunkards stopped dancing momentarily when a swirling fog seemingly puffed into existence in the middle of them. The drifting miasma expands outwards in an increasing ring, and where the revellers vanish into it there are *thumps* as each freezes on the spot, then slowly topples over. As they recover, the ring expands and more and more revellers get caught up in the strange vapours, momentarily paralyzed by the powerful magic.

It was a childish act, but it made Phil feel a little better.

They hadn’t noticed the figure that had been watching them though. The Cyclops (though - don’t call him that to his face). A tall, reedy and thoroughly unpleasant man - a scarred eye covered by a leather eye patch. Phil had never met the man before but they knew of his reputation. One of the Lady of Coin’s enforcers and debt collectors. Looks like the leader of the Mytros thieves guild was catching up to them again.

But this time, Phil had the money. Well, at least in the form of valuables. It took a little persuading but, with the help of the fake spell scroll and some admonishing words about trust, Phil is able to persuade the enforcer to take the payment she owed, plus the “powerful magic scroll” as interest. He seemed to buy it, and Phil hopes that it is the last they sees of the Cult of the Snake and their enigmatic Lady…

They also learns that Revelry is by the sacrificial stone and curses under their breath, making their way to the town gates, slipping into invisibility just in case The Cyclops and his goons are still watching.

Together again: Phil and Rhoda show up at the stone at the same time. They’ve both known Revelry long enough at this point to expect the worst. However, to their surprise they find the strange nymph serenely paddling in the river.

By the time the trio return to the festival, a blaring horn declares the start of the race, and while the others watch on, Rhoda quickly heads to the starting block. Most of the other competitors are just simple folk from the villages and Estoria itself, but two others look like they might prove a challenge to Rhoda. The amazon she spoke to before, barefoot and psyching herself up for the competition..and a bronzed, muscular and remarkably shorn dwarf, flexing and posing to a crowd of giggling bystanders...seemingly more interested in the attention he’s getting than on the race itself.

The race gets underway, tracing a figure eight around the streets of Estoria. Though off to a shaky start, some fortunately (or unfortunately) placed revellers manage to stifle the advance of the others, and as she turns around for the second half of the figure eight, avoiding a sudden flash of blinding glare from the glass in revelry’s greenhouse that catches everyone else off guard - she takes an extended lead.
It narrows slightly through some of the back streets, where racers are elbow to elbow in places, jostling for the front. But at this stage it is clearly Rhoda’s race. The dwarf taps out first - as Rhoda crosses the finish line, closely followed by the amazon they look back to see him crawling along, wheezing in the dirt.
Grand prize goes to Rhoda - a golden statuette of the goddess Mytros.

...and the festival continued, well into the evening. The moment revelry had been waiting for had arrived. The first night of the wine festival was always a chaotic feast of food, drink and dancing, and as they psyched themselves up for their turn on the dance floor, Phil and Rhoda took far more sedate positions. The others had returned at this time, having spent the festival on other matters (to be revealed next time once the players are around!) Rhoda had found the buffet and was pretty much oblivious to all that was about to unfold.

A DANCE WITH DEATH

Revelry stepped on to the dance floor. The music stops. Everyone seems to freeze in place around them, and there is nothing but quiet.

Except, for the sound of swishing fabric. Stepping between the frozen figures is Lutheria herself - smaller than they have seen her before, but still towering a good couple of feet over the smaller nymph.
Her gown is jet black and shimmers with twinkling constellations. The horns growing from her skull are decorated with delicate hanging silver jewellery that tinkles slightly as she glides through the frozen revellers.

“Well...you demanded. And i am here.”

Revelry: "and I'm so glad you could make it!”

She reaches a pale hand with perfectly manicured black fingernails towards Revelry. And she whisks her into a dance. The music resumes and movement returns to the world.

To Phil, glancing up and seeing Revelry dancing to herself among the throng, it seems there is little to worry about.

Lutheria leans in close. “I wonder if they know just how unnatural you are, creature. "

R: "I don't think my friends have quite figured it out yet."

“I am the mother of the Fey races, I know each and every one. Feel them here”
She moves one of Revelry’s hands and places it on her chest.
“But you...for you I feel nothing.”

R: "I wanted to offer my condolences, for the death of Demetria".

"Your apology is acknowledged, though you will soon pay for her demise".

R: "Oh, I'm not apologising, simply offering my condolences".

The titan of death stares at them for a moment...then gently cups one hand under Revelry’s chin...and they feel life drain out of them in a fraction of an instant.

The two trade charismatic barbs, two forces of will facing off against one another. One with the power of gods...the other smaller, but...stranger. And only slightly less formidable. But this first exchange is lost. Revelry’s life hangs by a trio of gossamer strings, and the first of those just snapped.

Phil glances up again. Perhaps Revelry is dancing at an odd angle. Perhaps their limbs flail a little too loosely, but it’s Revelry, and they still just watch, unconcerned.

“How are you enjoying your dance? Is it everything you thought it would be. I must admit I am impressed, few dare address me the way you do.”

The battle of will continues.

“Is it the result of your heritage, do you think? "

Revelry, weakened, close to death: "I'm having a wonderful time."

"I must admit I am impressed, few dare address me the way you do.”

“Is it that childlike lack of fear that made you so bold? I can see why my brother cursed you as he did.”

R: "Oh, so it was Sydon who cursed me. That's good to know. How wonderful.”

The titan pauses, leans in close and whispers in their ear.

“You are dangerous.”

Revelry whispers back: "I've been told"

The second shimmering thread that holds Revelry to the mortal realm twists, sags but then strengthens like Mithril. There is a flush of red back into the rapidly fading colour in the Nymph’s features.

Lutheria curls a finger absentmindedly through Revelry’s hair as the duo spin dizzyingly through the crowd. Despite their position, despite being at a knife edge between life and death, Revelry still finds the strength to taunt the godlike figure before them. Something in their tone causes hesitation in Lutheria. This was not going the way she expected it to. There was...resistance here she hadn’t expected. Nevertheless...she continued.

“Would you like to know about the curse? About how you can break it. I have no care either way but it would be amusing to see you try.”

R: “Oh, keep that a secret will you? I think it would be a lot more fun. and you know, I think that to hate something so much, you must truly care about it a lot.”

“...You are right. And I adore mystery. I think it will be more fun to watch you struggle, confused and lost through the world.”

R: “I agree, think to struggle would be a lot more exciting”.

R: I felt his fear you know. Your brothers.
R: You're afraid too, aren't you?

There’s uncertainty with Lutheria now. This isn’t quite going the way she had expected it to. She doesn’t seem to have the control over this one that she would of the rest of her Fey children.

“My dear...you look so pale. Perhaps you should have a lie down.”

One last time, Lutheria leans in. Cold lips kissing Revelry on the forehead. One final sensation of syphoning off the very life….
….but it is resisted. The threads hold strong. Anger and a little fear surges through Lutheria and she grips Revelry tightly on the wrist. Scalding heat burns into the flesh, though it seems undamaged.

Regaining her composure, Lutheria glances over her shoulder towards Phil, still oblivious to the danger their friend was in.

“Give my regards to the one that got away. Maybe next time i’ll pay *them* a visit."

She touches the inside of one wrist gently and there is a searing pain...and they black out.

When Revelry collapses to the ground, most people just assume they are a little worse for wear after a long day of drinking and partying. Phil though sees the greyness of their skin. How they have wilted under some immense duress and they realise their mistake. Rushing forward to help, to their relief they find Revelry alive - if not particularly well. Drained near to death, but, alive.

Glancing at the pain in their wrist, they see a dark marking pressed into the skin, as if beneath the surface. A pair of black antlers - the symbol of Lutheria.

* * *

As Phil tries to help their fallen comrade, they hear the faint *swish* of a gown, and catch a glimpse of black fabric moving swiftly away through the crowds…

ROAD TO THE NECROPOLIS

In the aftermath of the festival, with everyone finally gathered back at Revelry’s greenhouse, the heroes regroup and consider their next options. Kyrah’s attempts to ‘cure’ the strange mark left on Revelry seem to have little effect, and she suggests that they will have to find someone with more powerful restorative magic - perhaps her sister, Vallus, the Goddess of Wisdom would have better luck.
That would have to wait, however, as Diathus the Gardener, Revelry’s other dad finally returned from his travels with enthusiastic tales of a great storm that has descended on Mytros - the largest city in the region. Sydon’s wrath has made travel to the city dangerous and unpredictable for the time being. Until a solution to this presents itself, Kyrah suggests that the group should focus efforts on the remaining two trials - To recover the weapons of the dragonlords from the Necropolis at Telemok, and to relight the mithril forge.

Whilst breakfasting in the morning, Diathus demanded to know the stories of Revelry’s new friends…

Sinon’s Flashback : Immediately after the award ceremony on the morning of the first day of the festival, Sinon is led by Anora to the palace, and with King Pythor distracted by the festival she takes him to a lonely wing of the building, oft neglected, and shows him a dusty and unused bedchamber. There he sees a wall mosaic and comes face to face with the woman he has seen in his dreams and visions. Ophia, his birth mother. Sinon learns from Anora that Ophia had drawn the ire of Hexia, a jealous Green Dragon with some connection to your father who stole her away, never to be seen again. A warning is given also : Sailors have returned with rumours of a hateful Green dragon terrorising the seas. If Hexia still remains active, then she may take unkindly to news that Ophia’s child had returned…

A final gift is also offered. An inheritance that had gathered dust after Ophia’s kidnapping. Anora gives Sinon the hilt of an unfinished Luck Blade, a powerful magical artifact that will take some effort to reforge...

Chares’s Flashback : Chares has been quiet for awhile, pondering the meaning behind the strange vision he received while drinking from the Horn of Balmytria

Everything seems the same for a moment, and he wondered if it actually did anything...but then the light around him dimmed, slowly at first and then faster and faster until he was plunged into utter darkness. The geography of the room dissolves and it feels like he is in a vast expanse of nothing.

“Dark in here, isn’t it”.

The voice comes from right behind his shoulder, breathing in his ear but he can’t seem to turn around and see the source. At first he thinks of his strange nightmare where he first met Lutheria but...this feels different. Less threatening. The voice carries a hint of humour and matronly protection about it.

“Fear not, young one...you have nothing to fear from me. You feel rather than see an arm move around you, pointing ahead into the distance.

A light flickers in the darkness, growing larger and larger.

“Watch now...and remember”

The light expands, becoming a figure in the darkness, a shining golden maned man, stunningly beautiful, arms wide in acceptance. The symbol of a sun blazes on his chest which shimmers as if speckled with glittering scales. But there is a blot of blackness on him - a ragged hole of shadow where his heart should be.

“A pretty one, this, yes, but his radiant light hides a deep shadow. Be wary.”

The figure fades, and another light appears further back. A sea of gold glitters beneath Chares’s feet suddenly, dimly lit by the approaching glow. Suddenly in front of him the nearest pile of coins explodes outwards as a tall tower of shimmering adamantine emerges from the depths. Spiraling metal dragons decorate its exterior, and four smaller metal dragon statues look down from its summit in grim determination.

“This holds value for you. And perhaps a key to your destiny? The golden one hoards it jealously, wasting its potential. Seek it out.”

The tower and gold dissolve away into darkness, replaced with the thundering sound of waves, and the ticking of clockwork that fills the gloom.

“Ah. And here we are. My own redemption.

I hope I can rely on you when the time comes, young Chares.

We have work to do, you and I…”

The voice grows fainter, as out of the darkness rises the head of a silver dragon. Its eyes burning with hatred and misery, as black and empty as the void in which he stands.

It just sits there, watching you in the dark…

The voice at his shoulder is barely a whisper now…

“We will talk more soon. Until we meet again….”

There is a loud C R A C K and a bright light, and suddenly he is awake, blinking. His hand hurts, and looking down he sees that he has been squeezing his mother’s locket, given to him by Versi. It is open, and he cracked the glass protecting the painting within, part obscuring the features of a tall, imperious woman with raven-black hair with swirling wisps of grey, leaning on an elaborate staff topped with a carving of an owl, wings outstretched.
Her burning eyes seem to look right through him. Next to her, clutching shyly at her long skirt is a little girl with similar features to his own - his mother, perhaps? He ponders what all of this could mean…

Ephemera’s Flashback : Ephemera shifts uncomfortably under Kyrah’s gaze, remembering the...confrontation? If that’s what it was. A tipsy Kyrah cornering them at the evenings dance, probing them about certain old tales with a degree of accusatory suspicion. Is it anger? Pity? Or something else that is driving this strange hostility she is showing towards her. Regardless, the tragic tale of Ragna, the exiled Dragonlord, and their mount Hezzebal was brought up - the only one of their kind to stand against the horrors wrought by Estor, at the time. A decision that resulted only in punishment and banishment into the seas.

After resting and eating. A decision had to be made. Two immediate paths lay ahead - to explore the Necropolis at Telemok to recover the weapons and armour they would need, or to locate and light the fabled Mithril forge, which they could use to create their OWN legendary weapons. After checking in with the blacksmith, Volkan (who, it turns out really IS the god of the forge), they quickly learn the mythril forge's rough location - west, following the Arkelon river upstream until it meets the Great Falls of Arkelon. There they will find the hidden entrance to the old Mithril mines, long abandoned after being cursed by Lutheria, as some gargantuan beast once rose from the depths of the underdark to decimate the dwarven miners. Few dare go that way now for fear that great beast still lurks there…

For now, the group decide to head towards the Necropolis. The destinies of several of the group seem tied to that strange location..and it calls to them.

* * *

The road isn’t long - maybe a half day’s journey - and they set off, the high walls and peaks of the Mithril Mountains to their north. As they travel, Chares begins to act strangely..as if talking to himself...

Chares: Hears a familiar voice by his ear. The voice from his vision.

“Off on the road again? Excellent. All that sitting around and song and dance malarky was really not getting you anywhere.”

Turning, he sees the woman from his locket, raven black hair with grey swirls, long dress decorated with constellations, using that owl-topped staff.

“Don’t stare, dear, it’s rude, and the others can’t see me, you’ll look like a fool.”
“What, you don’t recognise your old grandma?...no i suppose you wouldn’t. Sydon murdered me long before you would have been old enough. And your mother and I were hardly on speaking terms. Still...you have my locket, so now we can talk.”

“The necropolis eh?...a good choice. The weapons in there will serve you well in the task ahead. You are destined for great things, and I wish you to succeed at them...so...i think i’ll tag along for a bit. We can get to know each other.

“I want only for you to succeed. To bring back the great name of the Dragonlords. Just...don’t lose the locket. It’s what binds me here. Keeps me out of the grip of that wretch, Lutheria...a little contingency plan I cooked up...”

The conversation is brief, confusing, and adds another layer to Chares’s bafflement that everything he believed was true up until now - about the Dragonlords, about his place in the world, seems to have been entirely broken.

An attitude that wasn’t helped by the sudden arrival of the Dragon.

* * *

It was Gaius, leader of the Order of Sydon atop his winged silver mount. A preening, vain creature that landed on a ledge above them, allowing Gaius to boom down a challenge, eyes crackling with an energy that did not appear to be his own. Sydon himself perhaps, speaking through a loyal agent.

A warning is issued, and retribution for disrupting the planned sacrifice. After issuing his decree, Sydon left, heading south towards the ocean...as arrows begun to rain down on the heroes.
A hunting horn is blown and a band of centaur hunters emerge from hiding to attack. The battle is over quickly enough - a minor skirmish meant to deliver a warning, more than a serious threat and the centaur who survive quickly retreat back into the mountains.

From there, the party reach the entrance to the Necropolis with little interruption. In fact quite the opposite. The air here is deathly silent. No life seems to stir at all as they approach the great bridges that pass over into the vast graveyard of the dead on the far side of a seemingly bottomless ravine. Only one bridge remains intact...and a figure wrapped in ancient robes stands at the middle, patiently waiting for them to approach...

WITHIN THE NECROPOLIS (Part One)

The heroes cross the narrow bridge that gives access to the Necropolis, where a stationary figure awaits them. As they get closer they see the figure is skeletal in appearance, but emanating a great deal of power. Robes covered in glowing glyphs blow in the wind that howls across the ravine. As the adventurers look over the edge they see, in the depths below, countless dead. Grasping, broken figures that reach up towards them litter the base of the chasm - frozen, lifeless eyes witnessing their crossing.

The figure is Damien, guardian of this place and as they approach he stretches out one hand, palm up, awaiting payment for safe passage. The coin of the dragonlord is delivered, as they had been instructed, and the figure nods his approval, stepping aside to allow them to pass.

But as they pass, Damien locks eyes with Revelry, and the pale glowing embers in empty eye sockets flicker for a moment in contemplation. A subtle gesture is made unnoticed and time seems to slow and then stop, until only Revelry and Damien remain aware of their surroundings.

“A child of Thylea...but yet not of her flesh? Interesting. You are an anomaly, a creature of the Fey, certainly, but...not of Lutheria’s kin. Of elsewhere...perhaps? No wonder the Titans fear you enough to inflict their curses.”

Damien hesitates, but Revely reminds him of someone from a long time ago. A traveller who came with them, with the Dragonlords, across the ocean so many hundreds of years before from a land most foreign to this one.
He reaches into his robe and removes a delicate crystal shaped like a most curious flower. It is nothing that Revelry has ever seen before. Certainly not something that would grow in her garden. It’s a tough looking thing, all bristles and thorns, but pretty in its own right. The crystal glows with a gentle luminescence. He reaches out and hands it to Revelry.

““This crystal offers a guiding light. Consider it a gift. Perhaps it will lead you back to its former owner.”

A final word of advice is given, with a degree of trepidation.

“You might also wish to visit the Lotus Witch. Few know the curses of the world like she does. I would be surprised if she wasn’t familiar with yours. You may find her on Scorpion Island, in the Cerulean Gulf, should your travels take you to her door, be cautious...she is not someone you cross lightly.”

Afterwards, time seems to catch up, Rhoda bumps into Revelry in mild surprise...and Damien has returned to his silent watch, leaving Revelry to ponder his comments.

But there was one more thing on passing. Ephemera also catches his eye and for a moment the ember eyes flare up with a brilliant blue light. Almost like surprise, something Damien hasn’t felt in a very long time. He catches himself in a forward movement, head almost imperceptibly falling into a bow of respect before even realising he is doing it…

As the group reaches the far side of the bridge, his voice echoes in all of their heads. A warning - not delivered in malice or with threat, but in a matter of fact tone that politely suggests compliance.

“Tread lightly here, and with respect. You will find what you seek in Xanders crypt. Though you are not the first to set foot there of late…”

--------------------------------------

The Necropolis is dead silent. No animals, no birds. Not even the wind rises to more than a low whisper here. In this place the Dragonlords of old sleep, and to disturb their rest would be a mark of disrespect worthy of the curse that destroyed poor Claus back in Estoria.

Kyrah is quick to point out the marks of consecration on some of the crypts that line the mountain wall - a warning to potential thieves and looters that to steal from these places of rest would be an incredibly unwise thing.

The group proceed deeper into the Necropolis, with Kyrah as their guide - witnessing the names of the Dragonlords of old. Revelry lays a candle at each as they pass. A mark of respect that goes unanswered.

As they pass, Kyrah marks the names...and they note that on four of them the names of the Oathsworn - the dragon mounts that each Dragonlord bonded with - have been obscured. Blackened with fire, and torn with the heavy claws of some giant beast. Only one remains untouched - that of Ragna Huorath, Oathsworn of Hezzebal.

But that crypt remains empty and unused. As Kyrah tells it, Ragna was exiled for their defiance of Estor Arkelander’s brutal reign of terror and sent across the seas...never to return.

Revelry begins watching Ephemera out of curiosity, sensing something amiss here, but they are as impassive and difficult to read as always.

The tour ends at the mighty pyramid-like tomb of the great Balmytria. The bonded companion of Xander Huorath. The Silver Dragon was mother to the other Dragons that all gave everything to protect the mortal races from the wrath of the Titans and paved the way for the Oath of peace. Kyrah in particular seems greatly affected by this loss, and tributes are paid.

As the group explores this memorial, they see mosaics displaying the early story of the Dragons. Five great dragons, one silver, four bronze, soaring through the heavens, a formidable warrior riding on each. Other mosaics show the landfall - the dragon riders arrival in Thylea, and as the mosaics progress they see the mortal civilisations rise and blossom from villages, to towns and to the three great walled cities, all under the leadership of the Dragonlords.

But then they approach the final tomb - that of Xander Huorath himself, the first leader of the Dragonlords. The only crypt with a handle on the outside. On either side of the entrance are four alcoves, each containing a smaller coffin - Xanders personal honour guard.

The names on each are Aetius, Pericles, Eustance and Eupheme. The last of these is empty, and appears to have never been occupied.

Again Revelry, suspecting something, watches Ephemera for a reaction...but again, their companion is quietly unreadable.

The group pulls open the heavy stone door to the crypt, and descends into the dusty darkness within…

The Labyrinth.

The opening hall within the crypt displays the exploits of Xander and his Dragonlords, at least...from their perspective. The tale expands as they walk into the darkness ahead. At first, kings and queens from a distant land granting boons upon the lords, blessing their journey into strange seas. Then the alliance with the dragons, and the bond that made them legendary. From there, they discover the shores of Thylea, and the scattered groups of mortal folk they found there, subjugated by the “terrible fey”. As “liberators”, the scenes shift to depictions of the wars and battles that led to the conquest of the Cyclopes, Minotaur and Gygans.
The last inscription is a message - “Those who trespass in order to seek an audience with Xander Hourath must deal with the horned ones”.

With light fading, Revelry reveals the crystal she obtained, lighting up the area for those without the means to see in the dark. To Rhoda’s surprise, the crystal is in the shape of a Thistle-head. A plant from the land she departed some time ago, in the cold north, and not one that she has seen in this odd new land. Strange that it should end up here, of all places.

Their way lit, the group proceed into the still, dusty air of what turns out to be a twisting labyrinth of tunnels and passageways.

As the group navigates the tunnels and chambers within…they quickly realise they are not alone.

A rumbling laugh echoes down the tunnels, followed by a deep voice filled with malice.

“New visitors. It’s been a while. Let’s play….”

They continue deeper and deeper into the twisting halls. The taunting voice emerge from time to time with increasing threat.

“I can smell you, Dragon-lord. You hide it well...but I am intimately familiar with your scent. And I thought the days of me slaughtering your kind were long gone…. Deep laughter fades into the distance.” There is no indication as to who he is speaking to, but again, Revelry's gaze lingers back on one particular party member with their usual curiosity.

At one stage there is a thump, as if something heavy slams into the far side of one of the thin stone walls they pass through, and the heavy footfalls of someone or something of enormous size stomping away into the distance.

Not long after that, there is movement ahead. A wrong turn has led them into a deadly ambush, as the eerily silent bodies of two horned, skeletal creatures charge them out of the darkness, in front and behind...they are in an ambush!