Professional Documents
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STOO GOFF
www.aegeanrpg.com
CREDITS
C OV E R A RT
ELEONOR PITEIRA
( E L E O N O R P I T E I R A . S Q U A R E S PAC E . C O M )
G R A P H I C D E S I G N / L AY O U T
SIMON CLARKE
(@SIMONSBRAIN)
INTERIOR ART
GARETH SLEIGHTHOLME
(@HESIR)
ADDITIONAL DESIGN
DEBRA CHAPMAN
( M I S E R Y M A K E S S H O P. E T S Y. C O M )
C A M PA I G N W R I T I N G
ELEANOR HINGLEY
(@MAGPIE_ELLE)
ANDY RAFF
( @ W U L F B OY R A F F )
E D I T I N G A N D C U LT U R A L R E A D I N G
DR LENA LIAPI
(@LENALIAPI)
N O PA R T O F T H I S P U B L I C A T I O N M AY B E R E P R O D U C E D , S T O R E D I N A
R E T R I E VA L S Y S T E M , O R T R A N S M I T T E D I N A N Y F O R M O R B Y A N Y M E A N S ,
OT H E RW I S E , W I T H O U T T H E P R I O R E X P R E S S P E R M I S S I O N O F T H E
PUBLISHER.
we-evolve.co.uk
ISBN: 978-1-7391340-2-0
INTRODUCTION
T H E U N D E RWO R L D
CHAPTER 2: D E S C E N T I N TO T H E U N D E RWO R L D . . . . . . . . . . . . . . . . . . . . . . . . 7
V O YA G E A N D R E T U R N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
NEKROPOLIS .............................................................. 12
NEW PC OPTIONS ..................................................... 15
PLOTS ........................................................................... 17
CHAPTER 3: N AV I G A T I N G T H E U N D E R W O R L D . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9
GEOGRAPHY ............................................................... 20
R I V E R S O F T H E U N D E RWO R L D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 2
E T E R N A L D E S T I N AT I O N S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4
H O U S E S O F T H E U N D E RWO R L D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 5
I T E M S O F T H E U N D E RWO R L D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 6
C H A P T E R 1 0 : T H E D O O M O F K AT H A RO N I S I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
BACKGROUND ........................................................... 136
T H E K I N G D O M O F K AT H A RO N I S I . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 8
EXPLORING SARIPOLLA ......................................... 144
THE FIRST ENGAGEMENT ....................................... 151
CALM BEFORE THE STORM ................................... 154
THE FINALE .............................................................. 156
T H E D E N U N C I AT I O N O F BA S I L E A . . . . . . . . . . . . . . . . . . . . . . . . . 1 5 7
T H E BAT T L E FO R S A R I P O L L A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5 8
THE SUNKEN TEMPLE ............................................. 161
T WO Q U E E N S A N D A P R I N C E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
TRIUMPH AND DISASTER ....................................... 165
ADVERSARIES ........................................................... 166
CHAPTER 11: A R M O U RY O F T H E G O D S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 7 0
BACKGROUND ............................................................ 171
REACHING LEMNOS ................................................. 173
THE ARMOURY OF THE GODS ................................ 177
THE GOD FROM THE MACHINE ............................ 189
TRIUMPH ................................................................... 190
INTRODUCTION
CHAPTER 1
INTRODUCTION
BOOK OF HEROES
T H E U N D E RWO R L D
In Palace of Leaves the heroes must unravel the mystery of the curse
preventing a young polis from building a palace. The Golden Shirt
tasks the heroes with weaving a shirt from the wool of golden sheep
descended. In The Pelionion they are drawn into the politics of centaur
tribes at the games on Mount Pelion. A titanic crab assaults the island
in The Doom of Katharonisi and the heroes must discover the reason
behind its destructive presence. Finally, in Armoury of the Gods the
heroes must travel to a forbidden wasteland to capture an
undefeatable foe.
6
T H E U N D E RWO R L D
CHAPTER 2
8
T H E U N D E RWO R L D
V O YA G E A N D R E T U R N
Most mortals take only one trip to the Underworld, but some
exceptional people travel there and return alive, motivated by love,
truth or destiny. The katabasis, meaning “go down”, might have
originated as a term for a journey to the coast, but it is best known as
the archetypal story of a treacherous voyage to the Underworld,
followed by a return to the land of the living.
2 / D E S C E N T I N TO T H E U N D E RWO R L D
of Haides’ realm and they are born anew as they emerge from the
caves of the dead. Some emerge a shadow of their former selves, like
Orpheus, and others are given renewed purpose even as they grieve,
like Odysseus.
9
BOOK OF HEROES
THE NEKYIA
The nekyia is a necromantic ritual in which the ritualist summons the
Shades of the dead to answer questions, usually involving a journey to
the Underworld in a literal or figurative sense and a blood sacrifice to
attract the attention of Shades. Odysseus performed a dangerous form
of this ritual by sailing to the Underworld, but a safer version is
performed in the Nekromanteion, where the journey is a symbolic walk
through winding gates and passages.
U S I N G T H E U N D E RWO R L D I N A C A M PA I G N
You may plan to take the player characters to the Underworld ahead
of time or you may find that your campaign naturally leads towards it
as a player character or an NPC dies with unfinished business. This
guide is a toolkit for your Underworld adventures, but elements of the
Underworld can easily appear on the surface world as well. Shades
may trouble the living, oracles can declare that a fallen hero is being
forgotten, necromantic rituals summon ghosts for their wisdom, and the
gods and monsters of the Underworld are often able to traverse the
realms more easily than the Olympians.
M O T I VA T I O N
The first question with any katabasis is “what motivates this journey?”
The journey to the Underworld and back is not one to be taken lightly
and those who undertake it know that their chances of remaining down
there forever are unnervingly high. These motivations should be the
sort that are both heroic and impossible to accomplish by other means.
For instance, in the adventure included in this supplement, the heroes
must journey to the Underworld to restore sleep to the world.
10
T H E U N D E RWO R L D
2 / D E S C E N T I N TO T H E U N D E RWO R L D
Tartaros (e.g. Sisyphos or Tantalos) as part of a divinely-ordained
debate on the nature of justice, during the trial of someone whose
crimes have caught the interest of the gods themselves. As those
who have suffered in the name of the gods’ justice, the testimony
of these tormented people can add weight to either side of the
argument: a truly heinous crime such as that of Tantalos plays to
the idea of divine justice being fair and absolute, while Sisyphos’
punishment was for defying the gods through cunning, perhaps
something that could be argued as disproportionate.
◆ A great enemy has arisen and the Polis is under threat. The only
person who has ever triumphed against this threat is the great
General Sostrate, who now dwells in Elysium. The characters must
hurry to the Fields of Heroes to question the general on how she
defeated this foe before, or all may be lost.
The most obvious reason to travel to the Underworld is upon the death
of a PC or NPC. In many role-playing games, character death is
something that can be quickly averted or corrected and in AEGEAN,
player characters cannot die unless they are Cursed by having their
Hubris exceed their Glory. Through the intervention of gods, a noble
act of self-sacrifice or a moment of fate on the scale of Paris’ arrow
hitting Akhilles’ heel, a hero has died. Consider the Hubristic acts that
led the character to the point of being Cursed: did they anger a god
with their disrespect, defy prophecy or harm someone dear to them?
Most Shades cannot change their fate once they pass beyond the
Gates of Haides, but perhaps by some great act of Glory or the
intervention of another god, Haides might be willing to negotiate.
Haides guards the souls in his care jealously and retrieving one will
invoke his wrath, unless the heroes make some bargain with the dread
king. This in itself can make for an exciting story, as the Disfavour of
the King of the Underworld is a dangerous thing and dogs their every
step with doom. If a hero dies and wishes to continue their story, this
can be a fun way of ensuring the act of bringing them back has
consequences. Perhaps they make a bargain with Haides, persuade
Persephone and face a test as Orpheus did, or fight their way out of
the Underworld in an epic struggle that defies the natural order. Such
acts, even if unsuccessful, should incur Hubris.
11
BOOK OF HEROES
NEKROPOLIS
A C I T Y AT T H E G AT E S O F H A I D E S
The first thing to consider when building a Polis near a Gate of Haides
is the entrance to the Underworld itself. A settlement that springs up
around an access point to the Underworld is likely to have done so for
religious reasons, as most people stay well away from such places.
Most Gates to the Underworld are rivers, caves, or a combination of
the two, but promontories are also possible sites, as are volcanic
chasms or hot springs where the fire river of Pyriphlegethon reaches up
from the Underworld and breaches the surface. A Nekropolis must
have at least one shrine to Haides (or risk his displeasure) but if the
player characters decide to build a second shrine, it could easily be to
another Underworld deity such as Persephone or Nyx, or to a figure
like Hermes who exists between Olympos and the Underworld. The
Gate of Haides is a common site for pilgrimage by ordinary people,
priests of Underworld deities and mystery cults such as the Cult of
Hekate and the Eleusinian Mysteries, so the city has likely adapted to
a certain level of tourist trade.
12
T H E U N D E RWO R L D
N E W C I T Y F E AT U R E S
2 / D E S C E N T I N TO T H E U N D E RWO R L D
coin in or on the mouth of a corpse with
which to pay the ferryman, Kharon. They
often also include a funerary procession to
the gravesite, libations or sacrificial
offerings performed by someone close to
the deceased, and ritual dirges and eulogies
for the dead. Funerary cults may also have
their own closely-guarded mystery practices
and special instructions gifted to the dead
on a golden tablet as a guide to etiquette
when navigating the Underworld. In the
Nekropolis, the funerary cult holds very real
power as mediators for diplomacy,
providing diplomatic services themselves or
advising on negotiations with the Dread
King.
13
BOOK OF HEROES
N E W A R K H O N : E N VOY
The Arkhon of a Nekropolis holds a unique position as mediator
between worlds, possessed not only of the riches of the Underworld but
also of the right to negotiate with the Underworld powers. The Envoy is
a religiously-inclined diplomat, focused on growing their influence with
both worlds. They are likely to seek the favour of Hermes as the
messenger of the gods and one of the few beings who can pass into
the Underworld and return safely. They may also court the favour of
Hypnos, Nyx or Thanatos, who walk between the worlds, though
Thanatos is known to be utterly iron-willed in his dedication to his role
and attempts to defy him may be met with lethal consequences.
Skills
14
T H E U N D E RWO R L D
NEW PC OPTIONS
C U LT O F H A I D E S
For most, rituals for Haides are restricted to veneration of the dead
during funerary rites. Few actively worship the god of the Underworld,
they offer respect and sometimes fear, but not worship. Those who
have entered his realm and returned take a different view and may
choose to offer thanks to the dread lord for their continued life.
2 / D E S C E N T I N TO T H E U N D E RWO R L D
Thesprotia in Northern Hellas have the largest groups of worshippers
and are the most common places for initiation. The rituals to required
to join the cult last through the night and require the initiate to fast
and answer riddles to prove they have truly been taken by death and
returned.
15
BOOK OF HEROES
S U N L E S S L A N D S TA L E N T S
◆
1 Welcome — 5xp ◆
4 Water Bearer — 20xp
You immediately gain Favour During downtime you may use a
(Haides). downtime Action to gain a vial of
water from one of the Underworld
◆
2 Living Ward — 10xp rivers of your choice. The vial has
The rites ward you from the touch a single use and evaporates at
of death and evil magics used the start of the next downtime if
against you. All magic cast it hasn’t been used.
against you has its Difficulty
increased by 1 along with all ◆
5 Dedicated — 25xp
attacks from dead creatures and Permanently increase a
spirits. characteristic of your choice by 1
point to a maximum of 5. This
◆
3 Fearsome — 15xp talent may be bought multiple
This Talent is identical to the times.
Fearsome gift.
S P E A K E R O F T H E D E A D TA L E N T S
◆
1 Pronouncement of Doom — 5xp ◆
3 Necromancer — 15xp
You may speak the doom of a You are able to commune with the
living creature. Gain 1 Risk and spirits of the dead and gain the
make a Harm attack Action using Necromancy magic outlined in the
Cunning (Lore) on a living target Mageia talent.
within Short range. Each success
inflicts 1 Risk on the target, ◆
4 Speaker of the Dead — 20xp
ignoring any armour. If the target You may use your Pronouncement
isn’t killed in this encounter you of Doom talent against a target
gain 1 Hubris and Disfavour at Medium range.
(Thanatos).
◆
5 Unfeeling — 25xp
◆
2 Catch Your Breath — 10xp You are inured to pain. When
When performing a Recovery rolling on the Critical Injury table
Action at the end of an encounter reduce the roll by 1 per rank in the
reduce your Risk by an additional Unfeeling talent.
point per rank in Catch Your
Breath.
16
T H E U N D E RWO R L D
PLOTS
2 / D E S C E N T I N TO T H E U N D E RWO R L D
ground in their god’s anger at the wars that can never end.
◆ A famous thief has had a priest of Asklepios place her in a state
of near-death through the use of poppy extract, ready to wake
again if her shade can return to her body. She plans to rob Haides
of his Helm of Invisibility and escape, but has found herself lost in
the Underworld. The priest pleads with the characters for help in
fear that the thief will be caught and the priest will be dragged to
Tartaros for punishment.
◆ The younger son of the recently-deceased Arkhon of another Polis
has travelled to the city to seek the counsel of his late mother
through the nekyia. As he leaves the Nekromanteion, he is set upon
by a group of assassins, only saved by the player characters. He
admits that his mother’s Shade told him his older brother poisoned
her so he could become Arkhon, and fears that the assassins were
sent by his brother to remove the last threat to his reign. A
diplomat of the older brother arrives at the city, hot on the heels
of the other delegates from his Polis, and makes an intriguing offer
to the Arkhon: a lucrative trade deal and a formalised alliance
with his Polis, in return for the player characters and city guardians
standing aside to allow the assassination to take place.
◆ Persephone has stayed too long in the Underworld and the plants
and crops of the surface world are dying with a cruel winter that
never ceases. Demeter is wrathful at the absence of her daughter,
causing devastating storms and blaming Haides. The characters
must travel to the House of Haides to uncover the reason for
Persephone’s delay. They learn that she has become ill with longing
to listen to the music of Orpheus again. The singer has not been
seen in the surface world for some time, but his Shade has not
reached the Underworld. Haides employs the heroes to track down
the Head and Lyre of Orpheus and bring them to Persephone.
17
BOOK OF HEROES
18
T H E U N D E RWO R L D
CHAPTER 3
N AV I G A T I N G T H E
U N D E RWO R L D
BOOK OF HEROES
The Underworld is a place not meant for mortals, or even for gods who
are not permitted to be there. It is the dwelling place of monsters and
Furies and Shades, of creatures so terrible that Ouranous imprisoned
them in Gaia’s womb when they were born so he would not witness
their horror. Its time and geography are impossible, sometimes aligning
with the passage of time on the surface but often slipping out of all
ability to measure the hours as you delve deeper. Even places like the
Asphodel Meadows or Elysium that have some form of light bear no
relation to the sun and moon of the surface world.
Failure on these Tests could lead characters to become lost and end up
running into dangers from this book or from the Adversaries section in
the core AEGEAN book. They could face environmental hazards such as
the rivers (see below) and the adventure in Chapter Four has
suggestions for encounters that could lead to further quests or
desperate conflicts.
While the Shades of the dead are mere shadows of what they once
were, some still retain enough of their memories to hold a conversation.
These Shades could provide guidance, but may do so on the condition
that the characters arrange a rite for their body, bid farewell to their
relatives or carry a message to the surface world for them.
GEOGRAPHY
The Underworld has two major parts: Erebos, the primordial darkness
that fills the caves between the lands of the living and the dead, and
the Underworld proper, which is further divided into realms.
EREBOS
20
T H E U N D E RWO R L D
ENTRANCES
Often found in caves with rivers, these are known to the locals and
revered with appropriate trepidation. Following the river down into the
cave eventually leads to the Akheron where a host of souls await the
arrival of Kharon’s ferry. Only those who pay the toll of one obol can
board the ferry. Any who cannot pay the toll are left on the bank,
wailing and weeping as they are stranded between worlds. The River
Akheron leads down to a dock beside the Gates of the Underworld,
where all passengers must disembark. It is possible to walk the shores
of the Akheron to reach the Gates, but inadvisable given the number
of Hungry Shades roaming the shoreline and the risks of straying from
(or into) the river in the darkness.
KERBEROS
3 / N AV I G A T I N G T H E U N D E R W O R L D
The entrance to the Underworld is guarded by a huge multi-headed
hound called Kerberos. Kerberos is primarily there to ensure people do
not leave the Underworld once they have entered it, but he can detect
living beings who travel in front of him unless he is distracted or
overcome (see Chapter Three: Chthonic Beings for more information
on Kerberos).
THE JUDGES
A pair of great bronze gates covered with the ancient laws of the
Underworld divide the liminal world of Erebos from the Underworld
proper. The Gates of Haides are the ultimate layer of protection:
guarded by a monstrous hound, the only way in or out of the
Underworld and a barrier that is not only physical but also mystical
and social. Before the Gates sit the three Judges of the Underworld:
Minos, Rhadamanthus and Aeakos. Once mortals, they have been
drafted into service as judges after their deaths. Aeakos has the Keys
to the Underworld, Rhadamanthus holds dominion over Elysium and
Minos casts the final judgement on any questionable cases. The three
of them judge the Shades that come to the Underworld and decide
where they should end up. They enforce and adjudicate the laws of the
Underworld that all its denizens must abide by. The evidence in the
cases of all Shades is already set in stone when the soul reaches the
Underworld, as they are judged upon their lives rather than any
changes they make after death. When a person’s destination is
decided, Aeakos opens the Gates to allow the Shade through.
21
BOOK OF HEROES
R I V E R S O F T H E U N D E RWO R L D
The Underworld has five rivers that not only divide up its realms but
also carry immense significance to the gods. Each river serves its own
purpose and has its own dangers. With each river is a suggestion for
what their waters might do if gathered and taken to the surface world:
AKHERON
KOKYTOS
PYRIPHLEGETHON
22
T H E U N D E RWO R L D
LETHE
3 / N AV I G A T I N G T H E U N D E R W O R L D
STYX
The most famous and powerful of the Underworld rivers, the gods
themselves dare not defy oaths sworn on the River Styx. The Styx is a
connecting path and boundary between the surface world, where the
living dwell, and the Underworld, where only Shades may walk. Styx is
also a goddess who sided with the gods as they battled the Titans and
thereafter, Zeus decreed that her name would be an inviolable oath.
The waters of the Styx are corrosive with strong, grasping currents that
mean any attempt to swim it is doomed to failure.
Waters of Styx: A small glass bottle containing the lapis lazuli blue
waters of the River Styx. Any oath sworn over this water carries the
weight of Styx’s divine blessing and those who violate it immediately
gain 3 Hubris.
23
BOOK OF HEROES
E T E R N A L D E S T I N AT I O N S
T H E A S P H O D E L M E A D OW S
E LY S I U M
Also known as the Elysian Fields, the Fortunate Isles and the Isles of
the Blessed, Elysium is where the heroic dead are rewarded for their
great deeds. The Kretan King Rhadamanthus was given rulership over
Elysium after his death and now acts as one of the three Underworld
Judges. Elysium is a lush and beautiful plain with rich soil and fine
forests. Those who reside there are allowed to exist free of the grind of
life, whiling their days away pursuing the things they most enjoyed in
life with the heroes and great individuals of the world. Most heroes,
particularly those with divine heritage, can be found in Elysium after
their deaths, including Perseus and Kadmos.
TA R TA RO S
The feared and terrible place of torment, Tartaros is, like Erebos, one
of the primordial entities who dwells within Gaia’s caves. It is as far
from the surface world as Olympos is above it, the very deepest part
of the Underworld from which nobody returns. It has gates of iron and
a threshold of bronze, used as both a place to torment those who have
earned the ire of the gods and a prison for the terrible Titans
(guarded by the Hekatonkheires) after their defeat by the Olympian
gods. The most famous prisoners of Tartaros are Tantalos, Sisyphos,
Ixion, Tityos and Salmoneus (see Chapter Three: Chthonic Beings for
more information on them).
24
T H E U N D E RWO R L D
H O U S E S O F T H E U N D E RWO R L D
The House of Night, where Nyx and her children dwell, is in the
darkest part of the Underworld. A beautiful and ancient house always
shrouded in darkness, the House of Night has a bronze threshold
through which Hemera leaves each morning to bring day to the world,
returning each evening as she crosses the threshold opposite her
mother Nyx, who shrouds the world in her cloak of darkness. This
passing over of responsibilities is genial and loving: Nyx and Hemera
greet one another warmly, understanding that their passing on the
threshold is a necessary part of the world’s existence. While each takes
their turn moving across the world, the other takes charge of the
3 / N AV I G A T I N G T H E U N D E R W O R L D
House of Night. This can sometimes be a frustrating task, as Nyx’s
children are numerous and wildly different. Hypnos and Thanatos dwell
in their cave surrounded by poppies near the River Lethe but Nyx’s
many other children like Momus (blame), Nemesis (retribution) and
Eris (strife) are hardly the sort to make the House of Night a happy
and comfortable home. Much of Hemera and Nyx’s time in the
Underworld is spent watching out for and managing this family. Some
of Nyx’s children (such as Hypnos and Eris) are prone to get into
trouble and when they do, they always return to their mother for
protection. Not even Zeus himself dares breach the threshold of the
House of Night.
25
BOOK OF HEROES
I T E M S O F T H E U N D E RWO R L D
Persephone’s power, like that of her mother Demeter, is rich with life.
Her Cornucopia is a goat’s horn overflowing with food, grain and
flowers, easily able to provide endless food for any Polis. The
Cornucopia remains fallow while it is with its mistress in the
Underworld, but during the celebrations that surround her time in the
sun, it provides feasts and libations for all who would worship her.
Persephone is easily swayed by tales of love and loss, and may be
persuaded to lend her Cornucopia to a starving city, where it provides
enough food to get through the lean months, but if it is not returned,
her anger withers the crops and corrupts the food and drink of both
the ailing city and the characters’ Polis. This item provides +3 Produce
per month for any Polis that holds it, but if Persephone wishes for it
back, it provides -2 Produce to that Polis and the Polis of the
characters (if different) until it is returned to her.
BLOOM OF PERSEPHONE
26
T H E U N D E RWO R L D
Orpheus, the famed singer and poet, wandered the world when he lost
his Eurydike until finally he was torn apart by the Maenads, followers
of Dionysos, for shunning the worship of their god. His head and lyre
continued to make mournful music as they floated down a river and
when they were retrieved, the head of Orpheus became an Oracle. The
location of Orpheus’ Head is uncertain, but perhaps it could someday
be brought to the Underworld as a gift to Haides’ court and he would
be reunited with his fair Eurydike.
3 / N AV I G A T I N G T H E U N D E R W O R L D
subject. Invoking the counsel of Orpheus gives +1D on any check made
to persuade people of a course of action in response to one of
Orpheus’ prophecies. At the discretion of the GM, the Head of
Orpheus can be installed in a shrine and become a city Retainer (but
only with Orpheus’ agreement). This gives one free use of the Consult
an Oracle downtime Action per downtime or alternatively one reroll on
a single City Action.
T H E LY R E O F O R P H E U S
This lyre was gifted to the young Orpheus by Apollo and allows those
who play it a small portion of Orpheus’ power to enchant any living
thing. By invoking the Fates and rolling a Cool (Perform) roll, whoever
plays this lyre may hold the attention of any living being for a round.
If used during a negotiation, the Difficulty of the negotiation is always
0 as the other party becomes more sympathetic towards the musician’s
cause.
T H E S H AC K L E S O F T H A N ATO S
27
BOOK OF HEROES
KHARON’S OBOL
TA B L E T O F M YS T E R I E S
The etiquette and rites of the passage to the Underworld, set out on a
gold tablet usually placed on the mouth of a cultist’s corpse during the
funerary rites for a member of a Funerary Cult. These can only be
obtained by grave robbing or through a Funerary Cult, who are
reluctant to give up their secrets. A member of a Funerary Cult can
obtain one of these tablets without any difficulty, but if they allow
anyone outside the cult to read it, they are cast out from the cult until
they can purify themselves and return. A Tablet of Mysteries gives +1D
to all social skill checks to interact with denizens of the Underworld or
tests to navigate the Underworld. It can instead act as payment on the
River Akheron.
Hermes is one of the few gods, like Hekate and Thanatos, who travels
between the realms of the living, the dead and the gods. With his
winged shoes, he can travel to the depths of the Underworld in the
blink of an eye. Created by the Smith God Hephaestos, the shoes are
made of imperishable gold and allow Hermes to fly as fast as a bird,
leaving no footprints even when he lands. Hermes has on occasion lent
his shoes to others: Perseus borrowed them to slay Medusa. Hermes is
near-impossible to steal from as he is a wily god and thief himself, but
he is also generous with his help towards heroes he likes and so might
lend them for a specific purpose. A character wearing the Winged
Sandals of Hermes can invoke the Fates to fly as though they were a
bird for a turn, with complete control over their flight, and gain a +2D
bonus on skill checks where flying or leaving no footprints would be an
advantage. If the character does not end their turn on a solid surface,
they fall directly downwards.
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T H E U N D E RWO R L D
POPPIES OF HYPNOS
The sweet poppies that grow around Hypnos’ cave are prized for their
potency, far beyond that of poppies on the surface world. Plucking
them requires walking the banks of the River Lethe, which carries its
own dangers, and anyone who attempts to pick the poppies or rescue
someone from the field of flowers must make a Cool (Vigour)
resistance roll before every Action they take or else fall asleep in the
poppies’ soporific cloud. Each Poppy can be used to create a Potion of
Hypnos with the Apothekary talent. The Potion of Hypnos can be
applied to a weapon, thrown to break on a surface, or put into food or
drink to cause immediate sleep. If more than one person is in a broken
potion’s immediate vicinity, at the GM’s discretion they might fall
instantly asleep, suffer a penalty to their actions, or they might have to
make a Cool (Vigour) skill check to stay awake.
3 / N AV I G A T I N G T H E U N D E R W O R L D
CLOAK OF NIGHT
Nyx’s Cloak cannot be stolen except with the aid of a powerful being
such as Hypnos, who is a loyal son to Nyx most of the time, but could
perhaps be persuaded to help the player characters obtain the Cloak
of Night on the condition that it is returned to Nyx quickly. The
characters could negotiate with Nyx to borrow her cloak: Nyx is one of
the more sympathetic gods and could be willing to lend her cloak to
those who want to help one of her children. If the characters obtain the
Cloak of Night, they have only one day, the time between Helios’s
Chariot beginning its journey across the sky until Helios and his horses
dive beneath the Earth and the sun sets. If the characters fail to return
the Cloak within this time, night does not fall and when Helios is
resting, the world is left in an eternal twilight until Nyx can once again
spread her cloak across the world. When a character wearing the
Cloak invokes the Fates to activate it, they can plunge an area into
total darkness for three turns once every twenty-four hours: the person
who wears it and anyone else they choose can see clearly, but others
must use light sources or divine gifts of sight to see.
Keys to the Gates of the Underworld, these heavy metal keys, wrought
of many materials including bronze, iron, wood, ivory, bone and stone,
allow access through any door or boundary in the Underworld. The
keys are large enough that they must be carried over one shoulder and
are held by Aeakos, one of the three Underworld Judges. Stealing
these keys is both incredibly dangerous and incredibly bold, though
mortals assisted by gods such as Hermes or a knowledgeable trickster
like Sisyphos might manage it. Whoever holds the keys is hunted
across all realms of the world and will undoubtedly incur the disfavour
of Haides when they are found, unless they have a very convincing
explanation or another powerful god intervenes on their behalf. While
wielding the Keys of Aeakos, characters may open any lock without a
test, but every time they do so, Haides becomes aware of where they
are and they gain +1 Risk.
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T H E U N D E RWO R L D
CHAPTER 4
CHTHONIC BEINGS
T H E U N D E RWO R L D
The AEGEAN Core Book has more information on the Favoured Skills
and Symbols associated with Haides, Persephone and Hekate.
HAIDES
Haides is moved by few things, but the pleas of his wife Persephone
can reach his stony heart, meaning that many people direct their
appeals for mercy to the Queen of the Underworld. Haides has a
fraught relationship with the Olympian gods, especially his two
younger brothers, Zeus and Poseidon. If Zeus commands that a Shade
4 / CHTHONIC BEINGS
be released from the Underworld, Haides usually complies.
A S A PAT R O N
31
BOOK OF HEROES
A S A N A N TAG O N I S T
PERSEPHONE
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T H E U N D E RWO R L D
Persephone is one of the few beings in the universe who can intercede
with Haides. She is a compassionate person and the House of Haides
is filled with Shades waiting to beg her for her help. She is not without
her own power as well, as the Eleusinian Mystery Cult spreads her
practices in the surface world and her bounteous blessings dictate the
rise of cities, while her anger blights the crops, causing the starving
people to riot.
A S A PAT R O N
4 / CHTHONIC BEINGS
perhaps their presence lifts people’s hearts like the warm sun of a
spring day after a long winter.
A S A N A N TAG O N I S T
Persephone’s power over the harvest and growth of the world makes
her a kind goddess most of the time, but when angered, her fury rots
wheat in the fields and infects orchards with parasites. Her kind heart
means that harming a person or community under her protection
causes her pain. Those with her disfavour spread rot wherever they go,
the grass withering where they walk and food turning to mould in their
mouths. They are cast out of communities for fear of the aridity that
follows them. To regain Persephone’s favour, hold a bounteous feast in
her honour, potentially with the help of her Mystery Cult, to which all
are welcomed and wine and harvest is offered to the goddess.
Alternatively, a talented musician or skilled orator could sway her
heart with a tragic tale to ask for mercy.
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BOOK OF HEROES
NYX
While Nyx dwells in out of the way places and remains apart from
Olympian politics, she is so powerful as to be feared by Zeus himself.
She is associated with prophecy and may act as an oracle to those who
seek her out. Nyx has many children and is fiercely protective of her
brood. When threatened, many of them flee to her for safety.
Nyx is a powerful deity who rarely pays attention to the brief lives of
mortals, caring more about her wayward family and her duties as the
Goddess of Night. When matters concern her children, Nyx is likely to
get involved in some way, and if the heroes can work out how to sway
her, she can be a useful ally in keeping Zeus or other gods at bay.
A S A PAT R O N
Those who pay homage to Nyx are visited by Hypnos, her son, who
blesses them with restful slumber. They could convey this boon to
others as well, providing a sleeping place for weary travellers where all
have deep sleep filled with only the most pleasant dreams at the
hands of the Oneiroi. They also find that moving stealthily in the night
is easier for them, as Nyx hides her followers in her Cloak of Darkness.
A S A N A N TAG O N I S T
Those who anger Nyx had best be ready to never have another full
night’s rest. Hypnos deserts them in disgust as the Oneiroi plague
them with nightmares. They are driven to chase the setting sun in the
vain hope that the night’s terrors are kept at bay a little longer. Even
their stealthiest deeds in the night are revealed to all as shadows draw
back from them. To pacify Nyx, seek out a cult of Nyx or of her twin
sons, Hypnos and Thanatos, or aid one of Nyx’s many other children so
they will intercede with their mother on the transgressor’s behalf.
34
T H E U N D E RWO R L D
OTHER GODS
EREBOS
H E K AT E
4 / CHTHONIC BEINGS
was honoured by Zeus with power over land, sea and sky. Worshipped
particularly by the witches of Thessaly, Hekate is a protector of the
household and is followed by a pack of hounds. Hekate is a mysterious
and powerful being who is able to cross any boundary and elusive
enough that her presence is far from certain, even for those she
favours.
Hekate is most likely to be swayed by the pleas of her cultists, but they
have their own agendas. She is more closely connected to her mortal
followers than many of the deities and with her ability to move
between worlds, she may walk amongst them during rites or when she
is pursuing her own enigmatic plans.
HYPNOS
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BOOK OF HEROES
T H A N ATO S
Thanatos mostly moves silently and invisibly about the world, and so
the characters are only likely to meet him if they have to seek him out
or are sought out by him. When they do, speaking with him is like
looking into their own graves.
HERMES
Hermes is one of the few gods who can travel easily from Tartaros to
Olympos thanks to his winged sandals. He acts as a psychopomp to
the souls of the dead, bringing those that Thanatos strikes down to the
ferryman Kharon. Hermes rarely stays long anywhere, but he can hear
the pleas of his Favoured more clearly than many of the Olympian
gods while they are in the Underworld and might offer assistance to
travellers in Haides’ kingdom. He is also a good source of information
about the denizens of the Underworld and his influence could be used
to persuade Kharon or the Judges to let a Favoured hero through.
KHARON
The Ferryman of the River Akheron, Kharon ferries the shades of the
dead to their eventual place within the Underworld. Souls gather on
the shores of the Akheron awaiting the silent ferryman, but any who do
not have a coin with which to pay their passage must remain there for
a hundred years, after which time they are allowed to cross. It is for
this reason that a coin is placed within the mouth of a corpse during
the funerary rites.
36
T H E U N D E RWO R L D
T H E P R I S O N E R S O F TA R TA RO S
TA N TA LO S
One of the famous prisoners of Tartaros, Tantalos was a mortal king
who decided to test the gods when they arrived at his dinner table in
disguise. He killed his own son, Pelops, and served him as a meal to the
gods. Zeus immediately saw what Tantalos had done and cast him
down to Tartaros, where he would be punished for eternity by being
kept in hunger and thirst while standing in a pool of water with grapes
overhead that were always just out of reach.
Pelops was returned to life by Klotho, one of the three Moirai (Fates),
on Zeus’s orders. She collected the parts of Pelops together and
reformed him in a magic cauldron. The only piece missing was his
shoulder, which Demeter had eaten while she was distraught about
Persephone’s disappearance. Klotho had Hephaestos create a new
ivory shoulder as a replacement, which Demeter presented to Pelops.
4 / CHTHONIC BEINGS
SISYPHOS
A wily trickster, Sisyphos first attracted the ire of the King of the Gods
when he traded information on the location of Zeus’s romantic
assignation with Aegina to Aegina’s father Asopos, in return for a
spring of pure water in his Polis of Korinth. Zeus killed Sisyphos and
sent Thanatos himself to ensure that Sisyphos did not escape on his
journey to the Underworld. Even Death himself was not immune to
Sisyphos’ fast talking and Sisyphos tricked Thanatos into his own
shackles. When they found that nobody on the surface world could die,
Ares and Zeus intervened and sent Sisyphos to the Underworld.
Sisyphos then revealed his next contingency plan: he had asked his
wife Merope to not bury his body, and so persuaded Persephone that
he was still alive and should be allowed to return to Earth for three
days to punish his wife and arrange his funeral, only to remain on the
surface until he died of old age. To ensure he did not escape his fate a
final time, Zeus turned to Hermes, who dragged Sisyphos down to the
Underworld, where the Underworld judges imprisoned him in Tartaros
with the endless task to roll a heavy boulder up a hill all day, only for
it to roll back down the hill right before it reached the top.
IXION
Ixion’s initial crime was far from the greatest, but it was one of the
first. He was the first to murder a kinsman when he laid a pit trap of
burning coals for his hated father-in-law, Eionos. Such a crime was
unprecedented at the time, so Zeus invited Ixion for a purification
ceremony on Olympos. Ixion accepted and was even given a place at
the table of the gods, but during the banquet, he tried to seduce Hera.
Hera, having none of it, complained to Zeus, who made a cloud look
like Hera, which Ixion then attempted to have sex with, proving that he
would disrespect Zeus and Hera if given the opportunity. Zeus
condemned Ixion to be bound with snakes to a fiery, winged four-
spoked wheel in Tartaros.
37
BOOK OF HEROES
T I T YO S
A giant who was one of the many, many children of Zeus by a mortal
princess. Zeus hid Tityos’ mother Elera deep beneath the earth to keep
her from Hera, but as Tityos grew larger, his mother died in labour and
Gaia herself acted as the womb in which he was brought to term. He
was persuaded by Hera to assault Leto, another of Zeus’s lovers, but
Leto’s children Artemis and Apollo defended their mother and killed
Tityos. Zeus imprisoned Tityos in Tartaros where he was stretched out
on a rock and his liver eaten by two vultures.
SALMONEUS
A cruel king of Thessaly who was forced out by his brother Sisyphos on
claims of incest with his own daughter. He founded a new city named
after himself and demanded the worship of the people, claiming to be
as powerful as Zeus. He used tricks to convince the people of his divine
nature, driving a chariot through the streets with bronze cooking pots
attached to the back to imitate the sound of thunder. He hurled oak
branches he lit from a brazier in the chariot as Zeus’s famous lightning
bolts. Angered by Salmoneus’s hubris and the impiety of the people
who worshipped him, Zeus destroyed the city with a real lightning bolt
and cast Salmoneus down into the Underworld.
38
T H E U N D E RWO R L D
U N D E RWO R L D T H R E AT S
Many enemies from the AEGEAN Core Book have connections to the
Underworld that mean they could show up in stories set in the
Underworld, or in heroic adventures on the surface that are linked with
the chthonic realms. The Keres are children of Nyx and might be found
near her house, the Cattle stats could be used to represent the black-
skinned cattle of Haides, guarded by Menoetes, the Hounds of Hekate
in the adventure at the end of this book use the same stats as War
Dogs and many of the Monsters outlined in the Core Book could easily
be included in an Underworld adventure. It is also entirely possible to
reskin some of the Core Book human threats for use in the Underworld.
For instance, adding elements of different kinds of warriors from the
Core Book could differentiate ghostly threats from each other, or be
used to represent the guards and servants of Haides.
ARAI MINION
4 / CHTHONIC BEINGS
Curse spirits summoned and directed by the use of curse tablets, the Arai seek
out the victim of their curse and harry them night and day, giving them not a
moment’s peace. The curse can only be lifted by the will of the Gods or by the
curse-giver ending it.
Tactics: The Arai hunt in groups and prefer hit and run tactics over a stand up
fight. They use their darts at range to pierce people with the guilt of their
actions, bringing their targets low with visions of their doom. If they are attacked
in melee, they are likely to use their Hit and Run ability to break away and
resume their assault from elsewhere on the battlefield. When slain, the Arai
dissipate into nothingness and return to the Underworld until they can hunt their
target once again.
Abilities
Judgement is Due: If an Arai uses Darts of Doom on a character who is Cursed
by the Gods or is the victim of a curse by a mortal, that character is Stunned as
Moros overwhelms them with a vision of their own Doom.
Hit and Run: Arai can invoke the Fates to activate this ability as a Reaction
when they are attacked and instantly teleport to another point within Short
range of the attacker before they take any damage.
Claws Brawl 4D 1 2 —
Darts of Doom Accuracy 5D Short 3 Pierce, Reflexes
39
BOOK OF HEROES
FURIES CHAMPION
The Erinyes, called the Eumenides (Kindly Ones) by those who fear invoking
their wrath, are monstrous creatures borne of the blood of Ouranos where it fell
upon Gaia when he was castrated by Kronos. Named Alekto, Tisiphone and
Megaera, they are the embodiments of vengeance and can never truly be
stopped, only delayed. They can take different forms, but are mostly seen as
three bat-winged women with snakes twisting through their hair.
Their worst vengeance is reserved for those who commit crimes towards their
family members, such as Orestes and Oedipus. The only known way to stave off
their grasp is through a trial presided over by a respected authority where
judgement is ruled on the crimes of the transgressor. Athena, as an arbiter of
law, is often appealed to during these trials, as her judgement carries divine
weight, but even her intercession might leave the Erinyes angry at being robbed
of their vengeance. When a city has allowed a criminal to go free, the Furies may
harass the city as a whole and the entire city must undergo a ritual purification
to free it of their torment.
Tactics: The Furies may look like women but they are ancient beings with no pity
for those who have earned their vengeance. Transgressors of pettier crimes might
be pursued by the Arai, but only the most heinous crimes attract the attention of
the Furies. They might hunt together or alone, tracking their prey across every
world. The Furies use three primary weapons: a burning spear, a cup of stinging
poison, and an iron whip. Combined with their manoeuvrability and tireless
pursuit, they are terrifying foes. If they are driven off, they retreat only to return
to their target when they have recovered their strength.
Abilities
Burning (Active): The target character and any character within Melee range of
the target when this property is activated, gains Burning 2 for 2 rounds.
Flyer: This creature can fly. It ignores all penalties for rough terrain and gets a
free Move Maneuver per turn. It must make a Move Maneuver every turn or stall.
It ignores up to 2 Risk when disengaging from a non-flying opponent.
Poisoned Chalice: Invoke the Fates and use an Action to activate this item
against all enemies at Short Range. Every target must make a Reflexes (Vigour)
roll to resist the attack or gain 1 Risk and suffer a -1D penalty to all skill checks
until they take an Action to clean the stinging poison from their skin.
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T H E U N D E RWO R L D
H E K ATO N K H E I R E S LEGEND
Three children of Gaia and Ouranous, the Hekatonkheires were so hideous that
Ouranous pushed them back inside Gaia’s womb, along with the Kyklopes, in
horror that they had produced such offspring. Named Briareos, Kottos and
Gyges, these vastly strong giant beings have fifty heads and a hundred arms.
When they assisted Zeus in the war against the Titans, he assigned them a new
purpose: guard the prison of the Titans in Tartaros for eternity, to ensure they
could never escape.
Tactics: The Hekatonkheires are unlikely to attack anyone who does not attempt
to breach the Titans’ cage, but since they are huge, they might also not notice if
they step on a smaller being as they patrol Tartaros. In the event of fighting one
of the Hekatonkheires, they are terrifying foes with a mass of arms and heads
that blur in motion as they bring the crashing horrors of the depths of the earth
upon their foes.
4 / CHTHONIC BEINGS
Reflexes: 4 Brawl: 4 Armour: 4
Cool: 1 Melee: 2 Dodge: 2
Insight: 1 Survival: 1
Cunning: 2 Vigour: 5
Abilities
Fearsome: Anyone facing one of the Hekatonkheires for the first time must make
a Cool (Vigour) Resistance roll with a Difficulty of 2 or suffer a -2D penalty to all
skill checks while facing them. A failed roll can be repeated on the start of the
character’s next turn.
Great Leap: Invoke the Fates and perform a mighty leap to close the space
between themselves and an enemy, immediately taking an Action afterwards.
Titanic: This creature is gigantic in size. Increase the Difficulty of all Pin Actions
made against it by 3. Successful Pin Actions don’t prevent the creature from
making a Move Maneuver unless the attacker has either the Huge or Titanic
ability.
Whirling Limbs: Invoke the Fates to attack everyone within Short range in the
fight, at a cumulative -2D penalty for each target beyond the first.
41
BOOK OF HEROES
H O U N D O F H E K AT E MINION
The legendary dogs belonging to Hekate, the witch goddess, are rarely set upon
mortals, but her coming is heralded by their howls and some say that they are
restless souls or daimons who accompany her and take the form of dogs. Hekate
is a protector of those who travel between worlds, but when angered she is a
dangerous foe, as she cannot be held back by any boundary. She sends her pack
of spectral Hounds after those who have angered her, tireless and deathless
enemies that can only be evaded for a time.
Tactics: The Hounds of Hekate are fast hunting dogs who are built for speed
and endurance rather than strength. They take physical form while on the hunt
and can be fought, or the characters can attempt to mislead them with the sort
of tactics that throw mortal hounds off the scent. With a successful
Cunning(Survival) roll, a character can lay down false trails, use bundles of herbs
that confuse the dogs’ noses, navigate through water to drown the scent, or put
down traps that slow them down. If the characters fight the dogs and successfully
slay them, they discorporate for one night with spine-chilling howls, but return the
next night as soon as the sun has set. The Hounds of Hekate only cease their
hunt when their prey is dead, Hekate is placated or the characters pull some sort
of ploy to misdirect Hekate onto another target.
Abilities
Keen Senses: Gain +2D when tracking prey using the Survival skill or on
Awareness rolls which involve hearing or smell.
Howl of Doom: Invoke the Fates to let out a spine-chilling howl as a Maneuver.
Any character who hears it must make a Cool (Vigour) resistance roll or take 1
Risk and -1D on all rolls to target or defend against this creature.
42
T H E U N D E RWO R L D
H U N G RY S H A D E S MINION
Driven by deep, gnawing hunger for the blood of the living, these Shades largely
cluster at the banks of the Underworld rivers, but during a rite such as the
nekyia, they surge forth into the living world to lap up the essence of life
contained in the blood spilled for the ritual, or within those who performed it.
Hungry Shades are restless and angry, unable to find peace. They direct this
anger towards those who are still living, an eternal reminder of the importance
of a final send-off. While it is rare to find these ghosts in large numbers unless
under the direction of another being or clustered on the shores of the
Underworld rivers, they could occur in places where natural disasters have left
many corpses unburied or unable to be retrieved.
There are three kinds of Hungry Shades: Ataphoi, those who were not buried with
proper funerary rites; Aōroi, Shades of those whose lives were cut short and died
with unfinished business, and Biaiothanatoi, who died violently. These different
versions could be reflected by small changes to their stats, for instance giving the
4 / CHTHONIC BEINGS
Shades of warriors slain in battle armour and weaponry.
Tactics: Hungry Shades are mindless ghosts who have lost all vestige of who they
once were. Whether they could not pay their way along the River Akheron or did
not understand the mystic etiquette of the Underworld, they sense the death
rituals such as the nekyia as beacons and flock towards them.
Abilities
Hunger of the Dead: Hungry Ghosts gain +1D to all skill checks made in the
presence of spilled blood.
Claws Brawl 5D 1 3 —
43
BOOK OF HEROES
KERBEROS LEGEND
The Hound of Hades, Kerberos is the multi-headed dog that guards the entrance
to the Underworld. Born of the monstrous Titans Typhon and Ekhidna, Kerberos
has a serpent for a tail, snakes along his spine and three dog heads. Kerberos
has been overcome once, when Herakles grappled him and bound him in chains.
Tactics: Kerberos is a dangerous foe, but can be placated rather than overcome.
He is strong and fast with a venom that can exhaust a group of enemies. He will
retreat only when severly wounded. Groups who don’t wish to attack Kerberos can
try to drug him with raw meat or use music to send him to sleep and sneak past
as he slumbers. If overpowered, Kerberos can be chained and ransomed back to
Haides or Persephone in exchange for a favour, though a chain not reinforced
with divine magic won’t hold him for long. To chain Kerberos, a character must
Pin him until someone makes a successful Might (Survival) skill check.
Abilities
Keen Senses: Gain +2D when tracking prey using the Survival skill or on
Awareness rolls which involve hearing or smell.
Many Bites: Kerberos can make three bite attacks and one snakebite attack per
turn against one or more opponents at Melee range.
Lashing Strike: When a character makes an attack against Kerberos that does
no damage, either through Armour, Dodge, or a failed attack, invoke the Fates
to cause the attacker to gain 3 Risk.
Venomous (Active): Any character who suffers a successful Harm Action when
this property is activated, whether or not they gain Risk or suffer a Wound, gains
Poison 2.
Arcane Lore
The venom of Kerberos’ serpent head can be harvested to make a bottle of
venom. While Kerberos is chained or asleep, anyone with the Arcane Lore talent
who succeeds on a Cool (Survival or Medicine) skill check gains one bottle of
venom with the Poison 2 property. With an Action, a character can apply to any
weapon. The poison has a single use and can be activated by invoking the Fates.
44
T H E U N D E RWO R L D
M Y S T E RY C U LT I S T CHAMPION
The secret practices of cults, especially those centred around funerary practices
or Underworld travels, are mostly ceremonial and harmless, often providing
ritualistic or diplomatic support within a city. Some take things to another level,
however, and are willing to kill those who stand in the way of their goals. The
stats here are for Cultists whose mysteries centre on death and the Underworld,
but they can easily be adapted to reflect other traditions or themes. Mystery
Cultists have the capability to communicate with and command the Shades of
those who were not properly buried with the appropriate rites. Some cults might
even go so far as to perform different rites over some corpses to trap them into
service. They can summon the use of Hungry Shades and pronounce potent
curses upon those who defy them.
Tactics: Mystery Cultists are likely to rely on their Temple Guards and Temple
Captains to protect them, but their familiarity with the visceral nature of life and
death, as well as the secrecy that surrounds their operations, makes them more
willing to defend themselves aggressively with Pronouncement of Doom and
4 / CHTHONIC BEINGS
Unearthly Summons.
Abilities
Pronouncement of Doom: The touch of Thanatos is upon the victim of this curse
as the hour of their death draws nearer. The character may use Cunning (Lore)
to make a Harm attack upon someone in their presence, with each success
inflicting 1 point of Risk on the target, ignoring armour. A target who has the
Favour of an Underworld deity or entity reduces this Harm by 1. The Cultist also
gains 1 Risk and if they get no successes on the attack, all members of the Cult
gain Disfavour (Thanatos), as they tried to command Death himself.
Summon Assistance: Invoke the Fates to take an Action that summons 4
Minions, mortal guards or Hungry Shades, who arrive immediately and go next
in the initiative.
45
BOOK OF HEROES
ONEIROI MINION
The beings that follow Hypnos and weave dreams through the minds of sleeping
mortals, the Oneiroi are playful beings that cluster around Hypnos’ Cave and the
edges of the lands of dreams, weaving their illusions into nightmares.
Tactics: The Oneiroi are mischievous rather than aggressive, easily bored but not
likely to stay in the fight if things become too dangerous for them. They can be
driven off, or if the heroes amuse them, helpful to the extent that such fickle
entities can be relied upon.
Abilities
Sweet Dreams: As an Action the character may make an Insight (Manipulation)
skill check. If successful, one other character in the scene becomes overwhelmed
by a dreamworld and cannot act in the real one until they make a Cool
(Knowledge) skill check at Difficulty 1.
Nightmare: As an Action the character may make a Cunning (Manipulation)
skill check. If successful, one other character in the scene increases their Risk by 2
and takes a -1D penalty on all actions as they are beset by horribly convincing
nightmares.
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CHAPTER 5
SLEEP NO MORE
BOOK OF HEROES
SYNOPSIS
Sleep has been banished from the surface world, putting every polis in
danger of grinding to a halt. Meanwhile, attacks by spectral dogs have
become increasingly common and the night sky itself seems to roil in
anguish. The heroes learn that the god Hypnos no longer walks the
surface world as he should. Not only that, the Hounds of Hekate have
been attacking people seemingly at random in the night. The heroes
must travel to the Cave of Hypnos, deep in the Underworld, to discover
the truth and restore order to the world. They learn that the goddess
Hekate, angered by a trick Hypnos played on her, has poisoned him
and he must be restored to health before sleep can return to the world.
BAC KG RO U N D
G E T T I N G S TA R T E D
The heroes are returning to the polis from some distance away,
perhaps on a heroic adventure or following a diplomatic duty in
another polis. Last night, they heard strange howls in the night that
seemed to come from all around, but the unseen dogs that made them
left no tracks. They have spent a day on the road and are half a day
from their polis, making camp by the roadside for the night. Try as
they might, none of the characters can sleep. As the sun sets, the sky
becomes an eerie, shifting darkness that is quite unlike the usual
comforting Cloak of Night that Nyx spreads across the world. As night
falls, the howls once again echo all around the countryside. It is
impossible to tell where they might be coming from, but all the
characters hear a scream from further down the road.
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The Hounds of Hekate are spectral until they have found prey, at
which point they manifest for the scene and attack. When the Hounds
take their Endurance in Risk, they discorporate with an angry snarl.
The woman, Korinna, owns a farm just down the road with her brother,
and if the characters protect her from the Hounds, she welcomes them
into her home for the night. Her brother, Linos, had to lock himself in
one of the farm outbuildings to survive the animal attack, but he is
5 / SLEEP NO MORE
safe. The siblings provide food and shelter to the characters. With a
successful Cool (Medicine) roll, a character can clean and bandage
Korinna’s hurt arm and any other injuries, learning that the dog bites
on her arm look just like those from any other dog even though they
were from clearly supernatural creatures.
Korinna and Linos have done nothing to anger Hekate as far as they
know and they have no signs of Disfavour upon them. They too have
not been able to sleep tonight. This seems for all the world like a
random animal attack, but Hekate’s Hounds do not attack at random
under normal circumstances. The characters can stay overnight or set
out for the polis, but they cannot recover their Risk as per a night’s rest
as they cannot sleep. On the road, they encounter the body of a
woodcutter who looks like he was also killed by the dogs, again with no
tracks on the ground except his own.
FAT I G U E P E N A LT I E S
For every day after the first that the heroes have not slept, they take a
cumulative -1D penalty on all rolls. This can be mitigated for a few
hours by the use of stimulant herbs or potions, which remove all fatigue
penalties until they wear off (rather than the usual +2D). These can be
purchased from local merchants in the polis at a hefty markup or
created by a character with the Apothekary Talent.
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POLIS IN PERIL
When the heroes reach the polis, they are greeted by a city in chaos,
the streets thronged with people arguing and carts and stalls upset
across the road. An Insight (Awareness) roll tells them that the locals
look haggard and confused. People are arguing in the streets or
staring into space, moving lethargically and carefully repeating work
to get it right. An Insight (Medicine) roll reveals that they all suffer
from the same sleep deprivation as the heroes are. Speaking to the
locals is at Difficulty 1 unless the hero is trying to incite violence, cause
an argument or in some other way play into their current state of
mind. Talking to the locals using Insight (Diplomacy), the heroes learn
that nobody in the city could sleep last night either.
They can either make for the tholos of their own accord or are
summoned by the Arkhon.
The Arkhon looks as sallow and tired as everyone else and explains to
the heroes that this sleeplessness seems to be everywhere, and there
have been reports of wild animal attacks out in the countryside as well.
The people are terrified and being pushed to breaking point: the
Arkhon is concerned that they will riot if a solution is not found soon.
The heroes have a number of avenues for investigation.
THE HOUNDS
If the heroes haven’t yet identified the dogs as Hounds of Hekate, this
is a good opportunity to give them another chance to do so. Normally
Hekate’s Hounds hunt specific prey, but they seem to be running wild
across the surface world rather than trying to track down those who
have fallen foul of their mistress. The attacks reported are random as
far as anyone can tell and they are not harming livestock. The attacks
have been occurring for the last two nights, and the sleeplessness only
last night.
THE ASKLEPIEION
If the city has an asklepieia, the priests there are deeply concerned
about this wave of sleeplessness across the land. They don’t know of
anything medical that could be causing it, especially considering how
widespread it is. Those they have examined seem in perfect health and
most do not normally suffer from any sleep troubles. Their only
conclusion is that the problem is caused by something spiritual or
magical rather than physical.
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The priests believe that for some unknown reason, both Hypnos and
Hekate have forsaken the world and on top of that, Nyx is upset. They
don’t have an explanation as to why, though: the auguries have been
inconclusive.
5 / SLEEP NO MORE
make an appearance is strange. The only way to learn what is
happening to Hypnos is to travel to the Underworld, where he
dwells in a cave, or to the House of Night where his mother Nyx
resides. Someone there will know the truth.
AUGURY
◆ The River Lethe flows lazily past the Cave of Hypnos, where
ghostly poppies fill the air with heady sweetness.
◆ As you lie in a deep reverie, you hear the barking of dogs all
around you and you feel a moment of panic as they run free.
◆ A poppy (a symbol of Hypnos) is choked by another plant
(aconite, a poisonous plant which is associated with Hekate) and
dragged down under the earth by it.
B ROT H E R D E AT H
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P R E PA R I N G F O R T H E J O U R N E Y
Everyone knows that you cannot simply walk into and out of the
Underworld: travelling to the depths of Haides is a mighty
undertaking. The characters can spend some time identifying
challenges and preparing for the journey using * (Lore), or *
(Diplomacy) rolls to ask a local spiritual authority such as a Funerary
Cult, the temple priests or the priests at the Nekromanteion.
Finally, the last point in Erebos before the Underworld proper is the
three Underworld judges at the Gates to the Underworld. The
characters could attempt to sneak in or persuade the Judges.
Beyond this point, they are on their own: the Underworld is mapped
only in legend and those who visit rarely return. They will have to rely
on their wits and skill.
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T H E E N T R A N C E TO T H E U N D E RWO R L D
A deep river flows through a yawning cave mouth. The water darkens to
an inky blackness as it approaches the cave and the wildlife refuses to
go near, the bare stone around the cave devoid of plants. In the
distance, you hear the sound of a low waterfall. Pressing inside, the cave
is darker than it should be and even the light of torches or lanterns does
little to dispel the gloom. The rivers drain into the Akheron, you know,
and so you press on through the cold, damp dark, following the lapping
river into the shadows of Erebos.
The characters press on for what seems like too long, deeper into the
cave system, always following the river until there is no trace of
sunlight or breeze left. The river travels down a small waterfall and
5 / SLEEP NO MORE
empties into a much larger river with a weird blue cast to the water,
almost luminous. On the black-soiled banks, a host of Shades wait,
some patient, some clamouring. The characters might even recognise
people from the polis or further abroad who have died recently,
though any interaction with the Shades tells them that these are not
the people they knew, only the last remnants of their personalities:
hollow, lacking any kind of deep thought, preoccupied by their sorrow.
If the characters fail this roll, they could try to sneak onto the Ferry
when Kharon is not paying attention. This is challenging (Difficulty 1),
though characters who have already talked their way on board could
try tactics like distractions to make the challenge easier. Alternatively,
they can follow the River Akheron and make their way down the banks.
This takes time and is extremely dangerous: the banks are haunted by
the Shades of those who remain caught between the rivers.
The characters must make Cunning (Survival) rolls to sneak past the
ghosts. If any of them still have a recent wound that is not healed, the
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BOOK OF HEROES
If the characters go by ferry, the journey down the long, winding River
Akheron feels eerily timeless, the only sounds the whispering of the
Shades on the boat and the lapping of the water as Kharon propels
the Ferry forward. Kharon stops the boat at the banks of the river and
the Shades begin to shuffle off.
In the distance, you see a pair of mighty bronze gates carved with
ancient writing dimly lit by the pale fire in the braziers before them, with
three huge figures sitting on stone thrones in judgement. Before you can
even get near the gates, however, you must pass before a huge hound
curled up ahead of you. Two of his three dog heads appear to be
slumbering, but one has a wary eye open, watching the Shades pass by,
and his snake-headed tail flickers a tongue out now and then to taste
the air.
Every hero is familiar with the tale of Kerberos, the Hound who guards
the Gates to the Underworld. Kerberos is a mighty guard dog with
unswerving loyalty to his master, Haides himself. A successful Cool
(Lore) roll reminds the characters of stories in which the dog has been
sent to sleep with music or drugged meat or has been wrestled into
submission long enough to be chained. No mortal chain could hold
Kerberos for long but it could slow him long enough for the heroes to
slip into the mass of souls awaiting judgement near the Gates.
Alternatively, the characters can attempt to sneak past him or fight
him with a view to driving him off for long enough to get through the
Gates. See the guide to Kerberos’s tactics in Chapter Three.
Once the group has bypassed Kerberos, they reach the mass of souls
standing before the Judges of the Underworld. Three great beings with
regal robes and sceptres, the Judges examine all those who stand
before them and let them through the Gates, assigning them to a
realm of the dead. The only ways to get past are to be judged and
hope to trick them, persuade them to let the characters pass without
judgement, sneak through with another soul or steal the Keys to the
Underworld and get through before they are missed.
The characters can try to use their glorious histories to trick the Judges
into letting them through to Elysium as though they were Shades of
the heroic dead. This requires the expenditure of a point of Glory each.
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If they try to fight the Judges, they are dragged through the Gates of
the Underworld and straight to the House of Haides himself to await
judgement and gain 2 Hubris for their trouble.
They have the option to keep the Keys if they steal them (see the
section in Chapter Two on Items of the Underworld), but their presence
is quickly missed, and any time the characters use the Keys, they
attract some manner of antagonistic group (perhaps a group of
Shades seeking entrance to a different realm or some of Haides’ own
guards attempting to retrieve the Keys). Until the Keys are returned to
the Judges, no souls can pass through to the realms of the dead and
instead crowd by the Gates in ever-increasing numbers. If the
characters do not return the Keys at the end of the adventure, and
instead leave the Underworld with them, they immediately gain
Disfavour with Haides. This could provide a plotline for another
adventure, as the guardians of the Underworld seek them out and
Shades run rampant across the surface world.
5 / SLEEP NO MORE
B E YO N D T H E G AT E S
Once through the Gates, the Underworld proper is spread out before
them: five rivers winding across and encircling Haides’ dread realm.
One area is shrouded in mists with a dim white light spilling across it,
the Fields of Asphodel. Another is a bright sea lit by warm sunlight
that is jarring in this otherwise-sunless realm: Elysium. In the distance
the boiling river Pyrophlegethon flows through a place of fire and
sulphurous, belching volcanoes that must be the realm of the
tormented: Tartaros. At the heart of these three realms sits the House
of Haides itself, a collection of buildings the size of a small town with
a stream of Shades moving through the great doors to seek an
audience with the King of the Underworld and his beauteous queen.
◆ A weeping Shade sits on the bank beside the River Kokytos, her
tears joining the waters of the river of lamentation. She is
consumed with grief at first, but if the heroes make a Insight
(Diplomacy) roll, she speaks through her sobs to ask for a favour:
her sister lives on the surface world but never found the grave
where she was buried. She asks the heroes to guide her sister to
the grave so she may be mourned by the one who loved her most.
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◆ The heroes find a hero whose likeness they recognise from an old
statue in their polis. Her face and armour are distinctive on the
statue, and are clear in her Shade, but the name on the statue was
chiselled off, meaning that she can no longer remember it (as few
people remember her legend in the surface world). She says she
became lost on her way to Elysium and asks the heroes to seek out
whatever record they can of her story and restore her name to the
statue with ceremony in their polis so she can remember who she
was. This could be a way of introducing a patron hero of the polis
and perhaps establish a festival in her honour.
◆ A man runs through the Underworld looking like a hunted deer. He
is ragged and unkempt, clearly not in his right mind. He killed his
brother in a jealous rage and is now pursued by the Furies at the
behest of his grief-stricken mother. Somewhere along the way, he
ended up in the Underworld, thinking to hide from them here, but
they are always on his trail. He is a powerful king on the surface
world, having inherited from his brother, and offers the heroes
whatever lucrative trade deal or personal riches they wish if they
help him escape the Furies and direct him towards the way they
came in. The heroes can attempt to throw the Furies off his trail or
hand him over to the Kindly Ones for punishment.
OTHER REALMS
This adventure deals with Erebos, the House of Haides, the House of
Night and the lands between the rivers. However, if you wish to take
the adventure to Tartaros, the Fields of Asphodel or Elysium, you could
include a secondary objective to find the Shade of someone they knew
in the past to say a last goodbye or seek their counsel.
S E C U R I N G A N I N V I TAT I O N
To secure an invitation from an Underworld deity and give the journey
to the Underworld formal permission, the heroes could visit the temples
of the Underworld deities and perform a task in exchange for their
deity’s intercession. The problems with Hekate, Hypnos and Nyx might
be enough to persuade the priests of the gravity of the situation, but
they could ask a service of the heroes in exchange:
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ON THE TRAIL
The most likely leads for the heroes to solve this mystery and bring
sleep back to the world are:
If the players seem indecisive about where to go next, you could use
Cool (Lore) rolls to lay out these options (for instance, the House of
Night and the Cave of Hypnos both lie beside the River Lethe, but
they would encounter the House of Night first). Alternatively, a
character such as Thanatos or another Underworld denizen could
5 / SLEEP NO MORE
advise them. No matter the order, the characters should be able to
gather enough clues to investigate the mystery and end up bringing
Hypnos back.
◆ Hekate’s Hounds are running wild across the surface world and no-
one knows why. Hekate was raging at first, but then her anger
cooled and she exuded a sense of vindication.
◆ Hypnos put Hekate to sleep as a prank and her Hounds got free.
◆ In anger, she sought him out and poisoned him with aconite, one of
her favoured plants, knowing it would not kill him due to his
closeness to his brother Death, but her influence over the plants
would severely injure him.
◆ Hypnos is currently lying in a state of near-death in his Cave.
◆ The poppies around the mouth of the cave can heal him because
they are a form of his influence and counter Hekate’s, turning fitful
death back into restful slumber.
Learning Hypnos’ location and the solution to his current state can
come from appropriate * (Lore) and * (Medicine) rolls, from Hekate
herself, from talking to Underworld entities like Thanatos once they are
armed with the information of what happened, or simply from
travelling to the cave and understanding what they find there.
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In the centre of the Underworld lies the House of Haides, an estate with
many chambers beyond the bridge crossing the river Lethe, across which
souls crowd in the hope of an audience with the Dread King and his
Queen. It has huge bronze gates and the guards of Haides stand rank
and file along the walls and hallways inside, ready to enforce their lord’s
will without hesitation. Inside, the House of Haides is filled with Shades
massing in the atrium before the audience chamber and beyond that,
Haides and Persephone sit upon their thrones surveying their domain.
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they would not wish to be on the receiving end of her rage as she has
domain over many dangerous poisons that could harm even the gods.
They also learn that Nyx has been most distressed at the
disappearance of Hypnos: he is somewhat of a prankster and
whenever he gets in trouble, he always returns to the House of Night
to hide behind his mother’s skirts. The fact that he has not been seen
for some time is most concerning, as it means he was not free to return
to Nyx for protection.
The lands around the House of Nyx are still and quiet, the deep silence
of shadow and the darkest hours of night. Even from outside the heavy
doors that stand open, you can see that the house is in chaos. Nyx, a
statuesque woman with long dark hair trailing a billowing cloak of
starry night behind her, is tearing around the house looking for her son,
her face streaked with tears. Meanwhile, her other children are trying to
comfort her or avoid her. Hypnos’s sister Nemesis stalks back and forth
5 / SLEEP NO MORE
around the house, her feathered wings quivering in anticipation of a
hunt for wrongdoers, as she mutters dark intimations of what she will do
against anyone who has upset her mother so. Eris, the black-winged
goddess of Strife, instead follows her mother, further exacerbating Nyx’s
distress as she feeds on the discord caused by Hypnos’ disappearance.
The family members have both information and their own agendas:
If the characters attempt to convince Eris to tell them what she knows,
they must make a Cunning (Manipulation) roll at Difficulty 1. If they
enlist Thanatos or Nemesis to convince Eris, they gain +1D on the roll.
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successful, Eris relents in the face of her mother’s anger and tells the
truth.
Eris is aware that Hypnos sent Hekate to sleep in order to set her
Hounds free, and Hekate was deliciously angry when she found out.
She doesn’t know what Hekate did in response, or where Hypnos is, but
the Witch Goddess is likely responsible for Hypnos’ disappearance.
HEALING HYPNOS
When the characters have learned the truth of what is happening (or
have decided to visit Hypnos’ cave first as the most likely source of
investigation), they follow the River Lethe until they reach a place
where cypress trees overlook an island.
The Cave of Hypnos lies upon an island in the middle of the River
Lethe. Its black waters lap around the shores of the island and before
the cave mouth is spread a field of ghostly poppies with soft white and
grey petals, along with other flowers that give off a haze of pollen. The
cave mouth is deep with shadows that no light penetrates, and there is
no other way in but by that one entrance. Nothing stirs around the cave:
even the river of forgetfulness slows to a lazy crawl as it passes by the
cave of Hypnos.
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characters, make sure to give them the chance to reclaim their lost
memories at Mnemosyne, the Pool of Memory, before they leave the
Underworld, which is down the river from Hypnos’s cave.
Once the characters have crossed the river, they must pass through the
field around the entrance to the cave, which gives off a heady haze of
somnolent pollen. The characters must make skill checks such as Cool
(Vigour) or Cool (Survival) to get through without breathing too much
of the pollen. Any character who fails finds themselves slowly dragged
into slumber in the middle of the field, lying down among the flowers
and falling into a deep dreamless sleep. If all the characters fall asleep
in this way, you may need to have an NPC intervene: perhaps
Thanatos comes to the island looking for his brother, Hermes has been
watching their progress with interest and chooses to lend a hand or a
god one of the characters is Favoured by gives them a vision that
imbues them with the strength to drag the others out.
Any character who fell asleep in the field suffers from a -1D penalty to
any rolls relating to reactions or intelligence until they leave the
Underworld. They can suppress this for a scene by using stimulant
5 / SLEEP NO MORE
herbs.
The characters reach the mouth of the cave and make Cool
(Awareness) rolls to spot the shimmers in the air of small, fast beings
gambolling about. With Insight (Lore) rolls, the characters learn that
these are the Oneroi, the personification of dreams. The Oneroi attack
the characters playfully, intending not to kill them but to submerge
them in dreams because they’re bored.
An Insight (Lore) roll reveals that they are simply playing, and to
placate them, the characters could distract them with dreamed
inventions and fancies. Here beside the Cave of Hypnos, they can
summon phantasmal dream objects, though not nearly as detailed or
physically present as those created by the Oneroi. The characters can
make Cool (Diplomacy) or Cunning (Performance) rolls to create
diverting scenes and objects that are interesting enough to persuade
the Oneroi to let them pass. Alternatively, they can fight the Oneroi
until the dreams get bored and flit off towards the Land of Dreams.
Inside the Cave of Hypnos, they find an ebony bed and can make
Insight (Awareness) rolls to notice the following details:
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When they pierce the illusion, they see the God of Sleep unconscious
on his ebony bed. His skin is clammy and his eyelids flicker, clearly not
the peaceful sleep of a well being. If they fail to notice the impression
on the bed, after a while of looking around the cave, they notice a
shimmer in the air over the bed where the spell is concealing Hypnos
and can dispel it by interacting with it or looking at it closely.
An Insight (Medicine) roll (with +2D if they have already identified the
poison) means they can diagnose this as poisoning by the aconite
plant, which is used in small quantities as medicine but in larger
quantities is quite lethal. Due to Hypnos’ godlike nature and closeness
to his brother Thanatos, he has not died from this poisoning but
instead remains caught on the threshold between life and death. A
Cunning (Lore) roll suggests that a concoction from the poppies
around the entrance of the cave would send him into a restorative
sleep, after which he would recover. The characters may need to make
another skill check to gather poppies from the field without falling
prey to their somnolent miasma, and then a character must make a
Cool (Medicine) roll to make a potion from the Poppies of Hypnos and
feed it to the god.
When the characters do so, Hypnos’s breathing evens out and he curls
up into a gentle sleep, ready to travel across the world on the next
night.
V O YA G E A N D R E T U R N
When the characters reach the surface world, they return to their polis
and the next sunset, a beautiful starry night passes across the land.
Every person and animal falls into a deep and restorative slumber
filled with chaotic dreams as the Oneroi scramble to make the most of
the resumption of Hypnos’ duties. The characters gain 2 Glory for
resolving the situation with Hypnos and for travelling into the
Underworld and returning. They may also gain the Favour of an
Underworld entity, and it may have a positive impact on their polis’s
relationship with the Underworld. As a general rule, they should come
out of this with at least one positive trade relationship, whether that is
with the polis who sent a messenger for help or the House of Haides.
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CHAPTER 6
MYTHIC QUESTS
BOOK OF HEROES
Each of these adventures presents a mythic quest. The heroes are sent
away from their home polis to a dangerous location, required to
achieve an “impossible” task for a quest giver. In each case,
supernatural entities are involved—the gods and magical people of
Hellas—and the heroes are often required to navigate unknown
dangers in pursuit of their goal.
PA L A C E O F L E AV E S
THE PELIONION
Attend the first centaur games on Mount Pelion; be drawn into the
politics of the centaur tribes. Features Apollo, Artemis, and Dionysos.
T H E D O O M O F K AT H A RO N I S I
C A M PA I G N F R A M E
Taken together, these five adventures are intended to form a loose arc.
The heroes begin with Palace of Leaves, exploring a mystery and
(hopefully) resolving a dispute between mortals and supernatural
beings. The adventures culminate in Armoury of the Gods with an epic-
scale expedition to a desolate wasteland in order to capture a foe that
is nigh invincible.
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Another alternative is that the quest giver is the arkhon of the heroes’
polis, and the characters are forced into service due to family
commitments or ambition. Any of the arkhons suggested in the
AEGEAN corebook could serve as quest giver, with compliance being
enforced through the use of hostages, or the threat of exile.
Consequences for failure fall on the heroes’ families, or on the polis
itself, as the tyrant punishes them or rages about being denied their
prize. In between adventures, the heroes deal with the severe
6 / MYTHIC QUESTS
punishments meted out by a tyrannical arkhon, and the impact on
their families, perhaps while plotting rebellion.
Other frames may suggest themselves of course. The key elements are
that the heroes have to undertake the quest given to them; that there
are personal consequences for failure; and that people across Hellas
become aware that they are serving someone else in pursuit of
impossible tasks.
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Likewise, it’s important that everyone buys into the idea that they have
less freedom than they might be used to. The aim of the campaign is
to undertake—and hopefully achieve—difficult tasks for a quest giver.
While they may plot against the corrupt arkhon, for example, the focus
is on undertaking mythic quests not on fomenting rebellion (at least
not at first).
S TA N DA LO N E TA S K S
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GODS AND MONSTERS
1. HEROIC ADVENTURE
6 / MYTHIC QUESTS
2. DON’T BE AFRAID TO ASK QUESTIONS
3 . FA M I L I A R FAC E S
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During these adventures, the heroes are often set against one or more
of the gods. Hubris is unavoidable—and one of the interesting tensions
within a mythic quest may be that the heroes themselves don’t
particularly want to oppose a god but the nature of their task makes it
inevitable. Ideally, the heroes feel that they are being used as playing
pieces by the gods—but not at the expense of their own self-
determination. Hubris can feel arbitrary—one way to address this
might be for the GM to occasionally frame short narrative “cut away”
scenes in which the gods discuss the actions of the heroes and why
they have earned themselves hubris. The Olympos scenes in Jason and
the Argonauts or Clash of the Titans are great inspiration here.
6 . U S E T H E FAT E S
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Heroes may not spend a lot of time in the city but, depending on the
quest giver, it may be the “reason” they are doing these mythic quests.
Between adventures, the heroes should return to their home polis, to
reap the rewards of victory or see the consequences of failure play out
around them. Several of the adventures—Palace of Leaves and The
Doom of Katharonisi in particular—present opportunities to create ties
between the home polis and other cities. Likewise The Pelionion creates
the opportunity to gain or lose the favour of powerful cities and shape
the political fortunes of northern Hellas.
8 . I T ’ S O K AY T O FA I L S O M E T I M E S
Failure has consequences but they don’t need to end the campaign.
Herakles himself technically “fails” two of his labours, leading to
Eurystheus adding two extra ones. The key is to ensure there are
consequences for failure that are not game-ending. Misfortune for the
polis, the loss of NPC allies, Hubris, a bad reputation, and losing
6 / MYTHIC QUESTS
Favour or gaining Disfavour can all reinforce the loss without
preventing the heroes from preparing for their next quest. The
challenge is to make the heroes feel despondent while leaving the
players enthusiastic about their next quest.
SIDE QUESTS
One final note relates to the value of side quests. The labours of
Herakles are full of side-quests. The Pelionion adventure, for example,
is inspired by one of these side quests—when Herakles stops off at
Mount Pelion during the hunt for the Erymanthian Boar. As the heroes
travel around Hellas, there should be plenty of opportunities for
digressions, and chances to take a break from the goal-oriented
adventures of the mythic quest arc.
For example, when the heroes are travelling to their destination, the
GM might introduce Captain Ilius and the crew of the Antiope, from
the Poseidon’s Children adventure in AEGEAN ADVENTURES. Heroes
who need the assistance of a master weaver to create the khiton in
The Golden Shirt might find themselves caught up in the events of The
Leaden Tablet, needing to resolve a delicate family matter before they
can have their magical cloth woven, or be drawn into the events of The
Harp of Discord while travelling to Teuthia or Mount Pelion.
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CHAPTER 7
P A L A C E O F L E AV E S
GODS AND MONSTERS
BAC KG RO U N D
7 / P A L A C E O F L E AV E S
named Hedymelia. They have been forced back time and again as the
people of Teuthia have cut down trees, built farms, and criss-crossed
the wilderness with roads. Worse, the site chosen for the palace was
once a glade where the god would come to celebrate with the nymphs,
fauns, and satyrs of southern Arkadia. Now it is a building site.
Faced with these twin indignities, they have had enough. Now they are
finally fighting back, albeit with as little violence as possible. Every
night, Hedymelia uses her miraculous pipes and musical ability to draw
a veil of somnolence over the building site. Then, she and her followers
lead the sleepwalking workers in undoing the work they completed the
previous day and then celebrating and partying until the small hours
of the morning before returning to their beds. Due to the enchantment,
the folk of Synoriakis are unaware of their nocturnal activities but are
so tired the next day that the amount of work they can do is limited.
THE GODS
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Pan: The god of music and the wilds has heard the prayers of the
forest folk and answered. Hekate has persuaded him to leave it to the
mortals to sort it out as much as possible—but he has sent his daughter
Hedymelia to prevent the palace of Synoriakis from being completed.
He won’t interfere directly unless his friends and children are attacked,
in which case all bets are off. A hero connected to Pan may be urged
to “put a stop to this invasion” without going into any further specifics.
VISITING TEUTHIA
The polis of Teuthia lies in southern Arkadia and was founded barely a
generation ago by settlers from Messenia. For all its relative youth, it is
already a bustling city. Surrounded by a ring of rich farmland, it trades
olives and grain to its Arkadian neighbours, supplemented by fine
wood cut from the wild forests. There is a large shrine of Demeter here,
which verges on becoming a full temple, and on market days the
agora is packed with farmers and woodcutters eager to sell their
wares.
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tale of the palace has become “a joke told across all Hellas” which
clearly preys on his mind.
7 / P A L A C E O F L E AV E S
the current embarrassing situation, and is worried about or suspicious
of the Skentiri. Both councillors are interested in the heroes, and if they
have not already, they may want to speak to them before they leave
the city.
Assuming the heroes are polite and respectful, they should be able to
secure the blessing of the Arkhon to travel to Synoriakis and
investigate. He will provide them with a scroll indicating they travel
with the approval of the polis. Later on in the adventure, they may be
able to leverage the letter as providing them permission to negotiate
with the forest folk on behalf of the polis. Convincing the arkhon and
his councillors that they have the right to do so however will require a
challenging Insight (Diplomacy) or Cool (Knowledge) roll.
THE OIKODOMOS
A hard Insight (Diplomacy) roll indicates that Lydia is not telling the
whole story—there is more going on here than the construction of a
simple palace in the woods. If she is pressed on this, a daunting
Cunning (Manipulation or Diplomacy) convinces her to allude to the
real reason the Oikodomos pushed for this project—the palace
incorporates an armoury and a fortified wall, and is positioned in a
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THE SKENTIRI
He may also ask someone who seems amenable to take a letter to his
nephew Aphroditus—“a good lad, if easily distracted”—who is
responsible for protecting the people at Synoriakis. The letter is full of
family news and while heroes may believe it contains a hidden code, it
is exactly what it appears to be.
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BLESSING OF DEMETER
7 / P A L A C E O F L E AV E S
Demeter has given no guidance as to the problem in the south, despite
entreaties from the priests of her shrine.
Helusa has no idea what is causing the problem, but believes it is likely
to be a god of the wilderness or perhaps a daemon. She expresses her
confidence in priestess Ellenia, who is in Synoriakis. Insight
(Diplomacy) indicates that this is not entirely true; if pressed on the
matter, she admits that Ellenia will be a fine supporter for the people
once the palace is complete, but that she lacks the practicality that
Demeter sometimes needs from her followers. In fact Helusa has called
in a more “pragmatic” priestess from the north who she is confident will
solve the problem “one way or another” and is expected to arrive in the
area imminently. If the heroes are open about going to Synoriakis, the
priests of Demeter may ask them to carry news of this northern
priestess to Ellenia on their behalf.
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AT T H E AG O R A
O N WA R D T O S Y N O R I A K I S
When the heroes are ready to leave Teuthia, they may either head out
alone or hitch a ride with a caravan taking supplies. The road south is
still very rough, and marked along its entire length by wagon ruts.
Once the heroes are a few miles from Teuthia, the trees press in and
the wilderness closes in around them. It takes about a day and a half
to reach Synoriakis from the polis by ox cart, and about the same on
foot, but could be done in a day on horseback.
During the journey, the key element is to play up how creepy the
wilderness is, especially compared to the polis they have just left.
Anything could be lurking in the woods around them; once night falls,
it is pitch black except in the tiny circle around a campfire; finding
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enough food and water to survive is a gamble, and who knows what is
safe to eat or drink out here? Travelling with a caravan is safer, but
requires at least one night spent in the wilderness.
7 / P A L A C E O F L E AV E S
There are four buildings being constructed at Synoriakis—the palace
itself is a great rectangular megaron; a shrine to Demeter; a palisade:
and an armoury (although this latter is not immediately obvious).
Despite the work having started nearly a year ago, no real progress
has been made. The ground has been cleared, but even as the heroes
arrive a work gang is having to cut back the undergrowth around the
edges of the camp, and there’s a bonfire burning near the stakes that
have been laid out to indicate the location of the palisade.
The rest of the people at the camp are no better. Arguments break out
regularly, tempers get frayed easily. Guards, artisans, servants, and
workers alike sneak off to sleep when they should be working. Cooks
blame each other for wasting supplies. There are a pair of armed
guards watching over the large tent where the food and drink is stored
who eye anyone approaching suspiciously.
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Exploring the camp provides further clues if they are needed. Insight
(Craft) may spot that the design of the palace is surprising in that the
walls are very thick and there are few openings; almost as if it is
intended more for defence than majesty. Insight (Melee or Knowledge)
may spot that the building site occupies a valuable defensive position
on the side of the mountains, one that would give numerous
advantages to any force that had to defend it. Cunning (Awareness or
Craft) spots a number of items designed for outfitting an
armoury—anvils and metalworking tools still packed up and partially
overgrown but obviously intended for more than just making nails.
Insight (Knowledge) may put these clues together to realise that this
location would be a good place to build defences if one were worried
about an invasion from the south—from Sparta.
PEOPLE OF SYNORIAKIS
Both Nestoria and Aphroditus are aware that the real purpose of the
palace goes beyond bringing civilisation into the wilderness, or filling
the coffers of Teuthian merchants. The palace will be fortified, and
accompanied by an armoury and barracks that will allow soldiers to
garrison this strategically important position. When the Spartans
invade, it will be a key part of the Teuthian defence. Getting either of
them to speak of this requires someone to win their confidence (and in
Aphroditus’ case, getting them to pay attention and concentrate for a
moment).
Assuming the heroes are here with the blessing of the Arkhon, she will
do her best to cooperate and offer them her hospitality. If they have
come here directly, she is desperate enough to accept their offer of aid
but may suspect them of being complicit in anything that goes wrong.
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She explains the situation brusquely; every night, whatever work they
have done the previous day is undone. There is no explanation, and
nobody sees anything out of the ordinary. Nobody seems to be able to
do their jobs properly, everyone is lazy and unreliable. Someone is
stealing supplies; no matter how you look at it, they are going through
food and drink at twice the rate they should be. The forest itself seems
to hate them; barely a week goes by without needing to clear the
undergrowth away from the building site.
7 / P A L A C E O F L E AV E S
building site but spends his time writing poetry, wooing anyone
amenable to his advances, and letting tomorrow take care of itself. Use
the hoplitis captain profile, reducing Accuracy, Melee, and Vigour by 1 AC: Hoplitis
each and giving him Performance of 2 with the specialisation: Love Captain, 214
Poetry instead.
An older man with a squint and thinning hair, Netenis’ sole concern is
the well-being of the people who do the actual work. He is openly
contemptuous of Nestoria and especially Captain Aphroditus. He can
provide the same information as the architect, but frames everything
as being due to the incompetence of the architect and her team.
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Ellenia worries about the people of the camp; she knows something is
wrong with them but not what. People are suffering stupid injuries all
the time and, while nobody has died, there have been a few near
misses. The worst was a few weeks ago when one of the labourers
nearly cut off their own leg while clearing undergrowth.
Ellenia is also the only person in the camp who remembers the
disappearance of a worker named Belleron. Winning her confidence
enough to get her to talk about him requires a successful Cool
(Diplomacy) roll as she has begun to doubt her own memory. She
describes him as a jolly sort, handsome in a rough kind of way, always
ready with a laugh and a joke, and maybe a little prone to lazing
around instead of working. Insight (Diplomacy) shows she was
enamoured of the man but she will become flustered if confronted with
this fact. He vanished overnight two months ago and while Captain
Aphroditus led a group of soldiers to look for him, they found nothing.
Within a day or so, nobody remembered he had ever been there and
looked at her strangely whenever she tried to talk about him.
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An hour after sunset, each of the heroes must make a daunting Cool
(Vigour) Resistance roll.
In the event they all fail, skip ahead to the next morning where all the
work done the previous day has been undone. It’s difficult to wake up;
everyone has gained a point of Risk and feels achy and tired. Heroes
prone to excess or indulgence may feel particularly bad. They don’t
know it, but they have been partying all night with the forest folk.
Insight (Awareness) might provide other clues as to what has
happened—the dirt in the camp has been churned up as if a lot of
people have been here, and a roll that gets at least three successes
7 / P A L A C E O F L E AV E S
might spot an out-of-place hoofmark.
If anyone achieves the successes needed to pass the roll, however, they
resist Hedymelia’s enchantment. Anyone who fails the roll becomes
sleepy, and drifts off naturally, in a way that might concern heroes who
are still alert. After they become concerned, they begin to notice
drifting, gentle pipe music coming from somewhere nearby. Nobody
who failed the roll (which includes all the NPCs) notices the music.
At this point, a hero can try to help anyone who is clearly succumbing
to the enchantment. Slapping or shaking someone allows the hero to
spend a point of Resolve to add extra successes to their allies’ roll.
Other alternatives might involve impassioned oratory or performance
designed to try and counter the enchantment. Such efforts can help an
ally throw off the enchantment, but will prove of limited use with the
NPCs who have been repeatedly exposed to the music.
The best way to deal with the enchantment is to block ones’ ears with
wax—but doing so is effective only before the music begins.
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BELLERON
One of the people accompanying the revelry is the missing labourer
Belleron that priestess Ellenia is concerned about. He makes a point of
dancing with the sleeping priestess, and anyone who knows about him
may recognise him from her description. Now, though, he has the goat-
like horn nubs and hairy legs of a faun. He can cheerfully explain that
he has found a new life among the forest folk, where nobody expects
him to do anything he doesn’t want to. The only reason he comes back
at all is to see priestess Ellenia, who was always nice to him.
Belleron is much more likely to talk to the heroes than his fellow fauns
and satyrs. He can confirm that the forest folk are being truthful about
their concerns. A hard Insight (Diplomacy) or standard Cunning
(Manipulation) roll that mentions Priestess Ellenia can get him to lay
out the forest folk’s concerns at least in broad strokes. Unlike the other
forest folk, however, Belleron can also be convinced to speak to the
humans in the camp during the day. This requires a formidable Insight
(Diplomacy) or daunting Cunning (Manipulation) but adds credence to
the heroes’ tale when dealing with the camp’s inhabitants. Doing so
needs careful handling—it will be all too easy for the humans to drive
Belleron off. Only Ellenia really remembers him, and her first reaction
is likely to be horror at what has happened to him unless heroes handle
her very carefully, a result that will cause the satyr to flee weeping.
THE REVELRY
The pipe music persists for half an hour—everyone in the camp is lulled
into a trance. Some sleep soundlessly, while the guards stand insensate
at their posts, staring out into nothing. Then, out of the woods come a
band of people, laughing and dancing and playing musical
instruments, some bearing torches, others beating drums or cavorting
madly. Many carry bags of food and skins of wine, with two carrying a
roasted boar on a spit between them. They approach the camp and
sweep within, and as they do the music changes to become boisterous
and loud.
It’s obvious these are not normal mortals: many have animal qualities
that mark them as satyrs or fauns, and there are a smattering of
nymphs and stranger creatures among them including several wild
animals (if the heroes had a run-in with a beast on the way here make
sure to include some of that kind). They’re armed, and a few are
armoured, but they don’t have weapons drawn. There are around forty
all told, and at their head is a handsome, leaping, dancing faun
playing the syrinx—Hedymelia.
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Over the next several hours the forest folk and the enchanted mortals
tear down all the work they did the previous day. Once that is done,
they engage in a raucous party, eating and drinking freely from the
supplies in the camp and the food and wine brought by the forest folk.
They resist attempts to interfere with their work, but avoid violence
unless it is absolutely necessary. If fighting breaks out, the satyrs and
fauns move quickly to break it up, striking to subdue rather than to
harm wherever possible.
HEDYMELIA
This daughter of Pan and an oread is a faun, and a master musician.
7 / P A L A C E O F L E AV E S
She speaks rarely, preferring to communicate through her music. She is
an artist rather than a warrior but she can still be dangerous in battle
if riled. Use the orator profile but with a Performance skill of 5 with the AC: Orator, 216
specialisation: Syrinx. She uses Lampoon, Motivate, and Scathing
Tirade with her syrinx and the GM can spend a point of Hubris to
allow her to use Perform in place of Manipulation or Diplomacy.
The syrinx she plays was given to her by Pan, and she knows how to
play them to enchant mortals: the sleep, revelry, and memory
manipulation effects she uses on the camp at Synoriakis are partly due
to the pipes and partly due to her own skill.
Hedymelia can use a burst of terrifying music to fill mortal hearts with
panic, and this ability can be used during battle. When she does so a
mortal who hears the pipes must make a daunting Cool (Vigour)
Resistance roll. If they fail, they must choose to either gain 2 Risk and
be Stunned or to flee in blind terror away from Hedymelia until they
can no longer see or hear her. NPCs will usually choose to flee.
Two hours after midnight, the party breaks up. The forest folk return to
the woods, removing any sign they were ever present. The enchanted
mortals stumble back to their beds or posts, and fall into a slumber.
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When they awaken the next morning, nobody who fell to the
enchantment has any memory of what happened during the night.
I N T E R F E R I N G I N T H E R E V E L RY
Heroes may observe, or they may try to confront Hedymelia and the
forest folk. The satyrs and fauns are not worried if some of the heroes
have avoided their enchantment—as long as they are polite, they are
happy to talk. Only if they try to force a confrontation, or interfere
with the labour of undoing the day’s work, does the situation change.
Resisting the urge to take part in the party, even for heroes who have
avoided the enchantment, takes a Cool (Vigour) Resistance roll, and
the GM may increase the difficulty if the hero has an indulgent nature.
Depending on the circumstances, anyone who partakes may be
distracted from interrogating any of the forest folk, or become
intoxicated (making attempts to interact with the throng more
difficult). Politely resisting this temptation allows a chance to converse
with the fauns and satyrs, but they are still cautious around mortals.
They’re sick of humans taking whatever they want with their axes and
sickles, and they want them to go away and leave the forest folk in
peace. Hedymelia has been sent by the god of the wild places to help
them, and they hope that once the humans give up and go away, Pan
will come back and celebrate with them again like he used to.
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Failure prompts Hedymelia to tell them to stop wasting their time; this
isn’t their problem and they should not poke their noses where they’re
not wanted. She may play the somnolent song again, requiring them to
either interrupt or make another daunting Cool (Vigour) Resistance
roll to avoid falling asleep. People who are particularly offensive might
cause her to play a terrifying note on her syrinx.
7 / P A L A C E O F L E AV E S
words as possible.
She can explain the situation to the heroes, but asks them not to
interfere. She does not want the heroes to tell the people of Teuthia
what is going on because if they do, the arkhon will simply send
soldiers to make war on the forest folk. Hedymelia tries to get them to
swear by almighty Zeus that they will not reveal the secret of what is
happening here—if anyone makes the oath and breaks it without first
being released by the forest folk, they’ll incur 3 points of Hubris.
N E G OT I AT I O N S
The key problem here is that the desires of the forest folk are at odds
with the Teuthian need to expand their dominion and protect
themselves from Sparta. A simple dice roll is not going to convince
Hedymelia and the others to give up their plan, but there is some room
for negotiation.
The heroes could promise to get the arkhon to stop building work; the
forest folk are sceptical that this will work and believe they are more
likely to send soldiers to kill them. Convincing them to let the heroes
negotiate on behalf of the forest folk requires another daunting
Insight (Diplomacy) roll and Hedymalia makes it clear they will
continue to tear down the palace in the meantime. If this roll succeeds,
the heroes may attempt a daunting Cool or Cunning (Diplomacy or
Manipulation) roll to convince Hedymalia that the best way to secure
a deal would be for her to send one of the forest folk to Teuthia to
negotiate. If she is convinced to do this, she indicates that one of the
fauns—the rotund and garrulous Simenon (gluttonous, loquacious,
slothful; he/him) will join the party at “the place where the forest yields
to the farms.” True to her word, the old faun will be waiting for them
when they return to Teuthia.
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assurances that this would not be used to further the spread of the
polis: no unnecessary land clearance or farms. This would require some
keen arguments and a formidable Insight (Diplomacy) roll.
The heroes may point out the threat of Spartan invasion. The forest
folk are not familiar with them, but have heard legends. A Cunning
(Manipulation or Performance) roll might be used to play up the
danger of the Spartans, reducing the difficulty of the Diplomacy roll to
daunting in the process. With at least four successes on such a roll, the
forest folk may be open to an alliance with the people of Teuthia
against the Spartans, an offer that the arkhon and his councillors
would be interested in and would definitely sweeten any deal.
A final complication comes in the fact that the glade where the palace
is being built was sacred to Pan. Some of the satyrs are unhappy that
a shrine to Demeter is being built there; if the humans must build a
shrine they would much rather it was dedicated to the patron of wild
places rather than the goddess of agriculture. Agreeing to this
stipulation will reduce the difficulty of getting the forest folk to accept
the fortified palace again, but will make the agreement much harder
to sell to Arkhon Dioskouros.
Negotiations don’t have to take place all at once or on the first night.
Hedymelia and the forest folk will be returning each night after all.
In each case, they fight to subdue their opponents rather than kill
them wherever possible. This is partly down to their nature, partly
because Hedymelia has instructed them to avoid murder, and partly
because the building site is a place they associate with celebration and
the god Pan and they don’t want to ruin that association by spilling
blood. The fauns in particular—given their relationship with
Dionysos—may get carried away.
If a fight breaks out, remember that there are also plenty of other
forest folk around who will offer support and inspiration to their allies.
When a PC fails a roll, it might be because of the interference of a
non-combatant as often as bad luck or the skills of their opponents.
Should the heroes kill or seriously injure any of the forest folk, then
next time they appear they will be accompanied by at least another
dozen warriors and will be alert for possible threats. Negotiating with
them becomes harder—the difficulty of all such rolls increases by 1 until
the heroes do something to make amends for the initial violence.
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T H E R E V E L RY D E PA R T S
If heroes have indicated they have not been enchanted by Hedymelia’s
pipes, and have not reached an agreement about the palace, she leads
the forest folk in one final tune as the revelry is leaving.
A F T E R T H E PA R T Y
7 / P A L A C E O F L E AV E S
the key characters in the camp, but for each NPC they have convinced,
the difficulty to persuade the others drops by one.
Once the camp is persuaded of what is going on, the question remains
what to do about it. Each of the key NPCs has their own opinion.
Remember that most of the NPCs are still under the effect of
Hedymelia’s pipes, their more primal qualities brought to the fore,
which might make reaching a consensus difficult. Diplomacy and
Manipulation rolls can win the four over to supporting a PC
plan—failures may mean that they agree to go along with the plan but
complicate matters by pursuing their own agenda once it is put into
operation.
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A C O M P L I C AT I O N F RO M T H E N O R T H
AC: Priest, 220 Use the priest profile, with the Favour of Demeter, the Fearsome gift,
AC: Fearsome, 293 and whichever of the Underworld Queen talents of the Eleusinian
AC: Eleusinian mysteries the GM chooses.
Mysteries, 181
Athanaseus of Beotia (ruthless, cruel, loyal; he/him) is the leader of
Anesidora’s temple guard and a grandson of the “hero”
Bellerophon—something he is extremely proud of. He and his soldiers
wear black chiton with red edging, and pride themselves on putting
fear into the hearts of their enemies. He is never far from Anesidora,
and never baulks at anything she tells him to do.
AC: Temple Captain, 222 Use the temple captain, but he wields a harpe and a hoplon decorated
AC: Rage, 294 with an intimidating depiction of the khimera, rather than a labrys. He
has the Rage gift and leads a warband of temple guards, armed in
the same fashion.
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Her main role is to be a wild card—to challenge any plans they come
up with—and to strongly present the attitude that the wilderness is a
dreadful place that should be civilised by force if need be. She
opposes any plan that involves negotiation with the forest folk, but
may be persuaded of the wisdom of doing so. She will be resistant to
any plan that involves compromising on the building of a shrine, or the
establishment of farms and lumber yards here in the wilderness.
Unless the heroes intervene, the poisoned wine will kill or incapacitate
many of the forest folk, and the others will be slain or driven off by her
guards. In the process many people on both sides will die—but that will
7 / P A L A C E O F L E AV E S
include Hedymelia who will be killed by the ruthless Athanaseus.
WA R I N T H E W O O D L A N D S
While the heroes alone are no match for the forest folk, Aphroditus
can rally the hoplites, and Foreman Netenis can urge some of the
workers to take up arms to defend themselves. They will need to
protect themselves from Hedymelia’s music, adding the complication
that any strategy will need to be put into operation without anyone
able to hear anyone else.
The AEGEAN book has some basic rules for larger-scale warfare. AC: Warfare, 143
Aphroditus’ hoplites and Athanaseus’ temple guard both count as
hoplitis units, while the labourers count as a unit with Health 1, Military AC: Hoplites, 122
1. The forest folk can be treated as a military unit with Health 3,
Military 2, potentially with a second unit composed of woodland
creatures that has Health 1, Military 1.
Heroic actions are key to winning any battle between the two—there
are some examples on page 144.
Rather than use the warfare rules, the GM may instead present the
battle over Synoriakis in the background while the heroes themselves
deal with the threat of Hedymelia and her pipes. A fight with the
daughter of Pan and at least one faun or satyr champion (or wild
beast) for each hero should present a climactic challenge.
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N E G OT I AT I N G W I T H T H E A R K H O N
If the heroes negotiate with the forest folk, and reach some sort of
agreement, they still will need to convince Arkhon Dioskouros and his
councillors to agree. Returning to Teuthia, they will first need to
convince the sceptical polis of what is really going on—a daunting Cool
(Diplomacy) or Cunning (Manipulation) roll as before. The difficulty
can be reduced by bringing a representative of the forest folk with
them; by convincing either or both of Nestoria Oikodomos or
Aphroditus Skentiri to corroborate their story; or by providing concrete
and indisputable evidence of what they have discovered.
Securing a treaty not to expand into the forests if the fauns and satyrs
allow the fortified palace to be completed is an easier sell. First the
heroes must reveal that they know the wider purpose of the palace at
Synoriakis. Then they need to convince the council that pushing out
into the wilderness from the palace—transforming it into a town—would
lead to increased property but will simply lead to further conflict, not
only with the forest folk but also with the Spartans especially if they
stress that the latter will see this as a provocation they cannot ignore.
If they have learned of the long-term plan to try and build an anti-
Spartan alliance with the southern Arkadian city states, the difficulty is
further reduced but the arkhon wants to know who has been so
indiscreet as to divulge such state secrets. This may lead to future
complications. The priests of Demeter strenuously oppose any
agreement not to civilise the wilderness, and the Skentiri are
particularly concerned about the inability to recoup some of the losses
to the treasury through exploiting the natural resources around the
palace. The latter might be addressed by heroes who are able to
arrange some kind of trade deal with their own polis.
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7 / P A L A C E O F L E AV E S
TRIUMPH
Depending on what happened, the heroes and their Polis may also
have incurred the displeasure of Sparta, the goddess Demeter, or the
god Pan. Helping to ensure Teuthia’s prosperity and security may lead
to good relations between their polis and the Arkadian arkhon—and
indeed endear them to any other of the Arkadian city states, especially
those secretly supporting the formation of an alliance against the
larger, greedier polis.
A hero who spoke with Hekate, and who spent any time exploring the
root of the conflict between civilisation and wilderness, may find they
have gained the favour of the goddess of crossroads, and perhaps a
minor gift or blessing, even if they didn’t actually resolve the situation.
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DISASTER
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CHAPTER 8
BAC KG RO U N D
Most people know the story of the Golden Fleece: how a flying ram
rescued the children of the goddess Nephele from Beotia before they
could be murdered by their stepmother. Depending on whom one
listens to, the golden ram was a child of Poseidon himself. Upon
reaching safety in Kolkhis, the beast was sacrificed to the gods, its
wool kept and named the Golden Fleece. The Fleece was recently
stolen from Kolkhis by the hero Iason and is currently on display in
Iolkos, which may well have inspired the quest giver to present this
challenge.
While the ewes of the Khrysomalloi are larger than normal, and
provide particularly fine wool, the rams are another matter entirely.
With mouths full of razor-sharp teeth, and hooves of iron, the male
Khrysomalloi are terrible carnivores that hunt in small packs and are
furiously protective of the ewes and lambs. More inconveniently, their
beautiful golden wool is infused with the power of the sun, burning
anyone who tries to take it.
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One of the challenges presented by this quest lies in the fact that the
raw fleece of the Khrysomalloi rams exudes heat like a fire. It burns
flesh, and will eventually ignite any flammable material it comes into
contact with. Insight (Knowledge or Lore) rolls may be used to provide
suggestions about ways to address this challenge.
The tale of Iason, and his recovery of the Golden Fleece, is well known
but the details may be a little more obscure. With a successful roll,
they may know of the challenge placed before him by King Aeëtes of
Kolkhis—to harness a fire-breathing bull. Iason managed to do so with
the aid of a special oil prepared by the sorceress Medea, who is
currently known to be in Athens. This knowledge may be enough to
send the heroes to visit one of these storied characters, in the hope of
gaining access to the fire resistance oil.
Both are likely to want a service in return, of course. Iason may rope
them into a scheme to deal with a vengeful member of the old royal
family, while Medea might want them to help the Pallantides forment
revolt in Attika, or accompany a diplomatic mission on behalf of the
polis. Either character might try to entangle the heroes in their
complex personal lives—perhaps an attempted reconciliation or
revenge strike depending on how the GM characterises the relationship
between the former lovers.
If the heroes do take a detour to try and secure fire resistance, then
don’t forget the possibilities of introducing recurring characters. For
example, if they visit Iolkos to speak with the guardians of the Golden
Fleece, or Kolkhis to prevail on Iason, they might encounter the
monster hunter Lykos (from The Doom of Katharonisi adventure) and
maybe receive useful advice about dealing with the Khrysomalloi.
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T H E I S L E O F T H E K H RYS O M A L LO I
Somewhere in the hills is the spring where their ancestor and his
charges quenched their thirst and broke their fast before they set off
across the sea. A small grove of olive trees surround it, along with a
ramshackle hut belonging to Voskas the Shepherd.
THE KHRYSOMALLOI
Where there are ewes, the rams are not far behind. Even larger than
the ewes, each has a double pair of golden horns, blazing crimson
eyes, razor-sharp teeth, bronze hooves, and fleece the colour of the
noonday sun. Fierce carnivores, they are almost entirely devoid of fear
and will pursue anything they might be able to eat with irresistible
fervour. They hunt in small packs; generally a single dominant male
and two or three younger creatures that follow its lead.
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THE SHEPHERD
A child of Hermes, their father has charged them with looking after
the magical sheep—although they don’t generally bring this up or
discuss it except when speaking to a half-sibling—they enjoy the peace
and quiet of the island. Thanks to the protection of Hermes (in his role
as patron of shepherds), the Khrysomalloi don’t attack Voskas. They
tend to the flock like any shepherd might, but are still careful to give
the rams a wide berth especially when they are in rut.
Assuming the heroes are at least cordial, the shepherd offers the
hospitality of their shepherding hut—a ramshackle building that stands
among the grove of olive trees. The shepherd is cheerfully up-front
Voskas’ hut contains all the equipment one might expect a shepherd to
have including a set of iron shears, and the tools needed to card, spin,
and weave woollen thread. They will take some convincing (challenging
Insight (Diplomacy) or Cunning (Manipulation)) to let anyone else use
these tools. Voskas is capable of shearing the Khrysomalloi themselves,
but it is even harder to persuade them to do so (hard Cunning
(Diplomacy or Manipulation)), and they stipulate that the creatures
must not under any circumstances be harmed. While Voskas has the
tools needed to spin wool and weave their own clothes, they caution
that these accoutrements won’t stand up to the heat generated by the
fleece of the rams. They’ll need to find their own way of carding,
spinning, and weaving the wool from a ram.
If anyone tries to harm Voskas, they run away but return to harass the
heroes as long as they remain on the island, especially if they think the
Khrysomalloi are in danger.
VO S K A S T H E S H E P H E R D
If a profile is needed for Voskas, use the hunter profile but give them AC: Hunter, 215
the Sure Footed talent and the Favour of Hermes. They fight with their AC: Sure Footed, 291
sling whenever possible, drawing their kopis only in desperation.
Harming Voskas will attract the ire of Hermes and killing them will
gain the god’s Disfavour.
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K H RYS O M A L LO I R A M CHAMPION
Fearsome predators that hunt in small packs led by a dominant male. Sacred to
both Hermes and Zeus, anyone who harms one of these creatures gains a point
of Hubris the first time they do so, and anyone striking a killing blow receives
another point.
Tactics: The Khrysomalloi rams are tough, relentless, and savage. Unlike natural
animals they have no fear of humans, and view them as just another thing to eat.
In combat, they attempt to knock enemies prone with headbutt (ideally as part
of a charge), and then use iron hoofed trample or savage bite, favouring prone
opponents where possible. Once they succumb to frenzy they favour using both
attacks against prone opponents, or combine a headbutt with an iron hoofed
trample.
Abilities
Blazing Fleece: The fleece of the Khrysomalloi not only turns aside weapons, but
burns with fiery potence. Unless they are protected from fire, anyone touching the
ram’s wool with bare hands must make a Might (Vigour) Resistance roll or gain 1
Risk. Anyone actively grappling the ram gains 2 Risk, reducing the effect by one
for each success on the Resistance roll. Likewise, a mundane net will begin to
smoulder the round after it is used to capture the ram, and will combust in three
rounds unless it has special properties.
Charge: This creature gains +2 damage on any Brawl or Melee Harm attack
Action if it makes a Move Maneuver immediately before the attack.
Dominant Male: One of the rams in any pack is likely to be the dominant male,
notably larger than the younger males. Add +1 to Might and +2 Endurance.
Frenzy: Once this creature takes a Wound it enters into a frenzied state, fighting
until the bitter end. It gains an additional attack per round and does +2 damage
on all attacks.
Iron-Hoofed Trample: An Iron-Hoofed Trample attack can be made against a
prone target. Unlike a natural creature, the Khrysomalloi ram does not need to
make a Move Maneuver before making this attack, rearing and crushing with
their iron hooves and tearing with their savage jaws.
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RAM WRESTLING
The heroes might try to restrain a ram while one of their number
shears the creature. This will require someone to keep the ram
restrained by wrestling it to the ground. Anyone who single-handedly
holds a ram steady while a companion shears it gains 1 Glory. It is
worth noting (possibly with an Insight (Awareness) roll) that only the
fleece burns. The rest of the creature’s body is warm to the touch but
doesn’t burn, so it is possible to secure the legs of the ram with
D R U G G E D M E AT
The rams are indiscriminate carnivores, which may suggest the idea of
drugging them to make them less dangerous or render them insensate.
Such a plan requires a sizable amount of fresh meat—perhaps deer
meat secured with Insight or Cunning (Survival:Hunting)—and a
suitable drug. Cool (Survival:Foraging) can be used to identify suitable
components and Insight (Craft:Potion) to prepare a sleeping draught
may be called for.
Hunting, or searching for ingredients for a potion, both run the risk of
the heroes attracting the attention of the Khrysomalloi, so may need
to be accompanied by Cunning (Athletics) rolls to avoid a dangerous
encounter. The rams will need to be lured to the trapped meat, using
Cunning (Survival), and they prefer fresh meat to carrion so any
heroes will need to ensure they are well hidden.
SHEARING
If a ram has been drugged, then use Might (Vigour) rolls for the ram
to see how long they remain asleep (assume they need the number of
successes gained in brewing the drug plus five). Each round someone is
shearing a ram, they need to make a Might or Reflexes (Vigour)
Resistance roll or gain 1 Risk from the heat of the wool.
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Having secured the wool, the heroes need to turn it into wool thread
and weave the actual garment.
The wool remains hot once it is removed from the ram, or if the
creature is killed. Whenever someone is carrying an amount of fleece,
they need to make Might (Vigour) rolls every five minutes or so to
avoid gaining Risk. It will eventually set fire to anything flammable it is
in contact with; the GM should play this by ear or spend a point of
Hubris to prompt a fire-related accident when the drama is flagging.
A D D I T I O N A L WO O L
A single ram provides enough raw wool to create a suitable garment
for the quest. If the heroes manage to shear more than one ram, then
the GM should increase the difficulty of transporting the fleece, but
they will be able to craft more than one garment (especially if one of
the heroes is themselves a crafter).
The heroes might also decide to shear one or more of the Khrysomalloi
ewes—a much less daunting prospect than shearing a ram. An outfit
incorporating garments woven from the wool of a Khrysomalloi ewe
have a beautiful lustre, and are particularly hard wearing. They have
the Rich 1 property, and while they don’t provide any armour they resist
mundane attempts to damage them. It can provide +1D to any
Resistance roll against the effects of heat, fire, and cold. Garments of
Khrysomalloi ewe wool make a fine gift.
Cloth woven from the wool of a Khrysomalloi ram shimmers like gold,
and an outfit containing such a garment has the Rich 2 property, and
can provide +2D to any Resistance roll against the effects of heat, fire,
or cold. A garment of Khrysomalloi rams wool is a very fine gift indeed,
and makes a suitable present for an arkhon, king, or even a god.
S P I N N I N G T H E WO O L
Before it can be woven, the wool needs to be carded and spun into
woollen thread. Normal tools for turning raw wool into wool thread will
quickly catch fire, being made of wood. Once the raw wool has been
processed, it needs to be woven into cloth. Someone will need to design
a suitably splendid garment, and then the shirt will actually need to be
created.
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Once the raw wool is spun into thread, it becomes much less
dangerous. It is still naturally warm to the touch, but it no longer burns
flesh nor causes flammable items to ignite.
ARAKHNE
Another possibility might be to seek out the aid of the master weaver
Arakhne, depending on whether or not she has had her fateful meeting
T H E W E AV I N G
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TRIUMPH
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CHAPTER 9
THE PELIONION
BOOK OF HEROES
C O N T E N T WA R N I N G
Drunkenness, bullying, themes of “racial supremacy”.
BAC KG RO U N D
Kheiron laments the fact that his people are seen as savages by the
people of Hellas. It doesn’t help matters that he and his fellow
philosophically-inclined centaurs of Mount Pelion are in the minority;
many of the rest of their people enjoy giving in to the bestial urges
that flow from their animal heritage.
At the urging of his mentor Apollo, Kheiron has hit on a plan to try
and move his cousins toward a more civilised state of being. He is
hosting a series of games on the slopes of Mount Pelion. In addition to
traditional athletic competitions, he promotes music, poetry, philosophy
and history. His hope is that the centaurs might be encouraged to
celebrate their human nature over their savage instincts.
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visiting Mount Pelion, but the details are subject to rumour and
speculation. Once the heroes reach the Pelionion, Knowledge rolls can
provide insight into the Mykenai and the Athenian factions, especially
the poor relations between the two poleis.
THE GODS
Four gods are watching the events on Mount Pelion with interest. If a
hero is favoured by one of those interested gods, or has their
disfavour, they may take a more direct hand in affairs around the
centaur games.
9 / THE PELIONION
the attempted assassination of Kheiron).
Artemis: She wants the centaurs to remain creatures of the wild, and
the Kynegoi are her representatives. She is at odds with both her
brother Apollo and the other interested gods, as she thinks the
centaurs would be better embracing their dual nature rather than
focusing on either civilised or wild tendencies. Further, it might be for
the best if they limited their exposure to humanity. She might prod a
favoured hero towards the Kynegoi, perhaps taking the opportunity to
encourage the character to learn a lesson from them about the joys of
hunting and living in the moment over the complex demands of city
life.
Ares: The war god would enjoy the spectacle of humans and centaurs
fighting one another. Keen to prevent any reconciliation between the
two peoples, he offers some support to the Eurythioi. While not
currently aware of the Mykenean plot, he would whole-heartedly
support it. If one of the heroes has his favour, he might encourage
them to sabotage Kheiron’s plan and help promote a war between
centaurs and humans. If he gets the chance, he’s likely to try and prod
a hero who has either his favour or his disfavour into a serious fight
with a centaur champion just to see how they do.
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A WO R D A B O U T C E N TAU R S
It’s a good idea to check in with your players before running this
adventure, possibly revisiting session zero discussions, and work out
how the group is most comfortable portraying the creatures especially
when it comes to drunken violence, bullying, and the “might makes
right” philosophy exemplified by some of the tribes.
FAC T I O N S
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Kheiron
(centaur),
Clothed; civilised.
Mount Run the Pelionion, make centaur Kharilko
Blue and white
Pelion society more gentle (nymph),
ribbons
Akhilles
(human)
Resolve the fall-out of the Pholus Outis
incident; if possible recruit allies (Iolaos),
Athens/ Smart clothing in
among the centaurs; find out what Makaria,
Heraklides the Athenian style
the Mykenai are up to and put a Kleon
stop to it Mylosios
Gather allies among the centaurs
Rich Mykenean
The against the Heraklides; keep an eye Aegisthus of
garb with plenty of
Mykenai on the Athenians and stymie their Mykenai
purple
plans
Phollus the
The Participate in the games in good Short cloaks; yellow
Younger,
Pholloi faith; learn about human guests and blue ribbons
9 / THE PELIONION
Amanestra
Win the games by whatever means
necessary; remind centaurs that Two-handed spears Nessia
The
humans cannot be trusted; if the and bows; green daughter of
Euvanoi
Heraklides are exposed, tear them and yellow ribbons Nessus
apart
Win the fighting games by whatever
Mismatched arms
The means necessary; celebrate their
and armour; red Eurytus
Eurythioi strength; demonstrate the folly of
and blue ribbons
resisting them to the other centaurs
Indulge themselves; win some Ram horns, goatish
The contests; remind the other centaurs qualities; bright
Savena
Dionysoi of the joy that comes from pigments; red and
embracing their bestial nature green ribbons
Slight, deer-like
Win the contests; demonstrate
aspect; bow and
The centaur superiority over humans; try
arrows; silver Nikaea
Kynegoi to remain aloof from factional
armbands; green
conflicts
and blue ribbons
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Agenda: Run the games; unite the centaur tribes and salve their hurt
pride; encourage understanding between centaur and human.
The centaurs of Mount Pelion are the most “civilised” of all the tribes,
and favour peace between humans and centaurs. While Kheiron in
particular wishes for humans and centaurs to live together in harmony
in some fashion, others would be equally happy to see the two people
live apart, having nothing to do with one another. Unlike the other
centaurs, those of Mount Pelion dress the human-halves of their
bodies, favouring a white khiton or peplos.
AT H E N S / T H E H E R A K L I D E S
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H Y D R A A R ROW S
Both Aegisthus and Makaria have arrows that have been dipped in the
blood of the Lernaean Hydra—one of the most lethal poisons known in
all Hellas. The venom they bear causes incredible pain, as if the entire
9 / THE PELIONION
body is on fire, and while they kill mortals fairly quickly they cause
immortal victims to suffer endlessly. Worse, the wounds they cause are
beyond the power of mortal medicine to treat. As the story of Phollus
shows, even a nick from one of these arrows can be enough to kill.
If a hero takes a wound from one of these arrows, the GM will need to
decide if they want to allow the venom to be cured. In the myths,
Herakles and Kheiron both ultimately die from wounds inflicted by
arrows dipped in hydra blood, with the gods unable or unwilling to
intervene.
MYKENAI
Goals: Gather allies among the centaurs against the Heraklides; keep
an eye on the Athenians and stymie their plans.
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P H O L LO I ( Y E L LOW A N D B L U E )
The Pholloi are a small tribe found on the lower slopes of Mount Pelion
and the surrounding area. Herakles’ massacre of the centaurs took
place in their territory, and several of their number were slain both by
Herakles or the impassioned centaurs. They are one of the civilised
factions, having benefited from the good example of Kheiron over the
centuries he has been living on the mountain, yet the lure of their
animal instincts still lies below the surface. Like the Mount Pelion
centaurs, they wear clothes but favour a simple khlamys or himation
rather than a khiton.
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E U VA N O I ( G R E E N A N D Y E L L O W )
This tribe of centaurs despise the Heraklides, and want vengeance for
the massacre of their people. They are one of the largest tribes, and
their delegation reflects this. They do not wear clothes, and eschew
armour and shields, favouring two-handed spears and bows. The
Euvanoi want to win—with an eye towards persuading some of the
other tribes to unite under their guidance rather than that of
Kheiron—and are prepared to step outside the rules of the contest to
do so.
9 / THE PELIONION
little exposure to them.
It’s an easy matter to change this round to suit your own campaign;
Nessia can be replaced by (or accompanied by) her father without
needing to change anything in the scenario. The Centauromachy could
be changed to have already taken place, with or without Theseus’
involvement, and be just another reason why the centaur tribes are
angry with humanity. Kheiron is a little trickier, but one possibility is
that he has been poisoned by hydra-venom, but his superlative mastery
of the herbal arts allows him to endure the pain caused by the venom.
In this case, the GM can paint him as an invalid, barely able to leave
his cave, eager to try and mend the rift between human and centaur
before he finally surrenders his immortality.
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The Eurythioi have a reputation for savage violence, and hardly seem
to care whom they fight. Some of the other centaur tribes are nervous
to see them attending the Pelionion but they seem to be on their best
behaviour. They are generally known to have the favour of the god
Ares, whom they depict as a heavily armed and armoured centaur. All
the Eurythioi have weapons and armour, mostly scavenged from their
slaughtered enemies, but they don’t normally bother with shields.
Goal: Indulge themselves; win some contests; remind the other centaurs
of the joy that comes from embracing their bestial nature.
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9 / THE PELIONION
centaurs—they are slower, they do not live as long, they are not as
strong, they are less capable of surviving in the wilderness. A clever
speaker, especially a woman, may be able to change Nikaea’s
mind although it is likely to be quite challenging to do so.
FA M I L I A R FAC E S
If the heroes have an existing relationship with Mykene or Athens, or
with the Heraklides, that could change the initial set-up for their visit
to Mount Pelion. The existing delegations could ask them to
accompany their envoys or support their mission. It’s also possible that
a different faction with a connection to the heroes has sent their own
delegation to the games. Another possibility is that a character from
the heroes’ home polis might want to accompany them—potentially
getting themselves into trouble in the process.
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Kheiron has called the centaur tribes together on the slopes of Mount
Pelion in south-eastern Thessalia. Regardless of whether the heroes
arrive by sea, or travel overland (perhaps from Iolkos, or one of the
cities of the Khalkidikean peninsula) they will be met on the lower
slopes of Mount Pelion by a band of centaurs.
This initial encounter might be the first time any of the heroes have
seen a centaur, and is an opportunity to foreshadow some of the
conflicts to come. The nature of this first group may colour their
attitudes to the centaurs as a whole, and provides an opportunity to
create relationships with one of the factions attending the games.
Heroes can use social skills to navigate this first encounter, with
difficulty dependant on their approach and which faction they are
dealing with. Successes allow them an escort to the site of the games,
while failure means the centaurs refuse to allow them to
proceed—perhaps even to the point of trying to drive them away.
Below Kheiron’s cave lies a sprawling camp, dotted with groves of trees
and bounded along one side by a wide mountain stream that provides
pure, fresh water. Unlike a human camp, there are few tents or
pavilions; if they need to shelter from the elements the centaurs do so
beneath trees or in caves. Individual tribes have claimed areas of the
Pelionion grounds, with wooden stakes marking the boundaries. These
stakes are wound with long ribbons that flutter and dance in the
slightest wind.
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the contests take place, and where Kheiron will welcome the god
Apollo each morning. On either side of the avenue leading to the cave
are the camps of the Athenian and Mykenean delegations, along with
any other human factions in attendance. The higher slopes of the
mountain nearer the cave are also the site of permanent structures, a
smattering of finely made stone buildings and a beautiful open-air
shrine dedicated to Apollo stand amidst the cypress and olive trees.
There are plenty of wild animals on the lower slopes of Mount Pelion,
and centaurs not involved in the contests send out hunting bands to
bring fresh meat to the feast tables. Kheiron’s people ensure there is
plenty to eat and drink, but each tribe tries to outdo the others by
tracking and hunting numerous and dangerous beasts.
9 / THE PELIONION
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MEETING KHEIRON
AC: Kheiron, 56 The exception is a hero with the Kherion gift who has trained with the
centaur. They receive an effusively warm welcome, and their old mentor
is keen to hear about what they have been doing so far and why they
are attending the contest. They receive +1D to rolls to interact with the
Mount Pelion faction, and will always be able to gain an audience with
Kheiron himself.
This is an opportunity for the heroes to lay out how they plan to
achieve their quest. Two possible approaches are outlined here.
TA K I N G PA R T I N T H E P E L I O N I O N
The obvious route for the heroes to gain the crown they need is to win
one the contests. Yet these games are intended for the centaurs alone,
and Kheiron’s wider scheme may be damaged if a human participates.
Kheiron is initially cautious about the idea. Winning his support needs
an Insight (Diplomacy) or Cunning (Manipulation) roll, the difficulty
depending on the heroes’ approach. Suggesting that competing with
humans might help heal the rift between humans and centaurs is a
reasonable approach here. If one of the heroes is an athlete, or has
won glory in one of the games held across Hellas, they could suggest
that participation could help “legitimise” or lend extra weight to the
Pelionion.
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Depending on drama, each objection may need its own successful skill
roll to address, or they may be used to punctuate an extended roll,
with the hero doing the talking expected to address each concern with
their next roll (and if they cannot accrue sufficient successes in four
rolls, they fail the challenge).
It’s not vital for the adventure that a human hero or heroes take part;
they will still be able to observe the games and get involved in the
factional in-fighting.
OBSERVING
If the heroes don’t want to take part directly, then they can still
become involved. Kheiron will ask shrewd questions to determine why
they are really here. If they are honest about their reason for
9 / THE PELIONION
attending (to secure one of the crowns) he will want to know how they
plan to go about it. If they give him any reason to suspect they might
steal one of the crowns, he will increase the protection at the shrine of
Apollo, and make it very clear that thieves will be severely punished if
they are caught.
They may have already realised that all they need to do to win the
challenge is convince one of the victors to give them their crown, or
accompany them back to their quest giver. In this case, Kheiron will
caution that few centaurs are likely to be interested in cooperating
with the heroes in this regard, especially those with the drive to win at
the games.
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THE PELIONION
THE GREETING
No contests take place on the first day. This is an opportunity for the
tribes to mingle, and for everyone to get a feel for the event.
MORNING
Shortly after sunrise, Kheiron invokes the god Apollo, asking him to
watch over the “first Pelionion” and to inspire everyone to do their best
and show their prowess. Once he is finished, he addresses the crowd
and welcomes everyone to his home.
He reiterates that his guests must respect one another and that
nobody is to harm anyone else, including the humans. He also explains
again that strong wine will not be drunk during the Pelionion and that
each cup of wine will be diluted with five cups of spring water. Both
these points cause grumbling among the centaurs.
If the heroes are trying to participate in the games, after Kheiron has
given his speech he can call on them to present their case. There will
be another opportunity in the evening, and this gives the heroes the
chance to mingle with the centaurs and perhaps intuit the best
approach to take.
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AFTERNOON
While the centaurs are presenting themselves, the heroes might spend
some time observing the centaurs or the two human factions.
NIGHT
A feast is held. This is an opportunity for the heroes to mingle with the
centaurs and their human guests, and learn more about the factions
and the underlying tensions. Insight, Cunning, and Cool rolls with some
combination of Awareness, Diplomacy, and Manipulation rolls might
be made to assess the competitors, and build on any information
9 / THE PELIONION
already gathered.
During the evening, the GM should split the heroes up, giving each of
them an encounter with one of the factions that suits their
temperament (for example a hero who likes to indulge their vices may
fall in with the Dionysoi and get the feeling they are planning
something for later in the games, while a cunning hero might be in a
position to overhear a suspicious exchange between Aegisthus and one
of the Euvanoi). The aim here is to make sure the heroes know there is
more going on than a simple competition and to start building
relations with the factions.
The games take place over three days. Each morning starts the same
way—Kheiron opens proceedings with a prayer to Apollo, after which
he proclaims the day’s contests. Every evening, Kheiron crowns the
winners of that day’s events, and, as night falls, another feast is held.
COMPETITIONS
For the most part, the centaur competitors in the Pelionion are not
given specific dice pools. In the case of the athletic competitions, the
tribes have chosen their finest competitors. Use the profile for athlete, AC: Athlete, 210
hunter, or Amazon champion with the centaur template as needed. AC: Hunter, 215
Defeating one of the centaur champions should be challenging; any of AC: Amazon Champion, 208
them may have the Favour of an appropriate God, or a talent suitable AC: Centaur, 225
to the contest at hand. For the artistic competitions, the orator or AC: Orator, 216
councillor profiles are both useful, again with the centaur template. AC: Councillor, 213
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D AY O N E
The first day of contests is set aside for the Javelin and Archery
contests, with Poetry in the evening. Assuming none of the heroes
participate, the Euvanoi win the javelin handily. The archery sees fierce
competition between the Kynegoi and Euvanoi, but the Kynegoi
eventually win. Eurytus or one of his companions makes disparaging
remarks about these contests—a real centaur should be close enough
to their foe to feel their blood splash on their skin, and to grind their
bodies beneath their hooves. None of the other factions are
particularly impressed by these words.
C O M P E T I N G I N D AY 1 E V E N T S
If any heroes have convinced the other competitors to allow them to
compete in the Pelionion, use the following stats for the best
competitors in the events. The Javelin event is a distance throw using
the Simple Opposition rules with Might (Accuracy: Javelin). The
Euvanoi competitor has a total of 8D. The Archery event uses the
AC: Target Target Shooting rules with Insight (Accuracy: Bow). The Kynegoi
Shooting, 159 competitor has 9D base and a Cool of 3. With 3 Aim Maneuvers this
AC: The Arts, 160 gives them 12D. The Poetry contest uses the rules for the Arts with the
Perform skill and best opponent has 5D.
The theme is “happiness”. The poems presented are fairly rustic, and
straightforward by the standards of Hellas. Only Pholus the Younger
and the Dionysoi contestant seem to have any real understanding of
the art, and the competition is very much between the two. The
Eurythioi do not take part, but have to be chastised several times for
heckling.
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After the contests are done, another feast is held. The Dionysoi are
particularly raucous, singing bawdy songs and reciting lewd poetry
unsuitable for the formal contest. They ignore Kheiron’s injunction to
dilute their wine five-to-one; observing them closely shows they are
pantomiming three of the five required cups of spring water.
Admonishing them, or bringing this to the attention of Kheiron, may
lead to a confrontation. An extended Cool (Diplomacy) or Cunning
(Manipulation) roll needing five successes may be required to avoid an
incident. If the heroes leave it until later in the evening to address the
matter, then the required successes increase to seven. A failure here
will likely earn any hero involved the enmity of the Dionysoi, or lead to
a short-lived and hopefully non-lethal burst of violence that sees some
of the drunken centaurs barred from further participation in the
Pelionion.
D AY T W O
9 / THE PELIONION
The welcoming of Apollo is followed by the Dionysoi calling out for the
other gods to also be honoured; the Kynegoi and Eurythioi agree.
Kheiron may be rattled by this; Kharilko may step in swiftly to soothe
any angry words and to explain that anyone wishing to honour the
other gods is free to do so.
Anyone paying attention to the Dionysoi may get a bad feeling about
this. Through the course of the day, they become more raucous. They
are preparing something, and a hero who investigates will discover
that they have three large amphorae of wine sealed with wax that they
have hidden in their camp. This is undiluted wine—worse, it is incredibly
potent wine blessed by Dionysos. Exactly the kind of wine that lead to
the massacre of centaurs by Herakles.
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C O M P E T I N G I N D AY 2 E V E N T S
Competing in the sprint event on horseback requires a Reflexes (Ride:
Horse) roll with a -2D penalty due to the rough terrain of the track.
The victor of the contest is the first to roll 6 successes and the Kynegoi
competitor is rolling 9D, including the penalty. Any human attempting
to compete on foot suffers a further -4D penalty.
AC: Wrestling, 154 The wrestling contest uses standard wrestling rules. If only one hero is
competing, they fight a single bout against the Eurythioi champion.
AC: Wrestler, 224 Use the Wrestlers profile with +1 Might from the Centaur profile, Brawl
4 and give them the Dirty Fighting talent. They make judicious use of
the Jab phase one Action. If more than one hero enters, pit them
against Wrestlers with the +1 Might from the Centaur profile in the
first round. If any heroes make it to the second or further rounds one
should compete against the Eurythioi champion while the others
compete against more centaur Wrestlers or each other. Continue until
a victor is determined.
The sprint contest is won by the Kynegoi again, while the Eurythioi
make a poor showing and are bad sports. The wrestling is won by the
Eurythioi. The final round comes down to a contest between their
champion and one of the Pholloi, and leaves the latter with two broken
legs.
Unlike the poetry the previous evening, the music contest is well
attended and all the tribes take part. There is much less objection to
Kleon Mylosios on the judging panel. The Dionysoi contestant wins;
nobody else even comes close and she finishes with a paean to
Dionysos, and to the joys of hedonistically indulging one’s vices that
meets with great acclaim from the audience.
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susceptible. It might also provide just the distraction needed for a plan
to steal one of the golden crowns.
C O M P E T I N G I N D AY 3 E V E N T S
With cunning and insight it is easier for a human athlete to compete
against the centaurs in the dolikhos, in a way that it isn’t in the sprint.
Heroes competing on foot have the opportunity to plot out a path
down the mountain using Cunning or Insight (Survival) rolls
beforehand and may find an easier route than the centaurs are able
to traverse. Each success reduces any penalties from skill checks used
in the upcoming race by 1D. Otherwise, the dolikhos uses the standard AC: Dolikhos, 159
9 / THE PELIONION
rules for the event with a -3D penalty for the terrain. The best centaur
competitor is rolling 9D, including penalties. As with the sprint, a
human competitor on foot is at a severe disadvantage and incurs a
further -3D penalty per roll.
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D AY T H R E E
Assuming the games continue, the final day of the Pelionion begins
with a prayer to Apollo, and the announcement of the dolikhos in the
morning, philosophy in the afternoon, and the pankration in the
evening. These are the three contests that reward golden crowns; if the
heroes’ plan is to win one, they must triumph in one of these games.
If a human is taking part they will find it very difficult to compete with
the centaurs; their endurance is beyond that of a mortal (as evidenced
by their Swift quality). As mentioned above during the sprint, one way
for a hero to compete might be on horseback. Otherwise, they are
again at a severe disadvantage, suffering a -2D penalty to each roll.
Without the heroes’ involvement the final bout is between Eurytus and
the Euvanoi contestant. Eurytus wins again but this time instead of
demonstrating his savagery, he invites the defeated centaur to join him
and his tribe in making war against the humans who wronged
them—proposing an invasion of Athens. Alternatively, if he faces a
human opponent, he refuses to stop fighting regardless of who has
won, attempting to kill his foe.
Kheiron steps in again to end the discussion or the final bout before it
goes too far, loudly chastising Eurytus for breaking the spirit of the
Pelionion, but the savage centaur laughs at him. “Your name is fading,
old man, whereas mine is on the lips of everyone here!”
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The initial topic of discussion about what service to the gods entails,
and it is clear that nobody is really interested in it. Then Nessia of the
Euvanoi suggests that the problem is that the topic of discussion is
irrelevant. The real question that should be discussed is whether the
centaurs should make war on the humans and the children of Herakles.
Kheiron tries to keep the discussion on topic, but fails. The centaurs are
much more interested in this argument.
9 / THE PELIONION
The difficulty of swaying the centaurs to a neutral or positive stance
towards humans depends on how the Pelionion has gone to this point
and how the heroes have related to the various factions. One
possibility is to encourage the debate back on track, to the discussion
of service to the gods. Alternatively, a hero may offer support to one
of the other centaur speakers with a less extreme position on the
matter at hand. The Pholloi and Dionysoi both argue that there are
merits to peaceful ties with humans, and the Kynegoi position of simply
avoiding humans is still preferable to all-out war. If a hero does
become involved in the debate, this might allow for a free-for-all in
which Aegisthus throws his support behind the Eurythioi, appearing to
support their “might makes right” philosophy, perhaps even publicly
proposing an alliance with the Mykenai).
TRAGEDY
While there are several versions of the death of Kheiron, they broadly
agree that the cause was an arrow dipped in the blood of the hydra by
Herakles. The actual timing of his death varies, but one possibility is to
have the immortal centaur meet his fate—or at least the early stages
of it—during this quest if the heroes do not intervene.
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The first Pelionion ends with Kheiron awarding the winners of the
dolikhos, pankration, and philosophy with the golden crowns as the sun
is setting. He takes the opportunity to praise Apollo once more, and to
announce that the Pelionion will become a regular celebration of
centaur culture. The response from the gathered tribes depends
entirely on how things have gone up to this point.
If Kheiron is shot, there will be an uproar from the centaur tribes; it will
quickly become clear he has been poisoned with hydra venom. One of
the centaurs allied with Aegisthus (or the Mykenean himself at a
pinch) can point out this means the Heraklides are behind the
attack—quickly whipping the assembled tribes into a fury. It will no
longer be safe for any human on the slopes of Mount Pelion, although
Kheiron’s faction and the Pholloi may be able to delay their angry kin
long enough for their guests to escape down the mountain.
If Kheiron is saved from the attack, there will still be anarchy (during
which time Aegisthus and the Mykenae might flee the Pelionion
grounds depending on how things have turned out), but Kheiron will
be able to prevent any violence. How hard this proves to be will again
depend on what has happened during the Pelionion, and how much
ground the anti-human factions have managed to claim.
All in all, this could be an ignominious end to the first (and potentially
last) Pelionion. It might also provide a great opportunity for heroes to
grab one of the golden crowns and simply make a run for it, perhaps
pursued all the way down the mountain by angry centaurs.
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T H E G O L D E N C ROW N S
The victors of the first two days’ events are crowned with olive wreaths
woven by Kheiron and his wife. The victors of the final day—the
endurance race, the pankration, and the philosophical debate—receive
special “golden” crowns woven by Apollo himself. These wreaths of olive
branches are wound with silphion blooms, the yellow-flowered miracle
plant sacred to Apollo, said to possess remarkable medicinal qualities.
As long as they are in possession of the one who won them, they will
neither wilt or lose their beauty for a full year.
During the Pelionion, all the wreaths and crowns are kept in the shrine
of Apollo near Kheiron’s cave, guarded day and night by two
champions of the Mount Pelion tribe. Use the peltast captain profile AC: Peltast
but with the additional centaur qualities. These champions do not wear Captain, 218
armour other than a helmet (reduce their Armour to 2), but have the AC: Centaur, 225
Favour of Apollo.
Should a fight break out, the centaur champions call for help. Twice
during a battle, as a Maneuver, the GM may spend a point of Hubris
9 / THE PELIONION
to call in a minion group of four additional centaurs. Use the peltast
profile, again with the centaur qualities, and they are also armed with AC: Peltast, 217
helms (Armour 2). Once violence breaks out, time is of the essence. If it
is clear they are overwhelmed, the centaur guardians flee, rousing the
entire camp to deal with interlopers. It is likely the adventure ends with
the heroes fleeing down the mountain pursued by centaurs through the
wilderness until they are able to shake them off or reach safety.
Sneaking past the guards to get to the crowns is made more difficult
by the braziers that burn constantly in the shrine during the night. A
formidable Cunning (Athletics) roll is needed to avoid attracting the
guards. A successful theft will not be noticed until morning. As the sun
rises, Kheiron himself will come to the shrine having received a cryptic
warning in his dreams. If he notices one or more crowns missing, he
raises the alarm. During the morning ceremonies, he urges the guilty
parties to come forward, questioning anyone who he suspects might
have a reason to steal the victor’s crowns. The Pelionion will
continue—but there will be dissatisfaction that one or more of the
victors will “only” receive an olive wreath.
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G O L D E N C ROW N S
The crowns have the Glorious 2 property. By plucking all the silphion
flowers from a crown, a hero can gain two automatic successes to any
check using the Medicine skill, or grant a group of companions a bonus
+1D to the next Vigour check they make before the next sunrise. The
crown is destroyed in the process. Insight (Medicine or Lore) while
examining the crown reveals the properties of the flowers.
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C O M P L I C AT I O N S A N D C O N S P I R AC I E S
During the Pelionion, there are four main schemes in operation, and
several floating events that might be used to create drama. The GM
can weave these complications into the narrative of the Pelionion,
interspersing them with the events listed for each day. The key is to
ensure the heroes know that there is more going on here than a simple
contest, and to either distract them from their goal of securing the
golden crowns or provide action for the heroes who aren’t taking part
in the contests.
9 / THE PELIONION
◆ Making gifts of weapons and armour to one of the more warlike
tribes (the Eurythioi, Euvanoi, or Kynegoi); centaurs from one of
those tribes clearly having new accoutrements of human
manufacture.
◆ Meeting confidentially with Eurytus or Nessia. Eavesdropping
might reveal the basic plan (ally against Athens in particular), with
higher successes revealing more (the fact that Mykenae have a
foolproof plan to help rile up the other centaur tribes).
◆ Studying “Outis of Athens” with a thoughtful expression, perhaps
asking (or sending agents to ask) precisely who he is. Interrogating
Kleon Mylosios before or after one of the artistic contests.
◆ Inviting a cunning hero to share a cup of wine and talk about the
Pelionion and the tribes, sounding them out as a possible agent or
traitor.
◆ Revealing that “Outis” and Makaria of the Athenian delegation
are part of the Heraklides at the worst possible moment, rousing
the centaurs against them and requiring heroes to work fast to
avoid violence and murder.
◆ In the privacy of his tent, studying the hydra venomed arrow,
hands behind his back, perhaps discussing it in veiled terms with a
trusted attendant. A hero who sneaks into the tent might also find
the arrow hidden among his things in a long box.
◆ On the final day, conspiring secretly with the assassin who will
make the attempt to kill Kheiron, or handing over the box with the
poisoned arrow inside.
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“Outis of Athens” (Iolaos) and Makaria want to mend the rift with the
centaurs. They know a little of the real story of what happened with
Phollus, but not the details. They know they have to be careful; the
unexpected presence of Aegisthus and the Mykenae has them worried.
Scenes relating to their agenda might include:
Ultimately, the truth about who the Athenians are is likely to come out,
and the heroes may have their work cut out for them preventing a
murder, or helping Iolaos and Makaria to get to safety.
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The horned Dionysoi are preparing to disrupt the Pelionion with their
unwatered, potent wine, at the urging of Dionysos. Their “plan” such as
it is, comes to a head on the second day of the games, when they
bring their amphorae to the feast. Before that, they might try to
sabotage the Pelionion—and attract the attention of heroes in a
number of ways:
9 / THE PELIONION
seriousness of their jibes.
◆ Making music and reciting poetry, inviting anyone else—centaur or
human—who wants to join them. Revelling in the sheer joy of the
art, generous with their praise and encouragement of even the
weakest performance, entirely at odds with any earlier bullying.
◆ Conspiring among themselves, making veiled references to their
“treasure” and laughing as nobody else gets the joke.
◆ Challenging a hero to debate some cultural or ethical mores. Why
are human spouses concerned with faithfulness? Why so obsessed
with working when you can drink and play? Why live in the filthy
polis when you could live in the clean wilderness? Aren’t centaurs
closer to the gods because they live more “freely” than humans do?
◆ Cornering anyone who has the favour (or disfavour) of Dionysos
and trying to get them to participate in their excessive
celebrations. A hero who can make a hard Might (Vigour) or
Cunning (Manipulation) roll to avoid getting black-out drunk may
learn of their real agenda, or the location of their strong wine.
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T H E E U RY T H I O I D O M I N AT I O N
F LOAT I N G E V E N T S
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9 / THE PELIONION
player may use it once to invoke Apollo’s favour for their character or
another PC.
If the heroes actively support the Pelionion and stymie the attempted
assassination of Kheiron, Apollo may appear (incognito) to thank
them. One possible reward might be a fourth golden crown, especially
if the heroes have clearly done their best to win one legitimately, while
acting in a way Apollo approves of. The GM should be careful with this
kind of reward, however. It risks undermining their efforts and
suggesting that their plans were pointless. It should be clear to the
players that they’ve won the crown because of their hard work.
S E C U R I N G A C ROW N
If the heroes win one of the contests on the final day of the games,
Kheiron bestows a golden crown on them. There is some grumbling
among the centaurs—many feel that they have been shamed by the
humans and Eurytus in particular may play up this attitude. Anyone
involved may also gain 1 Hubris—Apollo intended this to be a contest
for centaurs after all—unless someone has addressed the god’s
concerns during an encounter with him.
Another way to achieve their goal is for the heroes to persuade one of
the winners to accompany them to visit the quest giver; there is no
requirement that the crown be handed over. This will obviously only be
feasible if the winner is one of the pro-human (or at best human-
neutral) factions, and made easier if the heroes have befriended the
centaur beforehand.
If the heroes steal one or more of the golden crowns, they have just
about enough time to get it to their quest giver before it wilts and
fades. Once news of their crime spreads they will incur the wrath of the
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centaurs faction, and it may also damage their standing with anyone
on the receiving end of centaur violence after the Pelionion. In both
cases, this may affect diplomatic relations for their polis. Worse,
anyone instrumental in stealing the crown will likely have gained the
disfavour of Apollo; everyone involved gains 2 points of Hubris as well.
TRIUMPH OR DISASTER
Whatever the outcome, events at the Pelionion will change the political
climate in Northern Hellas. If war erupts between centaurs and
humans it will almost certainly start with an attack on Athens, one that
the polis may not be in a good position to turn aside. Violence spreads
quickly, with other poleis on the mainland embroiled on one side or the
other. If Mykenai is sponsoring the centaurs, at some point they will
turn against the other poleis of Central Hellas, which will make the
situation even more complex.
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CHAPTER 10
T H E D O O M O F K AT H A RO N I S I
BOOK OF HEROES
C O N T E N T WA R N I N G
Emotional manipulation (Zeus being Zeus), unfair punishments,
disaster, mob violence, young man in peril.
BAC KG RO U N D
Insight (Knowledge) knows the story of the Lernaean Hydra, and how
Hera sent the crab Karkinos to distract Herakles during his fight. Some
versions of the story suggest the creature was a tiny crab that pinched
Herakles’ toes, but the more commonly told version describes it as an
armoured abomination the size of a wagon. Herakles defeated it with
his bare hands, cracking its shell with his fists and tearing its pincers
off, before returning to the more pressing fight with the hydra.
Insight (Lore) knows that the various giant crab-beasts of Hellas are
associated with the titans Okeanos and Tethys, and with the
abomination Mekathiron who is said to be the parent of all such
creatures including Karkinos. There are stories of their shells being
used to create armour or shields, wielded in ancient days by champions
of the two titans, and in more recent times by heroes favoured by
Poseidon or the okeanids (nymphs who are themselves daughters of
Okeanos and Tethys). With additional successes, either roll might
reveal the connection between Hera and the two titans. When Zeus
was engaged in deposing their father Kronos, Hera was sent by her
mother to the safety of Tethys’ domain. The pair have a close familial
tie, of foster-mother and daughter. This information could serve as the
basis for an argument to persuade Hera to show leniency to princess
Athenaeus—drawing parallels with her own parentage and experience
as an exile. Once Mekathiron is dealt with, of course.
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THE GODS
Hera: The Queen of the Gods is the reason that there is a giant crab
rampaging along the coast of Katharonisi. Her curse on Athenaeus
requires her to punish anyone who gives the youth sanctuary, but her
heart isn’t entirely in it. She cursed Athenaeus in haste, but regrets
making it so open-ended. She is starting to see Athenaeus as another
foolish young man who gave in to the wiles of her husband. Still, she is
not prepared to lose face by failing to enact her curse and so asked
her foster-mother Tethys to send Mekathiron to destroy Katharonisi.
Her servant on the island is Basilea, who is caught between love for
her goddess and the love for her Queen. Anyone with the Favour of
Hera will find her conflicted and, if they can save the island, they may
be able to persuade her to relent in her punishment of Athenaeus.
1 0 / T H E D O O M O F K AT H A RO N I S I
Olympian, although nobody makes much fuss about it. Queen
Iophornis’ grandfather Klypion won her favour by protecting the
common folk under his rulership, and both his son and granddaughter
have continued his legacy. While mild in nature, Hestia is unhappy to
see the destruction of the homes and families of Katharonisi—angry
even. She has also become tired of the constant bickering between her
brother and sister: Zeus and Hera are meant to be the ideal patriarch
and matriarch but set a terrible example. Her agent on the island is
the nurse Zestasia, and anyone with her Favour will be urged to find a
solution to the real problem: the curse laid on the boy by the angry
goddess. This will only happen after they’ve seen off the giant crab.
Poseidon: The god of the sea is mostly annoyed that people assume it
is he, not Hera, that is responsible for Mekathiron. The people of
Katharonisi make sacrifices to him as the livelihoods of many depend
on the sea. He won’t go against Hera’s wishes, but he’d be happy for
someone to destroy the monster and tell people he helped them. He
doesn’t give a damn about Athenaeus or the Queen. A child of
Poseidon or a hero with his Favour may receive hints, and the god will
push them towards Azureus, the Queen’s advisor, who knows more
about the situation than he admits. He has sent Menthos of Korinth to
the island to “deal with it” but the champion is out of his depth.
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T H E K I N G D O M O F K AT H A RO N I S I
THE ISLAND
The interior of the island is given over to raising herds of sheep, and
farming. There are no settlements larger than a village; the life and
soul of Katharonisi lies on the coast. Villages are built around
harbours, and fishing forms the life-blood of the nation. Most villages
have a shrine dedicated to Poseidon, with the larger ones having space
set aside to honour Athena as patron of crafting, and Hestia, the
goddess of hearth and home.
SARIPOLLA
Near the agora are shrines dedicated to Poseidon, Zeus, Hera, and
Athena. Desperate citizens pray to the gods for aid, but none seems to
be forthcoming. In addition to these public places of worship, there is
also a temple in Saripolla but its location is not immediately obvious.
Within the palace itself lies a chamber dedicated to the veneration of
Hestia, the goddess of the hearth. It is not secret, but is rarely
discussed with outsiders. Built by Queen Iophornis’ grandfather
Klypion, it is a simple structure at odds with the relative splendour of
the palace that surrounds it—but in the centre burns an eternal flame
said to have been kindled by the goddess herself. Any citizen of
Katharonisi is welcome to visit the shrine and petition the goddess for
aid. Nobody really talks about the temple, but everyone on the island
knows it is there.
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Refugees from several of the ruined fishing villages have come here to
petition the Queen for sanctuary, but there is nowhere to put them.
The first to arrive were taken in by families with room to spare, but
now they throng the streets, hungry and frightened. There is not
enough food to go round, and resentment is beginning to simmer
between the citizens of the polis and those seeking the presumed
safety of its walls.
1 0 / T H E D O O M O F K AT H A RO N I S I
PEOPLE OF SARIPOLLA
When she offered sanctuary to prince Athenaeus, she was not aware of
how bad the situation would get. As soon as she realised, she sacrificed
two black bulls to Hera, asking her to rescind her curse on the innocent
man, but received no answer. Yet the queen refuses to break her word;
she promised Athenaeus she would protect him and protect him she
will. She hopes that she would have made the same decision even had
she known what it would mean, but with each village destroyed that
certainty wavers.
Her dream of seeing her kingdom take its place among the great
poleis of the Aegean is being torn apart by a giant crab. She has
broken her promise to her father to always put the safety of her
people above her personal desires.
Use the councillor profile for Queen Iophornis, but increase her AC: Councillor, 213
Standing to 5, and swap her Diplomacy and Manipulation skills.
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The priestess knows why Mekathiron is attacking the island. Her love
for Iophornis prevents her from denouncing the Queen. She knows the
people of Katharonisi are desperate and fears what might happen if
they learn that their Queen’s promise to a foolish young man has
brought disaster upon them. In her heart, she fears that the Queen’s
hubris means the only way to appease Hera will be to offer Athenaeus
up as a sacrifice to the crab.
For now, she avoids the Queen and the champions gathering on the
island, and does what she can to help the villages Mekathiron has
destroyed. The time is coming when she will have to make a choice
between her goddess or her Queen. Unless something changes, she will
have no choice but to choose her goddess.
AC: Priest, 220 Use the priest profile, adding the Favour of Hera.
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General Sideron suspects he knows more than he is letting on, and may
direct heroes to him if they earn her trust. Likewise, Zestasia has
overheard him praying in the temple of Hestia and while she doesn’t
know exactly what has agitated him, she senses it is more than just the
grief of a man seeing his country torn apart.
Use the councillor profile, but due to his heritage, Azureus has the AC: Councillor, 213
Water Breathing gift. He also knows a ritual that can share this gift AC: Water Breathing, 294
with a small group of people for a single day—but at the cost of losing
it himself forever and meaning he will be unable to continue to tend to
the temple.
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abandoned by Zeus. At the time, he was unaware of the fact that he
was being seduced by the king of the gods; believing that this was a
visiting prince and who would eventually marry him. After the
seduction, however, the “visiting prince” quickly became bored of him
and turned his attentions elsewhere. Now, an angry Hera has vowed to
punish anyone who gives Athenaeus sanctuary, and he is desperate
and afraid.
Any hero who makes a sincere, personal promise to help Athenaeus will
find themselves filled with a fierce desire to protect him. They gain 3
points of Resolve. Unlike normal Resolve, these points remain until they
are used or the end of the adventure. They aren’t discarded at the end
of a session and don’t convert to Hubris unless the hero still has them
after the adventure ends. If a hero makes this promise and fails to
save Athenaeus, they gain an additional point of Hubris at the end of
the adventure.
Use the city folk profile but remove the Melee skill and give him the AC: City Folk, 212
Fawning gift. Athenaeus doesn’t use this gift intentionally; it is a AC: Fawning, 293
function of his beauty and gentle spirit.
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Sideron may share her suspicion that the Queen’s advisor Azureus
knows more than he is letting on. Shortly before her showdown with the
beast, she came across the philosopher deep in his cups and rambling.
He has been pointedly avoiding her ever since.
Finally, she may share her worries that the Queen is not doing enough
to protect Saripolla itself; that it is inevitable the beast will come here
and the remaining soldiers will not be enough to protect the people,
especially when the latter start to panic. The refugees need to be
moved inland no matter how tricky the logistics might be. She has not
been able to get the Queen to listen to her concerns. A hero who can
intercede and get Sideron’s plan enacted will win her gratitude.
AC: Hoplitis Captain, 214 Sideron cannot fight at the moment but the hoplitis captain profile can
be used if needed.
S I D E R O N ' S PA N O P LY
A hero who befriends the general, and who convinces her they have a
AC: Fine, 279 chance of defeating the crab, may receive the loan of her Fine 1
quality dori, kopis, or hoplon to fight the beast. Should they initiate the
evacuation of the polis, she may offer them the use of her armour.
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She discards the various self-aggrandising champions that come to the
island seeking glory, but she may find herself drawn to a more serious,
sincere hero, especially one that seeks out the temple of Hestia or has
the favour of the goddess. She can arrange an introduction to
Athenaeus, share her suspicions about Azureus, encourage heroes to
speak to General Sideron, and otherwise serve as a prompt to move
the adventure along. She can also share a little of her blessing with the
heroes—Zestasia has the Oracle gift which she uses by gazing into the
eternal flame of the little palace shrine each morning. She can pass
the benefits of the roll along to a hero by giving them “a piece of
helpful advice” which they can “remember” to replace a roll made by
themselves or an ally with three successes.
Use the physician profile, with the Favour of Hestia and the Oracle gift AC: Physician, 218
as previously mentioned. AC: Oracle, 293
HESTIA'S BRAND
The eternal flame in the temple of Hestia offers protection to those
who wield it. A torch lit from the flame can’t be extinguished except by
immersion in water. While it burns, it can be used as a club with the
Burning 2 property, but it also causes Mekathiron and its spawn to shy
away from the bearer. Anyone wielding such a torch against a
decapod, karkinoi, or mekathiron itself can spend a point of Resolve to
give the torch the Shield 4 property that lasts until the wielder harms
an opponent, at which point it ceases providing any protection.
Zestasia may not be aware of this property until later in the adventure,
and the heroes are unlikely to discover it without her assistance.
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EXPLORING SARIPOLLA
A R R I VA L A N D M E E T I N G T H E Q U E E N
Visitors to the island may expect to speak with Queen Iophornis, but so
many champions have come to the island in recent weeks that actually
getting to see her requires a challenging Cunning (Diplomacy or
Manipulation) roll.
The Queen is clearly harried, and instructs her advisor Azureus to deal
with visitors. The philosopher can outline the situation, but regretfully
explains that heroes will need to find their own accommodations—there
is no room in the palace and the city is packed with refugees.
THE AGORA
Despite the fact that the city is packed to the gills with refugees and
exiles, the agora is still functioning. The presence of merchants eager
to unload their wares is at odds with the needs of the desperate
people and selfish champions thronging to the city. While Common
and Uncommon items are available for purchase, all prices are
increased by 1-5 depending on the item—even food and wine are very
much in demand.
A hero may spend some time speaking to people around the agora,
listening to their concerns, and gathering rumours. There are numerous
refugees in Saripolla that have first-hand experience of the attacks by
the crab. Many are traumatised, and afraid to speak of it in case it
“hears” them and they draw doom down on the city. They require
careful handling, patience, and Cool (Diplomacy or Manipulation) rolls
to tease their stories out. A hero can learn one piece of useful
information per success.
◆ The titanic crab turned up a few months ago and since then has
completely destroyed at least one village every week, working its
way around the coast from the eastern point of the island. There
was no warning before it attacked.
◆ Nobody can remember where the story started, but it seems the
creature is called Mekathiron, and it is the spawn of the titans. The
general consensus is that Poseidon has sent it to punish the people
of the island for some reason, and no amount of sacrifice at the
god’s shrines has reduced his wrath.
◆ General Sideron took the army out to face the monster, and was
soundly defeated. The general herself was seriously injured and is
currently recuperating in the gymnasium, tended to round the clock
by physicians. Most of the surviving soldiers are heavily injured;
those who aren’t are too afraid to face the creature again.
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hide without effect.
◆ People managed to fight the smaller crabs, and even managed to
bring down one of the larger crabs, but against the titanic beast
itself there was no hope. When someone tried to attack it, it either
cut them in half with its immense claws, threw them against
buildings with lethal force, or simply crushed them beneath its bulk.
◆ Many people have made offerings to the gods, but nobody is
listening. Even the goddess of the hearth has fallen silent, despite
prayers and sacrifices made at her temple. A hero hearing this
might realise that there is no temple of Hestia in the city and
investigate further.
Among other things, she’s aware that the Queen has had a serious
falling-out with one of her key advisors, the priestess of Hera, Basilea.
It happened around the time that the Ionian prince arrived in
Katharonis and not that long before the crab started rampaging
around the coast. It may also have something to do with the way that
the Queen’s other main advisor, the philosopher Azureus, has started
drinking undiluted wine. The old man has also started visiting the
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Phoenikians for stronger stuff (narcotics), things they don’t sell to just
anyone. If she had to make a guess, she’d say he was riven with guilt
for some reason.
T H E G AT H E R I N G O F H U N T E R S
The heroes are not the only people here to fight Mekathiron and they
are definitely not the first ones to arrive. Each of these champions has
been drawn by the promise of glory; each wants to be the one to kill
the crab and save the kingdom.
Some are staying with families in the town, others have pitched
brightly-coloured tents in the town square. Their presence adds to the
pressures placed on Saripolla by the refugees, and there is a constant
threat of violence gathering around them as they push and shove for
prestige.
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R I VA L S A N D A L L I E S
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who are likewise motivated by something other than acclaim. Serious
hunters or people who desire to help the people of Katharonisi may
win his trust and alliance.
A K ATA M A K H I TO S
The spear Irresistible is a divine weapon gifted to Lykos the Hunter by
the goddess Artemis. Unlike a normal dori, it has a haft of white wood
and both the head and spike are silver—although they have the weight
and strength of iron.
In addition to the standard dori profile it has the Accurate and AC: Accurate, 279
Savage properties and, when thrown, its Pierce property ignores all AC: Savage, 280
armour for that Harm action. The spear is indestructible: nothing short AC: Pierce, 280
of the power of another god can break it.
The weapon is a gift of the goddess, and she may reclaim it at any
time. It’s possible a hero will gain temporary access to the weapon
during the adventure. If they do, Artemis may send an agent to collect
it after Mekathiron is dealt with. At the GM’s discretion, someone who
uses it wisely and surrenders it without complaint may receive the
favour of the goddess, or she may allow them to wield it in another
adventure. Eventually, though, it will return to the goddess of the hunt.
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anyone who treats him with disrespect (real or imaginary). He leads a AC: Hoplitis Captain, 211
small gang of similarly disreputable “heroes”. Use the hoplitis captain AC: Bandit, 210
profile, with the Come and Get them Talent. His entourage are a half- AC: Slinger, 222
dozen bandits and slingers. AC: Come and
Get Them, 285
Scenes: Drunkenly re-enacting the fight during which he kicked the
bandit king Tolion off a cliff, with little regard for his surroundings.
Drunkenly making advances on someone inappropriate to the point
where it outrages bystanders, parents, or spouses. Drunkenly picking a
fight with a random passer-by, another champion, or a hero. Drunkenly
carousing with his friends, with no regard for other peoples’ property,
in a way that implies violence may break out at any moment.
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serpents, and along with her wife killed a lamia that was preying on
merchants near Thebes. Widowed, she has started taking risks in the
unconscious hope that eventually she will encounter something
powerful enough to kill her. She desperately wants to see her wife
Hermione one last time. Has had several run-ins with Kleonidas and
despises him and his friends. Use the pirate captain profile, and the AC: Pirate
pirate profile to represent her crew, although none of them are Captain, 220
actually pirates. In both cases, replace their slings with bows. AC: Pirate, 219
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AC: Priest, 220 Use the priest profile but rather than temple guards his Temple
Reinforcements ability calls two minion groups of shrieking, hungry
Hungry Shades, 43 shades. He fights with a unique bladed whip with the following profile.
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Use the orator profile but add Athletics 2. He makes liberal use of the AC: Orator, 216
Motivate ability both in and out of combat.
FA M I L I A R FAC E S
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Other characters the heroes have encountered could turn up
here—Aphroditus from Palace of Leaves might be here, perhaps half-
heartedly supporting a new paramour. Likewise Athanaseus, with a
new group of Children of Bellerophon in tow, might be seeking glory or
in the employ of a patron interested in gaining more influence in
Katharonisi. A member of the Heraklides could be here, aware of
heroes who took part in The Pelionion (Kleonidas, Doros, or Alesia
could be reskinned as a child of Herakles).
When the heroes arrive in Katharonisi, there has just been an attack
against the village of Solmos. This means that, if Mekathiron is
following its usual pattern, there will be several days before the next
attack, giving the heroes time to explore Saripolla, and meet the cast
of characters there.
It’s common knowledge that apart from the city itself only a single
village has yet to be attacked: Kyklos on the northern coast. It lies only
a few hours walk away from Saripolla. The various champions are
making preparations to depart for Kyklos, to face Mekathiron.
The exception is Lykos the Hunter. He’s certain that the crab is
eventually going to come to Saripolla and that represents the best
chance to defeat it once it has been weakened by the other champions.
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KYKLOS
The remaining villagers are initially pleased to see the champions, but
then realise with dawning horror that this handful is all that is coming.
They try to make the heroes welcome, but it is clear they were hoping
for more. There is a day or so to get to know the other champions, and
to plan for the coming battle.
The attack begins in the late afternoon when a terrible sound echoes
across the water from the deep sea—an indescribable noise of immense
volume that sounds like a roar, the sound of waves, and horns. The
villagers are terrified, cowering in their homes or fleeing inland.
Minutes later, the first wave of decapods pours up the beach and
attacks the harbour. They attack anyone they come across, and some
of them inflict property damage—tearing up nets, ripping boats apart,
smashing pottery, forcing their way into homes and nipping at anyone
who gets in their way. Heroes are likely to be engaged by several
minion groups, but should be able to deal with them handily.
Then the first karkinos rises out of the water and attacks the docks.
One of the more foolish champions may mistake this creature for
Mekathiron, laughing at how small the actual creature is and moving
to intercept it. It is only a lone harbinger however; once it is
dispatched, another wave of decapods and more karkinoi appear. A
battle with a number of minion groups and karkinoi equal to hero
numbers should take place.
After several more minutes, Mekathiron itself rises out of the sea. It is
absolutely massive—its shell easily the width of a sailing ship—with
immense claws, a thick carapace mottled with coral and seaweed, and
ten armoured, multi-jointed legs. It moves towards the village, and
assuming nobody stops it, proceeds to flatten three-quarters of the
buildings and wreck the boats before returning the way it came.
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champions immediately forget or abandon it and rush off in pursuit of
their own glory. Most of them are keen to make sure they get the glory
for defeating Mekathiron, and some of them are foolish enough to
believe they can do it themselves.
One way to reflect this chaos might be to describe how the other
champions get in the way. Whenever the heroes fail a roll, rather than
it being the result of bad luck or circumstance, the GM could describe
how one of the other champions’ moves in the way, or distracts a
target, or otherwise messes up the hero’s action.
The mood here is very much one of chaos and confusion—the various
rivals get in each others’ way and in some cases even sabotage one
another. They don’t necessarily attack each other unless they have a
good reason to—but characters like Kleonidas might decide to settle a
score with someone they hold a grudge against even in the face of a
titanic crab devastating the village.
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Getting more than a few terse words from the priestess needs a hard
Cool (Diplomacy) or Cunning (Manipulation) roll. Each success allows
for one question before she loses patience with them and returns to
her tasks. The gist of any conversation with her might reveal the
following:
◆ This could all have been avoided, if not for stubborn pride (it
might not be clear, even to Basilea, whether she means this on
behalf of Iophornis, Hera, or both).
◆ These people have been caught up in events they do not
understand, but nonetheless they are still dead.
◆ If you want to know what is going on, ask the Queen. These deaths
are at her door. Again, there’s some ambiguity here as to which
Queen, but if challenged Basilea will say something like “Iophornis
of course. Who else?”
◆ Mekathiron cannot be defeated; it’s a child of the titans and it is
folly and hubris to even attempt it. For that matter, if the creature
is destroyed, then this will just be delaying the inevitable. A new
disaster will come to Katharonisi.
If the heroes miss Basilea in Kyklos, they may have another chance to
talk to her in Saripolla before the final attack.
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◆ One or more of the champions the heroes have met are dead, or
seriously wounded, following the fight with Mekathiron. Ideally
someone the heroes had a positive encounter with to underline the
tragedy. Another possibility would be to kill either Lysandor or
Lysandrus, or leave one of them at death’s door. A hero with
physician skills will be in high demand.
◆ The Phoenikians abandon their enclave, loading their wealth onto
their ships and sailing back east. Some citizens desperately try to
get aboard their vessels; others shout abuse for their “cowardice.”
There may be an opportunity for champions to speak with
Anshabul and learn what she knows. After they are gone, a mob
breaks into their abandoned buildings and pillages them.
◆ A fight breaks out between two or more champions, most likely
Kleonidas and Minnow. Each blames the other for the recent
defeat. Kyriod of Dodonna may be nearby, having exacerbated the
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tensions to the point of violence. If heroes don’t intervene, someone
is likely to end up dead or seriously injured.
◆ If they haven’t met already, a hero who made a brave showing
against the crab may be called on to attend General Sideron.
Either way, she wants to hear about how the fight went, and what
the heroes intend to do next.
◆ At the shrine of Hera, Basilea ends up in an argument with
Azureus. The Queen has ordered a hecatomb sacrifice to the
goddess, but there are nowhere near enough animals available.
The priestess loses her temper; she might chastise the philosopher
for his drunkenness and tell him he needs to be a better advisor to
the Queen, now more than ever; or she may loudly remonstrate
with Azureus telling him it is “too late to beg for forgiveness” and
that “a different sacrifice is needed”.
◆ Lykos the Hunter is convinced Mekathiron has a lair to return to
between attacks. It would need to be somewhere nearby, but far
enough away that it would not be discovered by accident. He
thinks he’s close: some of the older citizens know something about
a place from the distant past but refuse to talk to him because he
is an outsider. There must be someone who knows the history of
Katharonisi who could be persuaded to talk?
◆ Azureus and Menthos of Korinth are engaged in a passionate
conversation. The advisor calls the younger champion “cousin” and
questions him about his lineage. Menthos has never met Azureus or
heard of him before and is not interested. Cunning (Manipulation)
rolls may trick Azureus into revealing his Okeanid lineage.
◆ Zestasia appears without warning to speak to one of the heroes,
possibly to offer medical assistance or to share a “strange dream”
she had. She sounds the heroes out, and if she believes they have
the right attitude, she may mildly suggest that they make an
offering at the temple of Hestia this evening, after dark. If they
take her advice, they may encounter Azureus desperately praying,
and in a mood to talk about what he knows.
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THE FINALE
There are four main events which may happen next, depending on how
aware the heroes are of Athenaeus and the cause of the attacks.
If the heroes have got on well with Azureus or Zestasia and have
uncovered what they know about Mekathiron, they could go directly to
The Sunken Temple to fight the creature and, if they defeat it, prevent
The Battle for Saripolla from taking place. The heroes should return to
find The Denunciation of Basilea underway and then have the
opportunity to move on to Two Queens and a Prince.
LY K O S A N D A K ATA M A K H I T O S
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inside its flesh. It lashes out at Lykos, throwing him aside into a nearby
wall or outcropping of rock.
If the heroes have taken the time to get to know Lykos, they may have
a moment with the dying champion in which he entrusts them with
killing the beast before dying. Either way the spear is a dangerous
weapon, if someone can retrieve it from Mekathiron’s shell.
T H E D E N U N C I AT I O N O F BA S I L E A
This scene might take place as the heroes are preparing to defend
Saripolla, or as they return victoriously from the Sunken Temple.
Basilea is no longer able to resist the urging of Hera, and denounces
Queen Iophornis and Athenaeus. This might happen in the Queen’s
throne room, or Basilea may make her denunciation on the steps
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outside the shrine of Hera, before leading a mob of angry citizens to
the palace to confront the Queen.
The worst part of all this is that it is already too late; even if
Athenaeus is left for the crabs, Mekathiron will still attack Saripolla
(assuming it has not been defeated). The Queen’s hubris demands
nothing less. If Mekathiron has been slain, then Athenaeus will be left
on the beach to starve or die of thirst unless he is rescued.
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T H E BAT T L E F O R S A R I P O L L A
Heroes may want to prepare for the attack on Saripolla. With suitable
abilities and the support of either General Sideron or Queen Iophornis,
they may be able to encourage the populace to build barricades, or
take up arms to defend themselves. There isn’t a lot of time, but
makeshift defences could be raised along the waterfront to try and
contain the decapods and karkinoi. The city folk and the refugees lack
the discipline of soldiers, but there are plenty of weapons, shields, and
armour in the armoury to outfit them. Perhaps one of the heroes or
champions could offer training and help raise their morale?
They might be able to rally the surviving champions. The fight at the
village has demonstrated that without at least some cooperation,
nobody is going to be able to defeat Mekathiron. The main obstacles
are likely to be Kleonidas and Alesia the Cunning (neither of whom
are happy to be part of a group they are not in charge of), Doros of
Thebes (who assumes anything that went wrong at Kyklos was just bad
luck), and Alphios of Ithaka (whose attempts to help involve talking
over people, and breaking into song at inappropriate moments).
If the heroes have won the approval of Zestasia, she will suggest that
the eternal flame in the temple will keep the lesser crab horrors at bay
and may be used as part of the defences to protect the citizens.
As the storm breaks, from the harbour the same unearthly howling
noise echoes across the city. The attack follows the same pattern as
before; a swarm of decapods pour out of the sea and begin destroying
everything they can get their claws on. They are followed by a large
number of karkinoi, who focus their attention on any defenders. Finally
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Mekathiron itself rises out of the water and begins to move through
the city toward the palace. Unlike previous encounters, it clearly has a
destination in mind: buildings are destroyed almost as an afterthought
and it tries to move over or past any humans that get in its way.
K E E P I N G E V E RYO N E S A F E
During the fight a hero may roll Insight (Awareness or Lore) to realise
that the crabs are avoiding the shrines of the Olympian gods. The
decapods and karkinoi also avoid any building where the eternal flame
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from the temple of Hestia burns, although Mekathiron itself ignores
the fire. This may allow them to get people who are in danger into the
relative safety of the shrines, or the temple of Hestia at the palace.
T H E AT TAC K O N T H E PA L AC E
Once Mekathiron reaches the palace, it proceeds to level it. The Queen
rallies her defenders, but, without heroic assistance, they are unable to
do more than delay the inevitable. The heroes should have the
opportunity to break from the decapods and karkinoi and engage with
Mekathiron itself as it reaches the palace.
If they severely injure it, it turns aside from attacking the palace and
retreats into the water. Even though it has been driven off it is not
defeated. It will return, and keep returning until it is slain or it achieves
its goal. In this case, Azureus will share what he knows with the heroes,
and urge them to try and confront the creature in its lair.
Otherwise, only Athenaeus and Zestasia survive. None of the crabs will
attack the prince, and Zestasia carries an iron-bound torch that burns
with the flame of Hestia’s eternal fire. The weeping Athenaeus can fill
in any blanks here; there may also be an opportunity for Basilea to
appear and denounce the prince blaming him for everything that has
happened and making clear that in the wake of this devastation
nobody will ever be foolish enough to offer him sanctuary again.
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Z E S TA S I A A N D A Z U R E U S
Assuming they have not already learned of the temple, Zestasia will
bring them to Azureus,urging him to share what he knows. The
philosopher lies dying in the throne room, but he is able to tell them of
the ruins, and begs them to rescue the Queen, damning himself for his
own cowardice. As he dies, he passes along his gift of water breathing
to those present, giving them a short window of time to reach the ruins
and potentially save Iophornis.
AZUREUS’ GIFT
While Azureus can breathe underwater, sharing his gift with others
isn’t quite as effective. Any hero partaking of the gift only gains 1 Risk
per round when drowning rather than the usual 3. This only applies to
being underwater, not other means of suffocation, and can still be
resisted using Might (Vigour). Azureus’ gift lasts until the next
downtime phase.
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The temple ruins lie to the east of the isle of Katharonisi, in the waters
around an uninhabited island. It can only be reached by swimming
beneath the water, something Azureus and his forebears were able to
do thanks to the blessing of the titans that runs through his blood.
Azureus can share that blessing with others, but in doing so it will fade
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entirely from his bloodline. The lineage of caretakers will end with him.
He is reticent to hand this power over, and needs persuading. This may
require Insight (Diplomacy), but an impassioned appeal to his loyalty
to the Queen, or the need to protect the city, may be sufficient to
persuade him. If convinced, he mixes a droplet of blood with a goblet
of wine, and passes it among the heroes. He has no idea how many
people might gain the gift, nor how long it will last, but he advises the
fewer the better. The heroes will still need to reach the ruins, and they
will still need to defeat the crab.
Azureus may also suggest the heroes speak to Menthos of Korinth. The
philosopher knows he carries the lineage of the okeanids and should
be able to help them reach the temple.
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During the day, the temple ruins are just visible beneath the water.
They look strange and otherworldly. Choked with seaweed, there seems
to be a central dome and four branching halls that lead off it. Despite
being described as “ruins” and obviously having been underwater for a
very long time, the actual structure looks solid.
If the heroes can breathe water, they can reach the temple without
further difficulty. Reaching the ruins requires the heroes to dive;
anyone who cannot breathe underwater, including those with Azureus’s
gift, requires an extended Might(Athletics) roll to do so, needing to
accumulate 6 successes. Each roll after the first, the hero must roll to
AC: Drowning, 151 resist the effects of drowning.
The halls that lead into the central dome are supported by rough
columns, and there are statues of sea-creatures and nymphs
decorating the place. It feels as if it is built on a larger scale than the
grand temples the heroes may have seen dedicated to the Olympians.
Wherever possible, play up the strangeness of the place—it represents
a structure from a time before Zeus dethroned Kronos after all.
Mekathiron makes its lair inside the central dome. This impossibly
large open area is a jumble of broken statuary, fallen columns, uneven
ground, rock pools, and lapping water. The beast is asleep when the
heroes arrive, although it will quickly wake and defend itself if they
draw attention to themselves. If Queen Iophornis is here (following the
attack on the palace), she is trapped in the crook of the beast’s
pincers, but may be persuaded to try and sneak out if she realises
rescuers are here.
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During the battle, the GM should bring out the unique nature of the
temple of Tethys and Okeanos. Possibilities for doing so include:
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for the heroes to move around. At first they need Might (Athletics)
to wade through the deepening water or can progress at half
speed. Alternatively they might use Reflexes (Athletics) to leap
between fallen statues and columns and stay out of the water.
Every other round, roll a d10. On a 1-5, the number of successes
needed to move through the water increases by 1. Once the
number needed hits 3, heroes need to swim to move around and
may risk drowning.
Mekathiron will not retreat from its lair unless it has already made a
successful attack on the palace. If it attacked Saripolla and was driven
off, it will have recovered at least half the damage inflicted on it by
the time the heroes encounter it—but it will still show signs of the
wounds received. It may also have the Akatamakhitos sticking out of
its carapace, if Lykos is already dead.
T WO Q U E E N S A N D A P R I N C E
It’s possible the heroes have entirely missed the story of what is really
going on. If they haven’t, they may be able to intercede to resolve the
situation. Zestasia will encourage them to do so, and at the urging of
her goddess might take steps to bring them together with the three
people at the heart of the conflict: the Queen, Athenaeus, and Hera,
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The showdown might take place on the eve of the attack on Saripolla,
or after the heroes return from the Sunken Temple and is likely to take
place in the temple of Hestia. The GM can lay out the situation
through the NPCs: Basilea urging Iophornis to send Athenaeus away,
the Queen refusing to break her word, both of them placing the young
man in an untenable situation.
There are a number of ways this could be resolved. First and foremost,
the heroes could urge the Queen to put her loyalty to her kingdom
over her promise to Athenaeus. This is the worst outcome for the
prince, whose only offer of sanctuary is ripped away. They can soften
the blow slightly by offering him a different sanctuary, but they should
understand that he will continue to bring ruin wherever he goes.
This might come down to dice rolls, but it could also be addressed
purely through roleplaying. Hera is already regretting her open-ended
and ill-advised curse, and will be happy to find a way out of it. The
way such an opportunity is presented, however, is crucial. One does not
lecture the Queen of the Gods, after all. Diplomacy, or very clever
Manipulation, will be required if a compromise is to be found.
The wild card in these debates is the goddess Hestia. Incensed by the
disaster that the feuding Zeus and Hera have unleashed on the
people of Katharonisi, she may intercede directly. The eternal flame in
the temple roars up, and the goddess roundly chastises Hera, pointing
out that she and her husband are meant to be an example of all that
is good about marriage and instead they spend their entire time
bickering. Such an outburst is unprecedented, especially from a
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Regardless of how this scene plays out, the final confrontation with
Mekathiron is still likely to go ahead. It is too late for Hera to call the
crab back, even if she is minded to. The heroes will still need to defeat
the beast before it lays waste to Saripolla.
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If they managed to resolve the situation between Hera, Athenaeus,
and Queen Iophornis, they may be due an additional point of Glory
depending on how public their deeds are and how successful they were.
However, they will also take at least one point of Hubris for thinking
they know better than the gods.
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A DV E R S A R I E S
DECAPOD MINION
Crab-like creatures the size of dogs. While their general outline is crustacean,
individual creatures may have features that mark them out as unnatural: an
extra pair of claws, one oversized claw, two or four extra (or missing) legs, jelly-
fish like tendrils that inflict a stinging welt, lobster-like bodies, human-like eyes.
Tactics: The decapods are unsubtle combatants that try to overrun human
opponents, nipping with their pincers and biting with their complex mandibles. A
minion group probably consists of between three and six, and the GM should
merge groups together as they lose members.
Abilities
Grabbing Pincer: The GM can spend a point of Hubris to have the decapod
grab a weapon or shield. The hero must make a Might (Melee) Resistance roll to
avoid losing the item, which is dropped at their feet.
Overrun: A minion group of at least three decapods can try to overrun human-
sized opponents. If the target takes any Risk or Wound from the attack, the
creatures can move to Short range as if disengaging, without gaining any Risk,
and need not move away from their target to do so.
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KARKINOI CHAMPION
These are giant crab-like creatures that can face a hero one-on-one. They are
even more unnatural than the smaller decapods, capable of rearing up on their
legs to almost human height.
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Cunning: 2 Vigour: 4
Abilities
Weak Underbelly: When a karkinos is pinned, treat its Armour as 0.
Twin Pincers: A karkinos can make two pincer, Grab, or crush attacks each turn
but they must be against different opponents.
Grab: When making a Pin Action with its pincer, the karkinos adds +2D to the
skill check. If successful, the target remains pinned until the karkinos releases
them, or someone succeeds at an opposed Might (Brawl) roll as an Action on
their turn (this roll to break free does not suffer the usual penalty to skill rolls for
being pinned). While a target is pinned, the karkinos can use its crush attack
against them, and if it moves they are forced to move with it. The karkinos can
only have one human-sized creature grabbed at a time
Sudden Scuttle: The karkinos can move with bursts of remarkable speed. The
karkinos makes a Reflexes (Brawl) roll to Disengage, adding its Dodge to the
dice pool without needing to spend its Reaction.
Pincer Brawl 5D 2 4 —
Pin (Pincer) Brawl 5D 2 — Improved Grab
Crush Brawl 5D 6 —
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M E K AT H I RO N LEGEND
A child of the titans Tethys and Okeanos, Mekathiron is a titanic brute that
towers over human beings. Its shell is pockmarked, overgrown with patches of
weed and coral. It has two massive, razor-sharp pincers and ten multi-jointed
armoured legs that propel it with equal facility overland or across the bottom of
the sea. A terrifying, ancient beast, it is almost immune to slashing and piercing
weapons, and has no fear of either fire or humanity. Its only vulnerability is to
crushing weapons, and they can only temporarily crack its dreadnought shell.
Heroes are likely to come up with plans to weaken or slow the creature’s advance,
and the GM needs to interpret the existing rules to help put those plans into
operation. They should remember that Mekathiron is not here to kill people, it is
here as an agent of destruction and is more interested in destroying settlements
than cutting heroes or villagers in half. That’s what its minions are for.
If it is suffers a Wound it retreats into the sea. It can always come back later.
Abilities
Titanic: This creature is gigantic in size. Increase the Difficulty of all Pin Actions
made against it by 3. Successful Pin Actions don’t prevent the creature from
making a Move Maneuver unless the attacker has either the Huge or Titanic
ability.
Terrifying: Anyone facing Mekathiron for the first time must make a Cool
(Vigour) Resistance roll with a Difficulty of 2 or suffer a -3D penalty to all skill
checks while facing it. A failed roll can be repeated at the start of each turn until
it is successful. NPCs are likely to flee or cower in terror if they fail the roll.
Nigh Invulnerable: Mekathiron’s carapace is resistant to slashing and piercing
attacks and ignores the Pierce and Savage properties of all normal weapons. It is
immune to the effects of normal fires.
Fragile: Mekathiron’s carapace cracks easily and is vulnerable to bludgeoning
attacks. Any attack made with a bludgeoning weapon (e.g. club, mattock, sling,
unarmed strike, etc) treats Mekathiron’s Armour as 4 lower than its current value.
If the attack is successful and causes Mekathiron to gain Risk or suffer a Wound
the attacker can invoke the Fates to crack the carapace and reduce Mekathiron’s
Armour by 1 against all attacks until the end of the encounter.
Under the Behemoth: An attacker at Engaged range of Mekathiron can use a
Move Maneuver or Disengage Action to move under the beast. The attacker
gains 4 Risk (only 1 if Mekathiron is pinned), which can be reduced by the
successes of a Disengage roll. All attacks against Mekathiron from underneath
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reduce its Armour by 4. Mekathiron can use its crush attack against everyone
underneath it as an Action. This attack ignores any Shield or Parry Reactions the
targets may have. Moving out from under Mekathiron moves the character to
Engaged range using the same rules for moving underneath.
Force of Destruction: Mekathiron can make two Actions each round, although it
cannot choose itself to go next in the same round unless all other characters in
the conflict have acted.
Grab: When making Pin Action with its claw Mekathiron gains +2D. If successful,
the target remains pinned until Mekathiron releases them, or someone succeeds
at an opposed Might (Brawl) roll as an Action on their turn (this roll to break
free does not suffer the usual penalty to skill rolls for being pinned). When
Mekathiron begins its turn with a target pinned, it can use its squeeze attack or
Fling ability against them, and if it moves, they are forced to move with it.
Mekathiron can have up to two people grabbed at a time.
Fling: When Mekathiron has someone grabbed, it can fling them away as an
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Action. They are immediately moved to Short or Medium range, and suffer
falling damage as if they’d fallen from Short range.
Juggernaut: Mekathiron never gains Risk for moving past opponents and does
not need to make the Disengage Action. Anyone moving away from Mekathiron
gains 2 Risk instead of the usual 1.
Monstrous Spawn: As a Reaction, the GM can spend a point of Hubris to have
Mekathiron attract either two minion groups of four decapods, or a single
karkinos, to join the fight at the start of the next round.
Arcane Lore
The carapace of Mekathiron can be used to make a robust hoplon. Anyone with
the Arcane Lore talent can spend a downtime Action making the shield with a
successful Cool (Craft) roll. For each success choose one of the following effects,
each effect can only be chosen once.
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CHAPTER 11
A R M O U RY O F T H E G O D S
GODS AND MONSTERS
Travel to the armoury of the gods and bring me the Golden Lion that
guards the vault of Uranos.
BAC KG RO U N D
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from the mundane experiences of the adventurers. This adventure
imagines such a place—the fictional wasteland where Hephaestos
stores powerful weapons—and sends the heroes there to recover an
indestructible Golden Lion.
The location for this adventure, the armoury of the gods, isn’t drawn
directly from Greek myth, but rather arises from more cinematic
inspirations such as the island of Talos in Jason and the Argonauts. It
has a higher-fantasy feel than many other AEGEAN adventures, and is
intended to serve as the climax to a campaign.
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THE GODS
Ares: The god of war and slaughter also has a bone to pick with
Hephaestos, and may offer his support to anyone intending to steal
something from the god of the forge. More importantly, however, the
armoury of the gods contains numerous dangerous weapons that could
wreak havoc in the right hands, including the Golden Lion itself. Ares is
not opposed to the idea of mortals getting their hands on such
weapons; they will inevitably destroy themselves, but until they do, they
will spread war and violence across the Aegean. A hero favoured by
Ares might be encouraged to try and acquire other weapons from the
armoury, or urged to embrace the opportunity to use the Golden Lion
as a tool to defeat their enemies.
FA M I L I A R FAC E S
The heroes are about to travel beyond the realms of mortals into a
mythical otherworld. Thus, they are unlikely to bump into anyone they
know in the armoury of the gods. On the other hand, at this stage in
their careers they may have made quite a name for themselves, so it’s
possible that an NPC champion they’ve previously impressed may offer
to accompany them on their ship and help them get to the island
(while not intending to accompany them in their explorations of the
armoury).
Any particular nemesis the heroes have may pursue them to Lemnos
and stage a final showdown either as the heroes reach the island, or
attempt to intercept them on their way to the Vault of Uranos.
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R E AC H I N G L E M N O S
The armoury of the gods and, to a degree, the island of Lemnos itself
are shrouded in mystery. Beyond the fact that Lemnos is a volcanic
island, and that Hephaestos maintains his forge there, few facts are
generally known. The heroes should realise that they are going to a
very dangerous place. Even disregarding the creations of Hephaestos,
just getting enough to eat and drink in a volcanic wasteland may
prove to be a challenge.
Insight (Lore) can provide some hints about the challenges of reaching
the armoury, such as the defences Hephaestos has put in place to
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discourage trespassers. Beyond that, and the knowledge that the
armoury is the home of unknown numbers of dangerous automata
constructed by the god of the forge, there is precious little to learn.
Additional successes on either of these rolls might mean the hero has
been able to uncover information about the automated defences
Hephaestos has placed around the island. One success might result in
a short summary such as “Iron teeth wait to tear the bottom out of any
ship that gets too close” while extra successes provide more detail such
as “The Iron Teeth rise and fall in line with a dreadful mechanism, and,
like any mechanism, it may be possible to determine the pattern they
follow—a feat no mortal has ever accomplished.”
One warning that any hero investigating the armoury of the gods will
receive is that their quest is going to anger the gods. They are
ultimately going somewhere that mortals are not supposed to go. The
weapons stored in the armoury are terrible treasures that have been
sealed up by Hephaestos for a reason. Exactly how much they anger
the gods will depend on how respectful they are once they get there,
and the circumstances surrounding their visit.
S I N T I A N P I R AT E S
The first obstacle the heroes face on drawing close to the armoury is
avoidingthe Sintian pirates who sail the waters around the island.
Heroes should make Insight (Awareness) rolls to spot ships of the
Sintian fleet on their approach. The total number of successes rolled by
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all the heroes determines how many Sintian ships have spotted the
heroes’ ship and how close they are when spotted.
0 5 Medium
1–2 4 Medium
3–4 4 Long
5–6 3 Long
7–8 2 Long
9+ 2 Extreme
The Sintian ships are fast and can move one range band closer every
round, except for ships at Extreme range, which require two rounds to
move to Long range. When the ships are at Short range they will throw
grappling hooks and attempt to board. Due to their size, only two
ships can board another at a time.
To avoid a battle with the pirates, the heroes must make an extended
roll requiring three times as many successes as there are heroes.
Any hero can contribute to the roll in a number of ways such as Cool
(Diplomacy) (to inspire and direct the crew), Reflexes (Athletics) (to
perform difficult physical tasks alongside the sailors), or Cunning
(Survival) (to take charge of the tiller or the sails).
C OA S TA L D E F E N C E S
Once the Sintian pirates are dealt with or bypassed, the heroes need
to deal with the defences Hephaestos has put in place to discourage
invaders. There are three layers to the automated defences: the vicious
iron teeth, the fire-serpent towers, and the guardian automata.
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Rather than track Risk for the heroes’ ship, the defences assume that
the vessel is either “whole”, “damaged”, or “sinking.” Heroes with
suitable Craft skills might be able to repair the vessel once it is
damaged, but such rolls will be at least challenging while the ship is
still navigating the hazards along the island’s coast.
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both spot where they are rising and react in time to avoid the ship
being damaged. Eight successes are needed; after three rolls the vessel
is damaged and after five rolls the ship begins to sink.
F I R E - S E R P E N T TOW E R S
At regular intervals all along the shore stand tall stone towers. Great
bronze serpents coil around them, their heads resting atop the towers,
their glittering crimson eyes watching the waves. When a ship gets too
close, the serpents open their mouths and spew gouts of sticky, clinging
fire toward the trespassers. Even if it does not sink a ship outright, this
sticky flame can wreak havoc among the crew of an approaching
vessel, or ruin the rigging and sails,leaving the boat dead in the water.
When the towers spit fire, heroes should make Cool (Athletics) skill
checks or take 3 damage with the Burning 3 / 3 property.
As with the iron teeth, there are several ways to overcome this obstacle.
A hero with Insight (Awareness or Lore) might note both that the
serpents’ crimson eyes track movement before launching their attack,
and that each tower takes a few moments to “recharge” before they
can attack again. Insight (Knowledge) might show that the serpents
don’t move—meaning that if a ship is close enough to one of the
towers the flame won’t be able to hit them.
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delay to get close enough to be out of the line of fire, assuming they
can navigate the iron teeth, of course.
Alternatively, the heroes might wait until nightfall, when the towers
can’t see their ship—but then they will need to avoid making too much
noise, perhaps with Cool (Survival) or Cunning (Athletics) rolls.
G UA R D I A N AU TO M ATA
The final line of defence deployed by Hephaestos are guardian
automata that patrol the area, either flying or swimming. There are
several possibilities as to the nature of the guardians which include:
AC: Gryphon, 241 ◆ A pride of bronze gryphons that launch themselves from the slopes
of the volcanic mountains and swoop down on a ship.
AC: Triton, 226 ◆ A patrol of brass tritons, humanoid constructs with fish-like
features that leap from the waves onto the ship and set to work
murdering everyone aboard with their metal talons before slipping
back under the waves again.
The timing of the automata attack is up to the GM: they might wait
until the heroes have passed the iron teeth and the fire-serpent towers,
or they might present an additional threat to a band of heroes
navigating one of the other defences. Fighting automata while trying
to steer the ship safely through the defences may be a dramatic scene,
but the GM should take into account that the heroes won’t be able to
bring their full force to bear against any attackers and pick numbers
of attackers accordingly.
AU TO M ATA
Any adversary profile can easily be converted to an automaton by
adding the Divine Automata ability and the following stat increases:
◆ +1 Might or +1 Reflexes
◆ +2 Cool
◆ +2 Endurance
◆ +4 Armour
AC: Dire Animals, 238 One or two additional abilities from the Dire Animals section can also
be added to make the creature a more epic threat.
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SHIPWRECKED
If their ship sinks, the assumption is that the heroes will still be able to
make it to shore. Hephaestos’ defences are aimed at vessels, not
individual mortals. In the initial shipwreck, heroes need to narrate how
they survive the sinking ship and make Reflexes (Survival) or Might
(Vigour) Resistance rolls against 5 points of Risk, with each success
reducing the Risk taken by 1.
The heroes may survive, but the shipwreck itself is a major loss. Many
of their crew will be lost and the heroes will need to exert additional
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effort to save any NPCs accompanying them. They might also lose any
supplies they have brought with them, although the GM probably
should ensure that anything important to the player washes ashore
rather than being arbitrarily lost at the bottom of the sea.
T H E A R M O U RY O F T H E G O D S
The beach where the heroes arrive is littered with the ruins of ships
(some with unfamiliar designs) and the bleached bones of sailors who
sought to trespass here. Once they have a chance to look around and
take stock of their situation, each hero gains a point of Hubris. They
must also make a Cool (Vigour) Resistance roll or gain 1 Risk that
can’t be removed until they leave the armoury. Those heroes who take
Risk feel a nagging awareness that they are trespassers, and are likely
to bring some terrible fate down on themselves if they continue.
Once they leave the beach, they get a better look at the wasteland
itself. Scattered seemingly at random are a small number of
foreboding structures, great rectangular blocks of stone carved with
disturbing decorations made all the more unsettling by erosion and
layers of soot and grime. These are the vaults in which Hephaestos
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stores the forbidden weapons. Between the vaults are ruins: wrecked
buildings, shattered statues, and the twisted remnants of massive
automata whose original form is only hinted at.
The same applies to food and drink; some players might enjoy
worrying about whether they have enough to eat and drink, others
might find such book-keeping frustrating. This could be a great
opportunity for a hunter or character who has focused on the Survival
skill to shine, helping the entire party deal with deprivation and the
natural dangers of the wasteland.
There’s no map for the armoury of the gods: exploring the wasteland
and tracking down the Golden Lion is abstracted to an extended skill
roll. One of the heroes takes the lead, and rolls Insight (Survival),
looking to accumulate 15 successes. Other heroes can offer assistance
as normal but should explain how they are able to help the lead
character.
CHALLENGES
The GM can pick a challenge, or roll a die on the table below. In some
cases two difficulties or numbers are separated by a slash, indicating
the danger of a challenge following a successful Survival roll versus
that for a failed survival roll where the heroes are in a more dangerous
position.
When dealing with these challenges, the heroes should have some
leeway as to what combination of characteristic and skill they use,
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provided they can narrate how that helps them overcome the obstacle.
This can encourage the players to come up with cunning approaches,
and keeps them invested in the story of what is happening rather than
abstracting everything to a series of Might (Athletics) rolls.
1. Lava flows and geysers: Lava flows down the mountains, and
occasionally bubbles up from within the earth. Narrow bridges
sometimes cross these fiery flows, while at other times there may be
black stepping stones. Gouts of boiling water, steam, or fire
sometimes spurt up from below the island without warning, and in
some parts of the wasteland there are multiple fissures that
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regularly explode, threatening anyone nearby. Passing through the
area causes 3/5 Risk, with a Resistance roll reducing the damage
by one per success. Approaches could include enduring the heat
with Might (Vigour), picking a safe path through the area with
Reflexes (Awareness),or moving through cautiously and
methodically while avoiding danger with Cool (Athletics).
2. Mephitic Miasma: The air itself is tainted with volcanic gases and
the waste-products of Hephaestos’ forge. Sometimes it is visible as
a creeping red- or yellow-tinged fog or smoke; at other times its
arrival is heralded by an acrid smell, or a faint shimmering in the
air. The miasma may sneak up on the heroes; they might be in the
middle of an area of poisonous gas before the first hacking coughs
provide any warning. Escaping the area needs an extended roll,
looking to accumulate 4/6 successes. Before each roll is made,
however, a hero must deal with the threat of suffocation. Rolls to AC: Suffocation,
navigate the area might involve Reflexes (Athletics) to cross 151
difficult ground quickly, Cool (Survival) to keep one’s head and
plan a route through the area, or Insight (Knowledge) to use
understanding of the miasma to effect a safe escape.
3. Dangerous Rain: Sometimes clouds gather above the wasteland,
but the liquid they produce is tainted and dangerous. At other
times, burning embers rain down from the sky. In both cases, the
heroes need to find shelter—and quickly. A standard / challenging
Insight (Survival) roll can identify cover. Each additional success
reduces the number of successes needed to reach that safety by 1.
Reaching shelter involves running as the rain begins to fall, using
an extended Might, Reflexes, or Cool (Athletics) roll. The hero is
assumed to be safely out of the dangerous rain once they have
achieved 4 successes. Each round after the first they are exposed
to the dangerous rain they must make Might (Vigour) rolls to
avoid gaining 1 Risk on the first such round, 2 on the second, and
so on.
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a makeshift, ramshackle hut built out of debris and bits of wood
from shipwrecks. This is the camp of Episkeue (introverted,
cautious, brilliant; she/her), an artisan favoured by Hephaestos,
and Vokanis (optimistic, curious, overthinks; he/him), her kyklops
partner. Initially unfriendly, a hard Insight (Diplomacy) or Cunning
(Manipulation) roll may modify their attitude and cause them to
offer sanctuary to the heroes. While very much in love, their
families refuse to accept their relationship. They seem to be on a
quest of their own, but they are rather tight-lipped about it. Heroes
resting here can make a Recovery roll to reduce the Risk accrued
from the dangers of the island. They ask their guests to share news
from the outside world, as well as stories and music. Successes on
Insight (Perform) or Insight (Knowledge) rolls might be used to
secure assistance in the form of guidance (bonuses to Survival
rolls), or a minor gift of something useful (a weapon, ammo loads,
supplies for a herb bag and the like). This encounter only occurs
once; if it is rolled again, substitute an encounter with kyklopes
searching for the pair.
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Giant scorpions are descendants of Skorpios who was sent by Gaia to slay the
giant Orion when the latter had threatened to hunt and kill all the creatures of
the earth. This scorpion is nowhere near as large as the one sent to slay Orion; it
is closer in size to a large dog or wolf, though rumour has it that larger relatives
can be found in the wild places of the world.
Abilities
Pin and Crush: A giant scorpion’s pincers are very good at pinning an opponent,
giving it +2D to any Pin Actions. Once an opponent is pinned, the scorpion can
use its crush attack against the target, either as a Reaction or on its following
turn.
Multi-Attack: A giant scorpion can make two pincer and one stinging tail attack,
or one Pin Action and one stinging tail attack per round, against any opponent
in Melee range.
Venomous (Active): Any character who suffers a successful Harm Action when
this property is activated, whether or not they gain Risk or suffer a Wound, gains
Poison 2.
Arcane Lore
Anyone with the Arcane Lore talent can harvest the scorpion’s stinger and use a
downtime Action to make it into a formidable makhaira with a successful Cool
(Craft) roll. The makhaira has the Fine 1 and Pierce properties and the scorpion’s
Venomous (Active) ability. The Venomous property can be activated a number of
times equal to the successes rolled on the Craft skill check before it is completely
used up.
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T H E VA U LT S O F H E P H A E S T O S
These structures are like nothing a citizen of Hellas has seen before,
and something about them fills mortals with primal terror. A hero
needs a hard Cool (Vigour) roll to approach one of the vaults. Failure
causes them to gain 1 Risk, and gives them a -3D penalty to any other
skill rolls made in the vicinity. The hero can choose to try and overcome
the fear, but each time they fail to do so they gain another point of
Risk.
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Built by Hephaestos and the greater kyklopes, the vaults will not yield
to any force that mortals might bring against them. The only way in is
to tease out how the mechanism of the door works with an extended
Insight (Lore) roll, requiring at least 12 successes. Each attempted roll
also means dealing with one of the defences of the vault—see the
details of the vault of the inescapable net for details. The vaults are
also protected by powerful automata that will provide a significant
threat to anyone trying to open one: a giant bronze guardian using the AC: Greater
greater kyklopes profile or perhaps even a drakon. These guardians do Kyklopes, 240
their best to destroy anyone interfering with a vault, but won’t pursue AC: Drakon, 239
mortals who flee.
In each case, the price of actually using one of these devastating items
should be catastrophic destruction and death for the mortal foolish
enough to try and do so.
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At some point after they accrue 10 successes towards their goal, but
before they reach the vault containing the Sickle of Uranos and its
terrible guardian, the heroes find a structure that seems entirely out of
place in the wasteland. Ahead of them is a beautiful shrine of white
marble,in stark contrast to the black sand that surrounds it.
If the heroes rest here, they can make a Recovery roll with +3D to
remove any Risk gained from exposure to the wasteland’s dangers.
They can choose to spend an extended time here and have a downtime
AC: Heal Self, 185 to attempt the Heal Self downtime Action to remove Wounds. Anyone
who rests here receives +2D to any roll needed to resist fear or terror
for the next full day (such as seeing the Golden Lion, or approaching
one of the vaults where the weapons of the gods are held).
The heroes are not the only people in the shrine; one of the gods is
here in person to meet them. Either Aphrodite or Ares has taken a
personal interest in their quest, and intends to offer them some
assistance. Which god they meet depends on the make-up of the
heroes; the GM should pick the one they are most likely to be
sympathetic toward. Neither admits to being the actual god, avoiding
such questions deftly or answering them with questions of their own.
Either god starts by telling them the tale of the shrine: how
Hephaestos built it for his wife but in a fury hurled it into the
wasteland. Both avoid any discussion of quite why the god of artisans
was in such a foul mood to begin with. Aphrodite seems sad, while Ares
is perhaps slightly smug. They then turn to the matter at hand.
The god is aware of the heroes’ quest and wants to help. The Golden
Lion is the pinnacle of Hephaestos’ work, and while it might be
damaged, no mortal can hope to subdue it. Not with mortal weapons.
Indeed, even a god might struggle to defeat something that
Hephaestos has poured so much of his skill into creating.
Cunning (or strategy) may succeed where brute force will fail, however.
The only thing that might reliably overcome a creation of Hephaestos
is another creation of Hephaestos. And by luck there is a powerful
weapon that will help deal with the creature in the vault not too far
from this shrine. If the heroes can open the vault, they can seize that
weapon and use it to capture the lion. Well, borrow the weapon at
least: the things stored here are not really for mortal use.
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unconscious, or taken by surprise. Once they get the Golden Lion back
to their quest giver, they’ll have to decide what to do with it. Aphrodite
might hint that sometimes giving people what they think they want is
the best way to teach them a lesson, while Ares might mention that the
Golden Lion is a devastating weapon of war that could make someone
who could command it undisputed ruler of a great swathe of the world.
But that’s a consideration for after the automaton is captured.
Once they’ve explained their plan and answered a few questions, the
god departs. One moment they are present, the next they are gone; or
perhaps they step behind one of the columns and never emerge.
T H E VA U LT O F T H E I N E S C A PA B L E N E T
If the heroes follow the god’s suggestion and seek out the nearby
vault, they should have no additional difficulty reaching the vault of
the inescapable net. As with the other vaults, it is a massive box-like
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structure made of black stone with a huge bronze double door. They
need to overcome the atmosphere of terror that surrounds the place,
as detailed above, if they are to have any chance of entering.
If they have examined any of the other vaults, they might realise that
this is of much newer construction, perhaps the most recent vault
created, given it shows no sign of the weathering exposure to the
hostile wastelands. The friezes decorating it show Helios telling
Hephaestos of his wife’s infidelity; the capture of the divine lovers; and
their humiliation before the other gods. Anyone looking closely may
recognise one of the gods, providing evidence, if any is needed, that
the person who directed them here was more than a mere mortal.
A failed roll to open the doors means that one of the vaults’ defences
is triggered: volleys of barbed chains whip out from recesses around
the doorway tearing into anyone nearby. Treat this as a 10D attack
against each target within Medium range of the door, causing 6 AC: Pierce, 280
damage, with the Pierce and Savage properties. AC: Savage, 280
Also inside the vault is the final guardian: an Automaton Hydra with
five heads. The automaton is a significant challenge, but does not need
to be faced directly. Heroes could distract it, allowing one of their
number to sneak around and steal the weapon and then flee. The
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AU TO M ATA H Y D R A LEGEND
The automata hydra is a huge construct of brass, bronze and gold. Each of its
five heads has a different gemstone for eyes which glow in the darkness.
Abilities
Divine Automata: The automaton creature is immune to fear and social attacks.
While stunned, it treats characteristics as 1 rather than 0. It is not affected by
poison, venom, or burning.
Fearsome: Anyone facing a hydra for the first time must make a Cool (Vigour)
Resistance roll with a Difficulty of 1 or suffer a -2D penalty to all skill checks
while facing the hydra. A failed roll can be repeated on the start of the
character’s next turn.
Huge: This creature is gigantic in size. Increase the Difficulty of all Pin Actions
made against it by 2.
Multiple Heads: The Automata Hydra has five heads. Each head can make a
single bite attack on the hydra’s turn or can be treated as a Minion group and
provide assistance to other heads. When moving away from the hydra without
taking a Disengage Action treat each head as an opponent for the purposes of
gaining Risk.
Stupid: This creature is enticed by motion. An attacker can use the Perform or
Manipulate skills when attempting a Pin Action.
Noxious Blood: Anyone at Melee range to the hydra who cause it to take a
Wound must make an immediate Reflexes (Athletics) Resistance roll to avoid the
acidic blood that splashes from the wound. Failure causes the character to gain
Burning 2 for 3 rounds.
Weak Spot: While Pinned, treat its Armour as 2.
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T H E I N E S C A PA B L E N E T
The inescapable net is only a few feet square, composed of incredibly
delicate golden chains, and looks light enough to float on water. The
idea that this little net might contain a juggernaut like the Golden Lion
appears laughable. In actuality, the net is not only indestructible and
inescapable, but it expands to contain anything it is thrown at
provided the target is unaware that it is coming. Wielding the net uses
Cunning (Accuracy) to attack—it is a weapon of surprise and stealth
rather than brute force.
When heroes secure it from the vault, they each gain a point of Glory,
a point of Hubris and 2 points of Resolve; they are close to achieving
their goal, and have achieved something no other mortal has ever
achieved… albeit by transgressing the will of the gods.
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FAC I N G T H E G O L D E N L I O N
Whether they secure the inescapable net or not, the final leg of the
heroes’ quest takes them to the first vault built by Hephaestos. Built on
the side of one of the volcanic peaks that ring the armoury, it is
obviously significantly older than the others. The friezes on the side
have been eroded by time and the unnatural weather; an eagle-eyed
hero might still make out images of Uranos wielding his horrific curved
blade to cut the sky open, of Kronos castrating his father in terrible
detail, and of the titan in turn being disembowelled by Zeus.
Set into the mountainside above the vault are an immense set of
double doors—easily fifty feet tall—that loom ominously over the scene.
They cannot be opened.
The Golden Lion guards the vault; the good news is that the heroes
don’t need to get close enough to the structure to have to endure the
terror it exudes. The bad news is that the lion is alert for any signs of
trespassers, and taking it unawares may prove extremely difficult.
Once trapped in the net, the creature goes berserk but is unable to
escape—and cannot employ any of its attacks. It can be dragged
easily—the net seems to neutralise the weight and mass of the
automaton just as it removes its ability to fight.
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Abilities
Burning (Active): The target hero, and any hero within Melee range of the
target when this property is activated, gains the Burning 3 effect for 3 rounds.
Claws: This creature may make two claw attacks per turn against one or more
opponents at Melee range.
Divine Automata: The automaton creature is immune to fear and social attacks.
While stunned, it treats characteristics as 1 rather than 0. It is not affected by
poison, venom, or burning.
Fearsome: When facing the golden lion for the first time, a hero must make a
Cool (Vigour) Resistance roll with a Difficulty of 2 or suffer a -2D penalty to all
skill checks. A failed roll can be repeated on the start of the hero’s next turn.
Ferocious: The Golden Lion may spend a point of Hubris to take an additional
turn in a round. It can’t choose itself to go next in the same round unless all other
characters in the conflict have acted, and it can’t employ both flaming breath
and mighty roar in the same round, nor use one of those abilities twice.
Huge: This creature is gigantic in size. Increase the Difficulty of all Pin Actions
made against it by 2.
Mighty Roar: This creature may spend a point of Hubris to use Might (Vigour)
to make a Harm attack Action against all opponents within Medium range. Each
success causes the target to gain 1 point of Risk and the attack has the Stun
property.
Indestructible: The Golden Lion can be incapacitated, but cannot be killed. At
the start of each round the golden lion reduces its Risk by 1. If it has no Risk
remaining, it removes one Wound instead.
Weak Spot: When the Golden Lion is pinned, treat its Armour as 8.
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T H E G O D F RO M T H E M AC H I N E
With the Golden Lion subdued, the heroes still need to escape the
armoury of the gods. As they are no doubt discussing what to do next,
there is a terrible grinding noise as the immense iron doors set into the
side of the mountain begin to open. Firelight pours out from within,
and a quartet of greater kyklopes emerge, armed with immense
hammers and clad in heavy iron armour.
Their leader tells the heroes to leave with their prize, but that they
doubt it will bring them any joy. They should be under no illusion that
Hephaestos is allowing them to take the lion because he knows it will
bring them only ruin. Nothing in the wasteland will impede their
escape, and if the ship they arrived in is shipwrecked they will find a
vessel waiting for them. The greater kyklopes warn the heroes that the
lion, like the net, is a creation of the god of the forge. Its place is here,
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and one way or another it will return here.
The heroes will not be allowed to dock their ship anywhere save their
home polis; nobody wants to risk the Golden Lion getting loose and
destroying their city. When they return home (or wherever it is they are
to deliver the lion), people are stunned by the immensity of the
automaton and the incredible task the heroes have achieved.
Delivering the Golden Lion may mark the climax of a campaign,
particularly one in which heroes are forced to undertake tasks for a
tyrant.
With the quest completed, the wrath of the gods falls on the quest
giver and everyone nearby. When the Golden Lion is presented, the
quest giver has a few moments of triumph and then, inexplicably, the
inescapable net falls away. The lion devours the quest giver and likely
destroys their palace before smashing its way through the surrounding
area and into the sea, clearly bound on a course that will take it back
to Lemnos. Of the inescapable net there is no sign.
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things, and no doubt they will go on to achieve even more great things.
Their deeds have brought glory to their polis and rival cities will think
twice about tangling with such champions. How they choose to use this
prestige is up to them; Aphrodite suggests that they might be wise to
retire and spend the rest of their lives doing what makes them happy,
while Ares might propose that they strike while the iron is hot and
invade their most annoying neighbour.
Either way, if this is the end of the campaign then the party should
take a few minutes to talk about the high-points, and how their
adventures have changed the face of Hellas and their polis in
particular.
TRIUMPH
Defeating the Golden Lion, and bringing it to the quest giver, is worth
an award of 3 points of Glory. The GM may also wish to award the
heroes with a permanent boost to one or more of their polis’
characteristics, reflecting the improved prestige the city enjoys from
their heroic deeds.
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AUTHOR BIOS
BOOK OF HEROES
Andy Raff lives in Preston with his partner and cat. He’s been
a fan of Ancient Greek mythology since he was old enough to
read, and has been writing tabletop adventures in one form or
another since he got his first typewriter. Lead writer for
Profound Decision’s Empire game, he also writes the occasional
bit of horror fiction on the side. His favourite die is the D12.