The lamia has used Disguise Self, and she looks like a beautiful woman. The lamia will greet intruders by kissing their hands. Anyone who allows this to happen comes under the lamia’s curse, and for the next hour, they will have Disadvantage on Wisdom saving throws.

The jackalwere are polymorphed into beautiful men and women, and are currently smoking pipes of black lotus. They invite anyone who enters the room to join them for a smoke. The jackalwere will try to wait until a majority of intruders has the lamia use their Corrupting Touch on them. At this point, they will use their Sleep Gaze and claim that the party is drowsy from the effects of the lotus.

The jackalwere and lamia will defend themselves if attacked. If they are able to put the entire party to sleep, then they take them to The Kitchens (area H8).

H2: Dreamer’s Halls#

Underneath the lush greenery of the ship’s deck, you find yourselves in a series of long, dark hallways. The walls and floor are lined with countless humanoid skulls. The skulls stare at you with dead eyes.

The halls are empty. Whenever the heroes move between rooms, the skulls appear to silently laugh at them. Traversing the halls seems to take much longer than the distances on the map would suggest. Each minute spent in the hallways feels like hours.

H3: The Erinyes#

This room is lavishly appointed. Each individual piece of decor is breathtaking in its artistry, and the styles are so varied that they combine to create an overall impression of discordant opulence. Two women with red-feathered wings are in the room. One polishes a suit of heavy black armor while the other examines the bowstring of a great longbow.

This is the home of the Erinyes who are sent out to capture oathbreakers in Thylea. There are usually two

  • Erinyes here at any time, waiting to be called upon. They are not hostile, but they will defend themselves. The room has furniture from many worlds and times. Treasure. The furnishings of this room are worth about

10,000 GP in total, but attempting to remove even a single piece will provoke the ire of the erinyes.

H4: Hall of Trinkets#

A doorway opens into a wide room lined with tall marble plinths, each displaying a unique object. Although many of the items are beautiful and unusual, some appear quite mundane. The nearest item is a writing quill with a brilliant orange plume that smolders like an ember. The next plinth supports a bright, silver-colored mask, depicting the face of an elf woman of unparalleled beauty. Two small girls tend to this odd collection. One dusts an ivory box while the other polishes a simple platinum coin. The two girls possess unnaturally symmetrical features. They move with a feline grace.

This gallery hall is where Lutheria stores some of the magical trinkets that she has collected over the ages. She doesn’t collect items for their power or utility, but rather because the items amuse her. All of the items rest on marble plinths:

  • Carved Ivory Music Box. When this is opened, a small turntable begins to move and the sounds of wailing and screaming fill the air. The box holds the souls of thousands of people from another world. Their rulers made a pact with Powers from the Nine Hells that their nation would rule the world for a thousand years. Afterwards, all the native souls would be the property of an archdevil. When the thousand years ended, the nation’s most powerful wizards tried to protect the souls by binding them within the box, and the souls have remained there for millennia, without physical form and driven to madness.

  • Apple-sized Dodecahedron. Forged from adamantine, this item has strange, unreadable runes inscribed upon it. This is the only remaining object from a world that was swallowed by its sun.

  • Mithral Mask. This depicts a beautiful elf woman. The wearer sees everything in the world in the most beautiful way imaginable, regardless of its reality.

  • Platinum Coin. A dragon’s head is stamped on one side whilst a dragon’s tail on the other. The coin doesn’t radiate any magical aura, but it can be attuned. Once attuned, the coin will always land on the face that its owner wishes when it is flipped.

  • Phoenix-feather Writing Quill. The quill was used to write the Codex of the Infinite Planes. Anyone writing with this quill always produces beautiful handwriting, and the writer can write in any language, even languages they cannot speak or understand.

illustrated quote
I’ve been told that Lutheria used to host the best feasts in Thylea. Now she serves madness with a side of nightmares. Trust me, if a party ends with a scythe and screaming souls, you’ve stayed too long. —Pythor, God of War

Two Lamias guard this room, but they appear to be young girls, and they claim to be sisters. They introduce trespassers to their “toys,” happily describing each item to those who are curious. They drag visitors to each plinth excitedly, but they warn against touching anything, because it makes Lutheria mad.

The lamia try to touch as many heroes as possible, holding their hands and pulling them around like excited children. Anyone who is touched by the lamia is affected by their Corrupting Touch for 1 hour.

If any of the items are touched or taken, the two girls will begin to shriek. Any Jackalwere below deck will come running and attack the intruders. When this happens, the lamia revert to their true forms and attack.

H5: Room of Nightmares#

Although similar in size to most of the ship’s other chambers, the emptiness of this room makes it appear much larger. There is a beautiful golden chair at the center of the room. You have a feeling that sitting in this chair will make your wildest dreams come true.

This room is used to break prisoners by bringing their worst nightmares to life. Anyone sitting in the chair activates the room’s magic. The door vanishes and the person in the chair becomes incapacitated for one minute. During that time, a nightmare becomes manifest. The only way to stop the manifestation is to reduce the dreamer’s Hit Points to zero.

Roll on the Nightmares table or have the player whose character is in the chair choose which nightmare is the worst from the list below. Do not tell them the consequences before they make the choice.

H6: Hall of Armaments#

This room appears to be an armory. It is guarded by four wild-eyed men who ignore your arrival, muttering incomprehensibly to themselves. Four items hang from skeletal hands that emerge from the walls: a greataxe, a greatsword, a shield, and a set of plate armor.

Four Jackalwere guard this room, disguised as gibbering madmen. They leave intruders alone unless someone touches the weapons or armor on display. Whenever an item is touched, the jackalwere grow quiet and stare at whoever touched it, using sleep gaze to render the offender unconscious. Anyone who has been touched by a lamia will have Disadvantage on their saving throw.

Weapons of Madness. The weapons and armor displayed in this room contain portions of Lutheria’s ancient madness. Sydon once attempted to cure his sister’s insanity by drawing it out like a poison. He forged this psychic energy into the magic items in this room. They are: Plate Mail of Vulnerability, Berserker Greataxe, Shield of Missile Attraction, and Greatsword of Vengeance.

Anyone touching one of these cursed items for the first time must succeed on a DC 15 Wisdom saving throw or contract a short-term mental stress. Heroes that succeed on this saving throw are immune to the effects from that point forward.

Using the Weapons. Lutheria has Disadvantage on attack rolls versus characters who are wielding one of these items. If an attack from one of these weapons hits Lutheria, or if she hits someone wearing the armor with her scythe, then the cursed item is destroyed, and she is immediately overwhelmed by the ancient madness that was bound within the item. Whenever this happens, Lutheria suffers the effects of the Confusion spell until the end of her next turn.

H7: Scrying Room#

Two strange women sit in this room, with their backs to the door. Both women have the lower bodies of lions. Each of these creatures stares intently into a looking glass. The mirrors display apparently random scenes from all over Thylea. The images flicker through too quickly for you to take in specific details.

The women are two Lamias. They use the mirrors to watch all the lands of Thylea, and they make daily reports to Lutheria. They are proud of this task, and they are happy to explain it to the heroes.

The lamias attempt to touch the heroes during their explanation. They may try to show the heroes something disturbing, such as King Acastus plotting against them— or the massive fleet that Sydon has gathered. Once they have touched the heroes, the lamias summon all the remaining jackalwere on this deck and attack the party.

Each of the mirrors is attuned to a lamia, and they will not work when anyone else attempts to use them.

H8: The Kitchens#

Several scrawny dog-like men scurry about this kitchen, preparing sumptuous foods. They are ordered around by a monstrous woman with the lower body of a lion. You can smell something delicious cooking, but many of the meat dishes include shanks of suspiciously humanoid body parts.

This is where feasts are prepared for Lutheria and her guests. A single Lamia supervises the work of three Jackalwere. None of them have the time to disguise their true forms, as they are always busy preparing the next meal. When meals are ready, they are taken up to Lutheria’s Garden (area H10) and served.

Captured Heroes. Heroes who have been captured by the jackalwere’s sleep ability will awaken here, trussed up and ready for the oven. Spellcasters will have an apple shoved into their mouths.

H9: Sleeping Chamber#

This chamber is dimly lit by a single torch. There are five beds here, each occupied by a sleeping form.

This chamber is where Lutheria’s servants sleep. Two male

  • Dryads and three female Satyrs are asleep here. They are consorts to the jackalwere. If awakened, they will be frightened, but they will not fight.

H10: Lutheria’s Garden#

This entire vessel is covered with lush greenery that obscures details of its deck and hides any crew who might be on board. This strange garden’s vibrant colors stand out in stark contrast against the murky grays of the Nether Sea. A chaotic mix of scents— pleasant, revolting, and exotic—drift from the abundant flora.

This garden is full of exotic plants from all over the multiverse, and Lutheria has carefully chosen ones that are beautiful, produce intoxicating scents, or that bear fruits that can be used for wines or narcotics. Many of these plants seem revolting to the eyes and to the nose, but Lutheria’s sensibilities and tastes are unlike those of common mortals.

Any hero who eats fruit or deliberately takes in the flowers’ scents may be overcome in some way, as shown on the Flora in Lutheria’s Garden table.

The Lady of Dreams. When Lutheria is not traveling the world and meddling in the affairs of mortals, she spends her time here, sitting on the throne in her garden. To entertain herself, she throws bacchanals—parties of drunken excess—for her most devoted servants. Lutheria does not immediately attack those who trespass in her garden. She will first satisfy her curiosity and seek to entertain herself by telling jokes, playing games, and toying with her prey.