If the heroes choose to storm the city, Maximus is delighted. He orders his minotaur battalion to assemble at once, eager to demonstrate the weapon they have been preparing.
Maximus explains that they soak their hides to resist pitch and burning oil. The tesudo advances under fire, latches its hooks to the gate, and then the entire squad pulls as one. The pulleys allow the minotaurs to tear down the gate by brute strength.
The tesudo begins its slow march toward the great western gate. Before it reaches the gate, a small door built into the gate opens.
The minotaurs within the siege shell falter. Their hands slip on the chains. They stare at Taureus as though seeing an impossible dream. They have heard rumors that minotaurs were free in Aresia, but this is direct proof.
Maximus turns to the heroes, his face grim, and says, “One of you must answer him.”
If the heroes refuse to name a champion, the minotaurs balk. They will not drive their siege engine forward while one of their own challenges them in open combat.
The Duel#
The heroes must choose who will step forward to face Taureus (LN Grandmaster Monk, appendix B). Once chosen, allow the player a moment to declare what their character says or does before the clash begins. Before the duel Taureus will say the following:
When the duel begins, have all players roll Initiative. On the turns of those not fighting Taureus, invite them to use their skills. They are spectators, yes, but they stand in the
fog of war. Their actions and observations may uncover signs that the duel is not honorable.
Taureus has not sallied forth solely to unsettle the minotaur battalions; he is bait. The Aresian leadership knows that the return of the Dragonlords spells the end for their city, and they have prepared a final, desperate counterstrike. Months earlier, Aresian counter-sappers infiltrated the tunnels dug by the Mytrosian engineers. Those sappers have carved multiple hidden exits into the Mytros camp. As the duel unfolds, disciplined monks slip quietly from these concealed shafts, positioning themselves for a coordinated ambush. Worse still, the sappers have hollowed out sections beneath the camp. Once the supports are pulled, entire war engines and supply lines may vanish into sudden sinkholes.
Skill Clues During the Duel#
Each of the heroes who is not participating in the duel can use their skills in order to ascertain the purpose of the duel:
History. A successful DC 18 Intelligence (History) check allows the hero to recall that the Aresians are famous for using duels to conceal other objectives. A subsequent check on the next turn reveals that one thing they are most famous for is using counter sapping against their foes.
Insight. A successful DC 15 Wisdom (Insight) check reveals that Taureus is fighting like a man who is buying time. A subsequent check on the next turn reveals that the minotaur’s gaze flickers not just to his opponent, but over the Mytrosian army, as if anticipating something.
Perception. A successful DC 18 Wisdom (Perception) check reveals that the body language of the Aresians on the walls is off. Instead of tenseness, there is anticipation, as if they know something is coming. A subsequent check on the next turn reveals that some of the soldiers in the camp are moving strangely, almost as if they are trying to move unnoticed.
Avoiding Catastrophe#
If the heroes share their suspicions with the other commanders, the Mytrosian leadership will brace for the possibility of a surprise assault. Troops are repositioned, siege crews stand alert, and scouts are posted across the camp. This preparation blunts the force of the Aresian strike, though it cannot stop it entirely.
Surprise Attack#
On the third round of the duel with Taureus, the Aresians spring their trap.
If the heroes warned the camp:
Escalation#
Two Aresian Monks (appendix B) per hero break away from the melee and charge the party. Taureus remains locked on his chosen opponent, intent on ending the duel in blood.
Allow a few rounds of brutal fighting. Then the battlefield stills.
These three are Hiero, Leandros, and Halcyon (Grandmaster Monks, appendix B), two masters of Aresia’s martial traditions and Helen’s personal guard. They know that if they slay the Dragonlords here, Mytros will collapse in fear. They do not retreat. They fight to the death.
The Tragedy of Aresia#
If the heroes defeat the city’s champions, Aresian morale shatters. The western gate buckles, and Mytrosian soldiers flood through like water breaching a dam.
If the heroes stole the Palladium, read the following:
The collapse is the inevitable result of months of sapping and counter-sapping. The Palladium held the walls together, not merely magically, but structurally.
The Mytrosians still pour inward, driven by three years of hunger, disease, attrition, and rage.
The heroes now stand at a crossroads:
Chase the retreating Aresian defenders and ensure they
cannot regroup into a counteroffensive … Or stop the slaughter, halting their own army before it
destroys not only a city, but legacy.
Stopping the Slaughter#
The heroes have many potential methods to halt the Mytrosian rampage.
A successful DC 15 Charisma (Persuasion) check allows a hero to get any soldier within ear shot to obey their commands.
Spells#
The following spells are all effective in controlling the rage of the Mytrosian soldiers. Calm Emotions, Hypnotic Pattern, Mass Suggestion, Wall of Force, Wall of Stone.
Crossing the Thrake#
If the heroes pursue the retreating Aresian forces across the bridge and the Palladium still protects the city, read:
This is the final warning. If any hero steps onto the bridge, continue:
This is the Bronze Colossus (appendix B), the final guardian of Aresia. It is named Talos and was built by the early Aresians with aid from Sydon. If the heroes do not deal with it, the colossus will rampage through the streets, killing thousands before its body finally breaks.
The old man is Laertes, the Grandmaster of Tranquility (LN Grandmaster Monk, appendix B). He will immediately attack the heroes, fighting to the death.
Aftermath#
Once the last threats have been dealt with, the heroes have time to assess the state of Aresia. If the heroes did not stop the sack of the city, then most of the population lies dead, enslaved or missing. The city itself is burning, centuries of history evaporating in smoke.
If the heroes took time to stop the worst instincts of the Mytrosian soldiers, then most of the destruction was kept to the Western side of the Thrake river. While thousands were killed, most of the population survived and will have an opportunity to rebuild.
Queen in Chains#
- Queen Helen (appendix A) is brought before the heroes.
Queen Helen will provide the heroes with whatever they ask, whether it be the location of Narsus, the treasury or anything else within her power.
Narsus#
It doesn’t take long for the location of Narsus to be discovered. Refer to the Chamber of Beauty (area A6) for an audience with Narsus.