The main villains of the overall story are the titans Sydon and Lutheria. This section describes a series of special events and dramatic confrontations that will make the titans be part of the story.

Sydon primarily takes action against the party through his legions of worshipers. These include the armies of centaurs, cyclopes, gygans, and other native creatures who revere him.

Lutheria primarily takes action against the party by sending monsters to attack them and nightmares to haunt their dreams. Unlike her husband, she is more focused on corrupting and subverting the party.

Event: The Centaur Warband#

After the heroes finish their first Labor, Gaius, the head of the Order of Sydon, tracks them down from the skies, riding his silver dragon, Argyn. He summons a centaur warband to destroy the heroes.

Dark clouds and thunder roll across the sky. You spot a flash of silver in the clouds. At first, you mistake it for lightning, but it slowly resolves into a magnificent silver dragon. A blue-cloaked figure sits astride the dragon as it circles overhead. The figure speaks: “Give up your quest and prostrate yourselves before the power of Sydon.” His voice abruptly changes to something far deeper and inhuman, “You meddle with forces beyond your comprehension.” The dragon vanishes into the clouds above, and lightning tears across the sky. The ground shakes as something thunders toward you. It’s a bloodthirsty warband of charging centaurs!

The warband includes one Centaur Trooper for every hero. They will battle the heroes for two rounds and then abruptly turn away and retreat, leaving their dead behind.

Full-page art, p.53
Full-page art — p.53

Event: Dreaming of Lutheria#

After the heroes leave the Temple of the Oracle, Lutheria sends a nightmare to haunt them. Whenever they finish a Long Rest, read the following:

A woman’s voice suddenly emanates from the darkness around you. “So … your great ‘quest’ begins. Off to become heroes, are you? Mortals are so very proud.” A light shines in the dark, illuminating the sad and pathetic figure of an old man, who has been hogtied to a stake. “Look at this one. He’s falling to pieces: joints stiff, skin slack, teeth gone. The life is practically dripping out of him.” Inky black shadows fall across the old man. He flinches and squirms, panicking as something draws closer—something that you cannot see. “Yes, his sad mortal life is leaking away. But I wonder what will happen to his soul?” The old man thrashes against his restraints, screaming into his gag as a butcher’s knife descends, and you awaken from the nightmare, bathed in sweat.

This nightmare affects everyone, even species that do not normally sleep, such as elves. Each hero must make a DC 20 Wisdom saving throw or be afflicted with short-term Mental Stress Effects (Game Master’s Guide). Since there are no nearby enemies to take advantage of their vulnerability, this is simply an opportunity for players to roleplay their madness.

Event: Madness of Lutheria#

Lutheria sends another nightmare after the heroes complete their second Labor. Whenever they finish a Long Rest, read the following:

You stand on a high ridge, the sky gold with eternal sunrise. Below, a valley unfurls in impossible beauty— fields of wildflowers shimmer like painted light, and at its heart stands a tree too large to exist. Its branches piercing the sky a thousand feet above. This is no mere tree—it is Thylea, as the Tree of Life. A soft, honeyed voice murmurs beside you. “Poor little mortals,” the woman says, as if comforting a child. “So worried about everything! Honoring the gods, offending the gods. War. The future. What can we do to make you worry less?” Ahead, a lone man stands at the edge of the cliff, staring at the valley below. “Knowledge is the greatest of mortal burdens, don’t you think? Knowledge is pain. Ignorance puts the mind at ease. Ignorance makes mortals happy.” He turns. His face is twisted in anguish. Red tears streak his cheeks. His eyes, ears, and mouth are all crudely stitched shut.

Everyone awakens from this nightmare at different times. Each person who dreams must roll 1d10. This determines how many rounds until they awaken. They can be awakened early by shaking or inflicting damage to them. Whenever a hero awakens they must make a DC 20 Wisdom saving throw or be afflicted with long-term Mental Stress Effects (Game Master’s Guide). This is another opportunity for players to roleplay their madness.

illustrated quote
We were worshipped as gods, Sydon and I, before the outsiders came. But the Dragonlords captivated me. I spared them, not from mercy, but to savor their struggle and drink their dreams. —Lutheria, Mistress of Death