Theros: A Complete Adventure Path For Levels 1 - 1 1
Theros: A Complete Adventure Path For Levels 1 - 1 1
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Credits
Development: Steffie de Vaan & Cat Evans
Writing: Cat Evans, Christian Eichhorn, Beatriz Dias, Oliver
Clegg, Steffie de Vaan
Cover & Original Interior Art: Liz Gist
Additional Art: Adobe Stock, Envato Elements, Colleen
O’Dell from Pixabay, Clker-Free-Vector-Images on Pixabay,
Open Clipart Vectors on Pixabay, Mohamed Hassan on
Pixabay, Gordon Johnson on Pixabay, Pandanna Imagen
on Pixabay, Emmie Norfolk on Pixabay, Mana symbols
provided by www.filkearney.com.
Layout: Cat Evans
Cartography: Christian Eichhorn
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica, Theros and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of
the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Steffie de Vaan, Cat Evans, Christian Eichhorn, Beatriz Dias,
and Oliver Clegg and published under the Community Content Agreement for Dungeon Masters Guild.
2
Contents
Credits 2
Masks of Theros 4
What Came Before 7
Erebos’ Grief 9
Thassa’s Intercession 19
Mogis’ Game 29
Kruphix’s Revelation 37
Heliod’s Wrath 45
Appendix I: The Masks of Theros 54
Appendix II: Antagonists 58
Appendix III: Meletis 64
Appendix IV: Maps 68
3
Masks of Theros
Greetings, heroes! absolutely play Masks of Theros with just that information.
If no other book is mentioned, creature statistics come
from the Monster Manual, Treasure and Magic Items from
the Dungeon Master’s Guide. Other sources are abbreviated
Masks of Theros is an adventure path for the world of
as follows:
Theros. It spans five chapters — one for each color — and
takes characters from level 1 to 11. You can play each ◊ Eberron: Rising from the Last War (ERftLW)
adventure as a standalone in your own campaign, as every ◊ Guildmaster’s Guide to Ravnica (GGtR)
chapter marks which character levels it’s appropriate ◊ Mordenkainen’s Fiendish Folio Volume 1 (MFFV1)
for. You can also play Masks of Theros as an epic tale to ◊ Mordenkainen’s Tome of Foes (MToF)
introduce your players to Theros in a story that defies both ◊ Mythic Odysseys of Theros (MOoT)
fate and death. ◊ Sword Coast Adventurers
Guide (SCAG)
Book ◊
◊
Wayfinder’s Guide to
Eberron (WGtE)
Xanathar’s Guide to
Everything (XGtE)
Masks of Theros spans five
chapters, each offering a chance
to gain a piece of the fabled Elpis
mask. As an adventure path, we
recommend sticking to the chapter
The Story
order. Don’t worry if the heroes
miss some of the mask’s pieces —
this will make their battle against
Calisto harder, but not impossible!
Chapter 1: Erebos’
Masks of Theros does not
specifically plan downtime between
Grief
adventures where heroes might Calisto, a former lieutenant of the
purchase new equipment. Make planeswalker Xenagos, asks the
sure you create that time and heroes to steal the Ainoe Mask
grant characters access to items from its place of safekeeping in
suitable for their level. If following Meletis. Guided by a prophecy, the
the adventure path, characters Twelve who rule the city also ask
have no chance to return to Meletis the characters to move the mask
from the start of Chapter 3 to the end of Chapter 5, so to a new home. Unfortunately, the mask is not where it is
encourage them to get all their shopping done before supposed to be, and the characters must explore Meletis in
then or have them meet well-stocked minotaur traders in order to find the treasure. Calisto takes the mask from them
Chapter 3. The Elpis mask pieces they find should also help by force, the characters are drawn into an heroic quest to
quite a bit! reassemble the only artifact that can counter Calisto’s new
source of power: the Elpis mask.
The end of the adventure path brings the characters
into conflict with a champion of Heliod. This is an added In keeping with white mana’s principles of order,
complication for player characters devoted to the sun god, moral codes and guardianship, safekeeping the mask and
and something you may want to consider before allowing opposing Calisto’s plans to use it are framed as the heroes’
one in this storyline. duty to maintain the rightful order of the universe.
Erebos’ Grief is intended for 4-5 characters starting at level
This adventure path is designed to be used alongside the 1. The adventure’s progression will take them through level
official Mythic Odysseys of Theros hardcover. Specifically, 2, and then 3.
new mechanics such as Mythic Creatures/Actions are
found in that book. If you don’t have Mythic Odysseys of
Theros, you’ll find a lot of setting lore online, and you can
4
Chapter 2: Thassa’s orderly procession of events, as is his mirror counterpart
Klothys, goddess of fate. The two gods drag the
adventurers into the surreal dreamscape of Nyx to attempt
Intercession to influence their actions, and grant a worthy troupe a piece
of the Elpis mask, should they prove compliant.
Thassa’s Intercession sends the characters on a journey In keeping with green mana’s principles of growth, scale
across the ocean to find Arixmethes, a legendary kraken and sheer unapproachable power, the characters are toyed
carrying an ancient city on its back. They must brave with by entities bearing agendas so expansive as to defy
monsters of the deep and magic currents to reach their understanding.
destination. After a parley with Thassa’s oracle, the Kruphix’ Revelation is intended for 4-5 characters starting
characters enter the Temple of Trials to uncover a piece of at level 7. The adventure’s progression will take them
the Elpis mask hidden away under the sea for an eternity. through level 8, and finally level 9.
Following in the footsteps of a mythical hero, they brave the
trials, overcome the eidolon Eirini, and finally hold their prize
in hand. However, a giant shadow looms in the distance Chapter 5: Heliod’s Wrath
which could still snatch the piece away from the characters. The heroes awaken in the underworld. They’ve died at
Blue mana embodies the sea, logic, intelligence, and the hands of Mogis, which rather complicates their quest.
arcane prowess. Thassa’s Intercession incorporates these Fortunately (or not), Calisto is already in the underworld
themes with an exciting ocean voyage, a temple filled with seeking the black piece of the Elpis mask. The characters
riddles, and powerful spells. may pursue peace with her and brave the dangers of the
underworld together, or confront
Thassa’s Intercession is her to take the Ainoe mask.
designed for a group of four to
five characters of 3rd level. Over The characters must navigate
the course of the adventure, the the underworld, where they
characters reach level 4 and 5. are hindered and aided by old
enemies and friends. After a fight
Chapter 3:
with Kunoros, Hound of Athreos,
they finally arrive at the temple
where Erebos hid the last piece
Mogis’ Game of the Elpis mask. They must fight
Heliod’s Champion before they
Five minotaur families fight on can claim their prize and, with
the plains of Phoberos for the any luck, return to the land of the
enjoyment of their god, Mogis. living.
The god ordered them to fight
Heliod’s Wrath follows black
until the next moon for the
mana’s themes of necromancy,
possession of an ancient artifact,
revenge, and endings. When
and whatever family holds the
describing scenes, invoke a
mask fragment by then receives
perpetual sense of gloom:
a boon from the god of slaughter
the underworld is all shadows
himself.
without sunlight.
The characters join this bloody
This adventure is intended for
game, making friends or enemies
4-5 characters starting at level 9.
among the families, following red
The adventure’s progression takes them through level 10,
mana’s principles of impulse and chaos, in order to secure
and then 11 right before the final confrontation.
the artifact for themselves.
Chapter 4: Kruphix’
in Appendix II: Antagonists, and an overview of the white
polis in Appendix III: Meletis to fuel even more adventures!
Revelation
In Theros, nothing passes under the notice of Kruphix,
eldest of the immortals and god of horizons. The god of
prophecy is concerned by the threat Calisto poses to the
5
6
What Came Before
In ages long past, when mortals prayed the gods to life, Erebos
the Shadow had two lovers. Ainoe was the goddess of the doom
that awaits all empires, the end of magic, and the grind of time.
Elpis was the god of repose at the end of grueling journeys, the
spark from which magic blooms, and wayward souls coming home.
The three complemented each other and could have been happy
together, but this was not the path Theros took. Ainoe and Elpis
both fell in the war against the Titans.
7
8
Levels 1-3
Erebos’
Grief
Cat Evans
SYNOPSIS ADVENTURE
Calisto, a former lieutenant of the planeswalker Xenagos,
BACKGROUND
asks the heroes to steal the Ainoe mask from its place of
safekeeping in Meletis. Guided by a prophecy, the Twelve Erebos created two masks to commemorate his lovers when
who rule the city also ask the characters to move the mask they passed beyond his reach. Unable to even look at the
to a new home. Unfortunately, the mask is not where it is artifacts afterwards, he broke the Elpis mask into pieces and
supposed to be, and the characters must explore Meletis in scattered them across the world of Theros. The Ainoe mask
order to find the treasure. Calisto takes the mask from them resisted all efforts to break it. Ephara, Goddess of the Polis
by force, the characters are drawn into an heroic quest to and of all that is orderly and civilized, feared this potential
reassemble the only artifact that can counter Calisto’s new for chaos and disaster. She gathered up the Ainoe mask to
source of power: the Elpis mask. seal away in her most sacred temple, on the site that would
In keeping with white mana’s principles of order, later become the city of Meletis.
moral codes and guardianship, safekeeping the mask and Over the countless aeons since, the temple was replaced
opposing Calisto’s plans to use it are framed as the heroes’ by a newer and grander home for Ephara’s sacred statues
duty to maintain the rightful order of the universe. and priesthood. History forgot the ancient temple. While
obscurity provided safety for many centuries, a prophecy
Erebos’ Grief is intended for 4-5 characters starting at level now decrees that the mask must be moved. The heroes of
1. The adventure’s progression will take them through level Erebos’ Grief must piece together the fragments of history
2, and then 3. and myth to learn the truth, and retrieve the mask.
ADVENTURE HOOK
The only preparation required is to get a group of heroes to
the polis of Meletis.
9
Calisto introduces herself as Melandra, an ex-mercenary
SCENE 1 — TRIVIAL now in the service of the governing council of Meletis, the
Twelve. She is in need of some competent professionals
10
The heroes might not agree to undertake this sketchy task:
it’s an obvious setup. That’s fine, the next scene will get
Setting the Scene
them back on track. You don’t need to steer them here. This scene occurs shortly after Scene 1, at whatever location
is convenient. If the heroes proceed straight to the Temple
of Ephara to retrieve the mask for Calisto, this scene occurs
Calisto
the first time they have downtime afterward.
If the heroes choose to report their strange encounter
to city guards or any influential contacts, they are directed
Neutral evil human warlady
to Aleixo’s estate, where they are welcomed warmly and
Calisto (she/her, chaotic evil, see Appendix II for stats) was served chilled wine in a luxurious garden full of imported,
once Xenagos’ lieutenant. Since his elevation to godhood, tropical flowers, butterflies, and splashing water features.
she’s spent her time planning her own ascent; to conquer
Theros in its entirety, and rule it as her empire. Calisto
carries herself with an ease born of great confidence and Aleixo of the Twelve
a leonine grace. Her laughter comes easily and loudly. In Outside her home, Aleixo is accompanied by a servant who
the end, though, Calisto is very much an eye-on-the-prize invites the characters to approach her. She is famous in
kind of gal. Attempts to flirt with her are well-received Meletis; local characters recognize her automatically, and
and reciprocated, but won’t stop her from betraying the others who succeed on a DC 10 Wisdom (Insight) check
characters when the time comes. observe that local people respect and defer to her.
Motivation. Obtain the masks, and conquer Theros. Read or paraphrase the following:
Mannerism. Calisto conserves energy in everything she The short, bright-eyed woman watches you shrewdly.
does, leaning against buildings and sprawling in chairs. There’s something grandmotherly about her; albeit a
Quote. “Do what you please. You’re good, but you’re not storybook grandmother, rather than a real, human person.
unique.” Someone kind and stern all at once, with your best interests
at heart. Except for the blue stole that marks her as one of
the Twelve, she looks like any other middle-aged woman of
Meletis, but her bearing and presence make it clear she is
The Token of the Twelve someone of considerable status.
This appears to be the genuine article: a real token, as given
Aleixo
by the Twelve to their authorised agents. The heroes may
notice that:
◊ The blue glaze used is lighter than the “official” blue of
Lawful good human politician
Meletis — successful DC 14 Wisdom (Perception) check.
◊ The token must therefore be out of date, as the Aleixo (human, see Appendix III, she/her, lawful good) is
supplier used for blue dye and glaze changed several one of the Twelve, the council who rules Meletis. She is
years ago — successful DC 15 Intelligence (History) responsible for watching and interpreting, and in some
check, if heroes have noticed the color difference. cases averting, the many prophecies concerning the polis.
Aleixo thinks of herself and the city as almost the same
Development entity: she feels safe and comfortable wherever she is, from
the richest noble estate to the most dangerous dockside
When the heroes accept or reject Calisto’s offer and she backstreet. She isn’t foolhardy, but she radiates a calm, self-
leaves, progress to Scene 2. assured presence.
Motivation. Keep Meletis safe, and maintain normality.
SCENE 2 — SACRED Mannerism. Aleixo listens intently to anyone talking to her,
TRUST
all of her attention on them.
Quote. “For the Polis.” For more information see Appendix
III: Meletis.
11
Prophecies are tricky and hard to circumvent, and if the the adventure path permanently (e.g. ending up in jail,
Twelve act directly they risk angering the gods and bringing spending too long investigating in Scene 4).
the worst possible fate to pass. They therefore require
heroes who are not officially affiliated with Meletis to move
the mask out of harm’s way before whoever threatens the SCENE 3 — THE STREET
peace of Theros can strike.
Aleixo knows how bizarre and far-fetched her request is,
OF GODS
but every legend and myth in Theros makes it clear that
people who flout the gods’ plans come to bad ends. The
The characters attempt to retrieve the mask, as directed,
heroes before her may not represent a strong chance of
but find it is no longer where legend claims it should be.
salvation, but they are Theros’ best chance.
If no character knows the myth of Erebos’ Grief, Aleixo fills Two temple guards (guards) stand at the gates, and
them in. See “What Came Before” for the story of Erebos, four more patrol the grounds of the complex. Showing
Elpis, and Ainoe. the Twelve’s token guarantees entry. Showing Calisto’s
outdated token might work — ask for a DC 14 Dexterity
Aleixo reveals that the prophecy of Erebos’ Grief (distinct (Sleight of Hand) check to misdirect them if the characters
from the myth) threatens: know the token isn’t legitimate; if the characters don’t know
A foe of cosmic ambition will rip open the gates of death, this, the guards notice the token is out of date, and refuse
wielding Hope and Doom as her weapons. Only the light of entry.
the sun, in shadow, will hold her back. If the characters get violent or start making threats, one
As Meletis is the White City, where Heliod the Sun God of the guards uses a locket of sending (see sending stones,
is venerated alongside Ephara, soothsayers including DMG) to contact a local city watch station. Six Reverent
the oracular sphinx Medomai all agree that “the sun, in Army guards (Appendix II) arrive in 1d6 minutes.
shadow,” means agents working on behalf of Meletis.
Day and Night
The Task By day, the temple complex is busy with petitioners leaving
The heroes need only walk into the Temple of Ephara, offerings to the goddess to bless their businesses, legal
retrieve the Mask of Ainoe, and spirit it out of the city cases, or any other aspect of their lives. Every day at noon,
before “Melandra” can get her hands on it. They have the high priest Leander leads a public sacrifice (usually a
three days before Melandra expects them to give her the sheep), and supplicants feast on the meat while the smoke
mask. Aleixo suggests asking around the Wharf, finding rises upwards to feed the goddess.
smugglers who will help move the mask out of the city, By night, the temple is accessible to the public but the
but the characters can explore other options. In return, only people there are Leander and the guards.
Aleixo will pay the heroes 150 gp each when their work is
complete.
Dead End
The Token of the Twelve The Ainoe Mask is not in the sanctuary. Allow the heroes to
spend as long as they want searching the temple complex,
Aleixo provides the characters with a genuine token of the though. Call for Intelligence (Investigation) and Wisdom
Twelve, which will allow them to pay for goods and services (Perception) checks. Let the characters find secret doors
and gain access to most parts of the city. to secret rooms that contain nothing more than prayers
scratched on thin sheets of bronze, or former high priests’
Development
wine collections.
Nonetheless, there are leads to follow and clues to be
Either the characters accept Aleixo’s mission, or they found.
don’t. If they do, progress to Scene 3. If not, in four days’ ◊ Leander: Leander (for more information see Appendix
time Calisto’s forces storm the city. Meletis doesn’t fall, III) knows that this is not the original temple. This
but she obtains the Ainoe Mask. You can cut to Scene one was built no more than 500 years ago, while the
6 at any point where the heroes would otherwise leave original predates the city. It should be in the exact
center of the original city layout.
12
◊ Ephara: The statue of Ephara, housed in the temple’s
inner sanctum, sits upon a plinth that reads “Dedicated
Setting the Scene
to the City of Meletis on this day, the blessing of her For the NPCs and locations characters might visit, see
goddess’ new home.” Appendix III: Meletis.
◊ Aleixo: If the heroes don’t speak to Leander, or find
the inscription, Aleixo contacts them the following day,
wanting to see the mask. When she hears the heroes The Investigation
don’t have it, realisation dawns: the current temple is The characters learn the clues below from interacting with
not the first temple. the NPCs at each location.
◊ The Elpis Mask — White Fragment: A secret room If the players enjoy roleplaying, interact with each NPC,
holds this magic item. Heroes find it with a successful and reach the correct conclusion on their own, great! If not,
Wisdom (Perception) check at DC 18 in the Treasury run this investigation as a skill challenge, with as much or as
building of the temple complex. A successful DC 12 little social interaction as your group enjoys.
Intelligence (History or Performance) check confirms
it is not the Ainoe Mask. If the heroes don’t find this The heroes must accrue 30 points in this skill challenge
treasure, fear not: the Twelve will present it to them at to learn the location of the First Temple. They accrue points
the end of the adventure. by making an appropriate skill check when they are finished
There is also treasure to be found. Stealing it will have in each location. This might be an Intelligence (Arcana)
atrocious consequences. Even if the characters are not seen check to make a good impression on the thaumaturges
in the temple complex at all, Leander will quickly realise at the Dekatia, Charisma (Performance) at the theater,
if something is missing, and Aleixo knows the characters or Intelligence (Investigation) or Charisma (Persuasion)
intended to visit. Consequences, in this case, means Aleixo at any location. Allow whatever check makes sense. Give
makes the characters return what they took, or jails them. out a clue on a result of 10 or higher. Conclusions are
optional information. They help guide the players’ thought
Development
processes, if they are struggling to make sense of the
information given.
Once the characters establish that the Mask is not in this The heroes accrue points as follows:
Temple of Ephara and have some leads to follow, progress
to Scene 4. If your players are at a dead end, provide some Abi lity Ch eck
hints based on the heroes’ backgrounds and interests: Po i nts
City Archives: The mages and scientists at the Great Result
Workshop have records and knowledge of everything that’s <10 +5
ever happened in Meletis. 11-20 +10
History & Myth: The plays performed in the Theater of 21+ +15
Diaphon are often based on a combination of local legend
The characters will need to visit 2-6 locations to gather
and historical fact.
enough information to proceed. When they do, inform
Local Knowledge: Nobody knows cities better than them that they have reasoned out the location of the First
thieves and smugglers, and they are known to congregate Temple: it must be underneath the Hall of Justice.
at the Wharf.
It takes half a day to visit one location. The more places
Milestone: The heroes advance to 2nd level. the heroes go to, the more time they will waste and the less
time they have to find the mask before Calisto gets bored
The Wharf
TO SALVATION Clue: The smugglers at the wharf know about numerous
secret passageways that lead to ancient, ruined buildings
The heroes explore Meletis, gathering information about underneath the city.
where the mask might be. Conclusion: There is a possibility that the first temple is
If they call on Aleixo, she reiterates that Melandra still preserved and accessible.
expects to receive the Ainoe Mask three days after she first
contacted the characters. She speculates that there will be The Dekatia
serious consequences if the mask is still in the city by that Clue: The Dekatia’s archive contains records of an
point. She also advises them to explore every avenue to earthquake that caused half the city to subside. The original
find the first temple: maybe no one knows where it is, but buildings are below ground level now and have been built
many people might know a piece of the puzzle. over. The oldest parts of the city are the Wharf and the Agora.
Conclusion: The first temple is most likely beneath one
of those areas.
13
The Theatre of Diaphon SCENE 5 — THE FIRST
Clue: The dramatist Methodia’s least successful play, The
Frouros (The Lookout) is about the first temple of Ephara. TEMPLE
In it, the heroine Princess Parthenope speaks a monologue
about her fate while gazing out over the city. The speech
The characters traverse Meletis’ first temple to Ephara,
mentions the view of the Agora, a statue of Heliod, and the
deep beneath the polis, and obtain the Ainoe Mask.
sparkling sea across which she hopes to escape.
Conclusion: It should be possible to map the location on
a map of Meletis. The Hall of Justice
Features
The Hall of Justice is an imposing building, its walls clad
in white marble streaked with rose, ringed with carved
friezes showing scenes from the legends of Ephara and
Heliod, mythical beasts and heroes. It is built on a grand
scale, with towering ceilings and acoustics designed for
spirited courtroom performances.
Trials and other legal proceedings take place here in
public courtrooms the size of theaters, where dozens or
hundreds of jurors can assemble. The heroes need only
travel down into the cellar where legal records are kept,
and then through a crumbling, broken floor to the access
The Gymnasium & Bathhouse staircase (Area 2). Reaching the First Temple takes twenty
minutes via this route.
Clue: The bathhouse is the center of city gossip; city
officials relax here, and they occasionally make cryptic
comments about secret tolls. Everyone knows the criminals Hazards
from the waterfront have ways of sneaking in and out of The heroes can wander freely through the Hall of Justice
civic buildings to pay their bribes without being seen. until they need to access the cellars. At that point, they
Conclusion: This hints at an undercity below Meletis. must show their token to a guard named Aleia (she/her,
lawful good, human guard). If they are using Calisto’s
The Street of Gods token, or don’t present a token, Aleia uses a sending stone
to summon four more guards, who arrive in 1d4+2 rounds.
Clue: There is an ongoing dispute over who should have
the temple at the pinnacle of the Street of Gods: Ephara’s
first temple was destroyed in an earthquake, therefore Area 1a: Stairwell
Heliod is clearly the more powerful deity. This is the final stairwell that connects the cellars to the
Conclusion: The First Temple is somewhere in the path of First Temple.
an ancient earthquake, which means it was either destroyed
or buried. Features
The Agora This narrow, cramped staircase is damp, the steps slick
and dangerous and the walls visibly wet when light glances
Clue: None of the civic buildings around the Agora off them. There is no light other than what you can provide,
are used after sundown: monstrous howls and roars are and the ceiling is barely the height of a tall man.
sometimes heard under them. It is unlucky to be in the ◊ Five feet wide, six feet high, 100 feet long.
market square after midnight. ◊ The steps are steep, damp and difficult to traverse
Conclusion: The First Temple is probably dangerous — (difficult terrain).
and close by. ◊ No natural light.
◊ A quirk of acoustics occasionally carries the sound of
Either the heroes gather enough clues to find their way to Challenges & Hazards
the First Temple (Scene 5), or they fail and Calisto assaults The stairwell is home to a colony of psychic grey oozes.
the city (Scene 6). When the heroes are halfway down the stairs, two slither off
the walls in front of them, another two behind them, and
four attack from the ceiling above. The oozes are sentient,
and seeking to ambush and kill these intruders.
14
Area 1b: Alternative Entry Area 3: The Founding of the
Point - Secret Passage City
If the heroes made a good impression (DM’s discretion)
on Keranos’ Children or other smugglers at the Wharf, they Features
can use the tunnels and passages below Meletis to access The walls of this room are covered in friezes showing
the First Temple instead of the Hall of Justice. See Appendix scenes from the goddess Ephara’s life and her founding
III for more on these. of Meletis. The remnants of an altar, reduced to rubble by
some ancient rockfall, holds pride of place in the center of
Features the room.
◊ A combination of natural tunnels, caves, and cellars that ◊ Twenty-five feet long, twenty feet wide, ten feet high.
wind from the coast to the center of the city. ◊ Stone walls, floor, and ceiling.
◊ No natural light. ◊ No natural light.
◊ It takes at least one hour to reach the First Temple
using this route. The secret passages deposit the Hazards
characters in Area 2: Snake Pit. The floor is unstable, and a section of it collapses under
Hazards a group of characters (up to 3 if they are close together, 1
if they’re all spread out). Leave at least two outside the pit.
A group of smugglers (six bandits) are stashing their Characters who fail a DC 15 Dexterity saving throw fall 20
latest cargo of goods in a cave. They assume the heroes feet into a pit.
are there to take their prize or arrest them, so are initially The rock walls of the pit are jagged, and attempts to
hostile. climb them cause 1d4 piercing damage per round. See the
Without a local guide, the characters get lost if they don’t rules for climbing, PHB Chapter 8: Adventuring (Special
succeed on a DC 14 Wisdom (Survival) check. This adds Types of Movement).
one hour to their travel time, and uses up their torches and
lamp oil, unless they deliberately packed extra.
Area 4: Guardian Beast
Area 2: Snake Pit Features
Features This vast, stone-walled room was once the temple’s
treasury. Statues, chests, furniture, ornate weapons and
This once-grand room is ruined. An apparently armor — every type of treasure — clutters the room, some
bottomless crevasse, ten feet wide, rips through one corner pieces fallen and smashed, some still proudly standing.
and chunks of the ceiling have tumbled down onto the The clutter forms a labyrinth, and from deep within it,
floor. Whatever decor once made this chamber distinctive something growls.
is long lost to time. The whole room reverberates with a This room is 100 feet long, 30 feet wide, and 10 feet high.
loud, constant hissing, and just the briefest glimpse into
the darkness reveals that the floor is so densely covered The clutter provides three-quarters cover against ranged/
with serpents that it seems to writhe as they slither, curling spell attacks, and may provide half cover against melee
around and over one another and sometimes rearing up to attacks (depending on positioning).
bare their fangs. A daybreak chimera named Cadmon (he/him, lawful
◊ The room is thirty feet in diameter, and ten feet high. neutral, see Appendix II for Daybreak Chimera), prowls
◊ Stone walls, floor, and ceiling. this small labyrinth. The creature is thousands of years
◊ No natural light. old, and has been trapped down here for most of his life,
surviving on serpents and oozes. He is desperate, starving,
Hazards and ferocious, living only to carry out his duty of keeping
intruders out of the Inner Sanctum. Cadmon is intelligent
The floor of this room is one enormous serpent pit. There
enough to negotiate, if the heroes can communicate with
are over one hundred poisonous snakes here and they are
him.
aggressive, frightened of intruders, and immediately hostile.
The characters can deal with them any way they choose: fire Two suits of animated armor patrol the area, serving
can drive them into the crevasse, magic can put them to as extra security. They carry out their orders of fighting all
sleep, charm them or allow spellcasters to speak with them, intruders to the death, and cannot be persuaded not to
or the heroes might find a way across without touching the attack.
floor. Fighting a hundred snakes is also an option, if the
characters really want to.
15
Area 5: Inner Sanctum Hazards
Heroes who come within five feet of the statue without
Features averting their eyes must succeed on a DC 14 Constitution
saving throw or be Blinded for one minute.
This round room is better preserved than the last. Some
columns have toppled, and a stream of cool, clear water Heroes who touch the Ainoe mask must succeed on a DC
trickles in through a fissure in the wall, but in the center 13 Charisma saving throw or be overtaken by memories
stands a stone statue of the goddess Ephara, posed as if of their most tragic, devastating moment (invoking the
addressing a crowd of listeners. Paralysed condition) for one turn. Ask the players to
describe out loud what their characters see. Heroes who
The statue glows with a harsh, white light, dazzling after
are immune to the Frightened condition are immune to this
so much darkness, and upon her face the goddess wears a
effect.
black mask warped into an expression of profound grief.
When the Ainoe Mask is removed from the statue of
◊ This room is 20 feet in diameter, and 15 feet high.
Ephara, the sun (or moon) above Meletis is eclipsed and
the sky is filled with the sound of a thousand souls weeping
and a pillar of wailing specters. These restless spirits follow
the path of the mask, above ground, and coalesce in the
sky above when the heroes emerge from the Hall of Justice
or the secret passages to the Wharf.
The Twelve and Calisto correctly interpret this as meaning
the mask has been retrieved, and follow the specters to
await the characters’ return.
Development
When the characters leave the temple, read or paraphrase
the following:
Aleixo and an officer of the Reverent Army await you
mere feet from the exit, but they are not alone. Above them
are countless wailing, restless dead, screaming in pain in
the black sky above Meletis. Melandra is there. She has
the point of her sword to Aleixo’s throat, and she looks as
comfortable and collected as if she was out for a summer
stroll.
“The Mask, if you please. Hand it over, now.”
The threat to Aleixo’s life if you choose not to comply, is
plain.
Aleixo has brought one of the Reverent Army (see
Appendix II) as a bodyguard. The wailing dead in the sky
are something of a concern, and she appreciates having a
trained warrior at her side.
Calisto has an action readied: at any hostile move from
the heroes, she kills Aleixo. Remember that NPCs do not
make death saving throws: she is simply and immediately
dead. The heroes can hand over the mask, or fight Calisto.
Calisto greatly overpowers the heroes, even with Drakon
fighting alongside them. If she can take the mask and
leave, she does so. If she has to kill everyone present and
search their bodies, she does that. If this is the case, Eftalia
resurrects the heroes at the behest of her god. Calisto’s
power vastly overshadows the heroes, so make sure the
players know there’s no harm in retreating to fight another
day.
16
Allow them small, localized successes, but the greater
SCENE 6 — TAKEN BY battle will be lost. Within an hour from the first assault
Calisto’s troops hold the Agora, the Wharf, and the Great
Rewards
If the characters were working for Calisto, they receive the
100 gp promised to each of them. If they were loyal to the
Twelve, they receive 150 gp each.
17
18
Levels 3-5
Thassa’s
Intercession
Christian Eichhorn
19
ADVENTURE SCENE 1 — RISING
BACKGROUND WINDS
To prevent too sudden changes in the world’s affairs,
Thassa—goddess of the sea, grand journeys, and gradual
change—hid away one piece of the Elpis mask in the The characters must find a way to reach Thyrmokles’
Temple of Trials. Only true heroes should be allowed to Eddies, where Arixmethes is supposedly located. They can
unleash its powers upon Theros! The trials test potential enlist the help of Captain Argon, an infamous returned, or
heroes’ wit and power of deduction, as well as their frailty commandeer a vessel.
to vices, imprudence, and greed. Devised by the goddess
of the sea, the characters must naturally brave the tests
submerged in the ocean. Underwater combat and the
threat of drowning complicate the endeavor.
Preparations
However, the Temple of Trials isn’t the only challenge the To find Arixmethes and the Oracle, the characters must
characters face. First, they must reach the temple’s site on determine the location of Thyrmokles’ Eddies and acquire
the back of an island-kraken. Secondly, the characters must suitable transportation. Read or paraphrase, when the
fend off Calisto’s myrmidon Osa, a terrible brine giant, but characters head to Meletis’ harbor:
they don’t stand alone. The sea-journey, back and forth,
takes several days and may contain more adventure than
this story can ever hope to cover. Battles from ship to ship
or enchanted islands can dot the characters’ path.
20
Sailors’ and dockers’ calls echo across the harbor.
Hammering from the dockyards and screaming seagulls
accompany the many voices. Workers carrying sturdy crates
and thick sacks whirl between the ships and warehouses,
Argon
Neutral returned seeker
while burly merchants argue about the prices. A stiff breeze
carries in salty air from the sea. It accumulates as a thin, Argon (returned bandit captain, he/him, neutral) has
white sheet on the houses and people. scoured the sea for decades, searching for the identity he
lost when leaving the Underworld. He helped those in need,
Asking around, the characters learn that nobody is willing and committed atrocities on other occasions, but forgets
to bring them to Thyrmokles’ Eddies, no matter the price. about all his deeds eventually.
Undertaking the journey is plain suicide, and none of the
captains want to accompany the characters on their “fool’s Motivation. I must find what I lost.
errand.” However, the characters receive one hint: in the Mannerism. To the horror of his crew, Argon often doffs
shadier part of the harbor lies the Eternal Seeker, the ship his mask to polish it.
of Captain Argon. If the characters are desperate, they Quote. “Agreed.”
should petition the “Cursed Captain” as the harbor folk calls
him.
Captain Argon
eddies’ location. The journey takes seven days.
21
Attack of the Beasts they awake in the temple with 3 levels of exhaustion.
Phoebe foresaw their blunder and came with Arixmethes to
Argon, and however many sailors (commoners) the their rescue. Continue with Scene 3 Thassa’s Temple in the
characters recruited, join the fight. Read or paraphrase, case of the latter.
when the encounter begins:
The sea is calm and the sky blue, as the sound of roars
reverberates through the ship’s hull. Tentacles wrap over SCENE 3 —
the rail, and winged beasts shoot out of the waters.
Monsters. The characters face a chimera, one winged siren
ARIXMETHES
(spined devil), and a giant octopus. The chimera has the
heads of an eel, a shark, and a narwhal. Its body is scaly, like The characters meet Phoebe, who has been awaiting them.
that of a fish. Instead of fire, its breath attack deals lighting She explains the task that lies before them and looks
damage and originates from the eel head. Instead of their forward to the future unfolding as predicted.
Tail Spine, the siren attacks with thin bone javelins, which
deal poison instead of fire damage (no saving throw).
Tactics. The chimera and siren emerge from the water and
fly above the deck. The siren stays airborne and throws its
Emerging Kraken
Read or paraphrase, when the characters clear the eddies:
javelins at the characters while the chimera lands and opens
combat with its breath weapon. The giant octopus only The sea calms down. The ship continues to sway and
grapples the ship and doesn’t interfere with the characters. creak but it soon settles down as well. No waves or ripples
On its turn, it attempts to grapple a sailor to pull them distort the ocean, the sky above mirrors in the sea. In the
off the ship for consumption. The aggressors concentrate distance, a small rock emerges from the water. More rocks
their attacks on one character and switch targets once the follow, growing into mountains. Then spires, walls, columns,
character falls unconscious. If the siren identifies a character streets, and houses appear from the sea. An entire city
that restores hit points, it focuses on the healing character. emerges! This is Arixmethes, the drowned isle, and seeing it
The siren attempts to flee if it drops below half of its hit emerge is a once-in-a-lifetime event!
points. Mooring the Ship. The characters can make landfall in the
Treasures. The characters can collect whatever javelins the harbor area, using available facilities, or anchor near the
siren didn’t use up, if they kill it. The javelins are worth 1 gp coast.
each. The City. The harbor area and the entire city are devoid of
life. Clams and seaweed cover walls and streets; water still
Treacherous Waters trickles from many door frames and windows.
Thyrmokles’ Eddies are deadly since the currents are
invisible. A detect magic spell reveals the true extent of the
whirlpools. Read or paraphrase:
Thassa’s Temple
Although the water looks calm, the going gets tough.
The ship is thrown from here to there, like a nutshell in a
Reaching the Temple
torrent. Thassa’s Temple is not immediately recognizable among
the myriad of imposing structures. Since Phoebe foresaw
Argon Captains. If the characters sail on the Eternal Seeker, the characters’ arrival, she prepared a welcoming
Captain Argon is at the helm. The characters need only committee. Read or paraphrase, when the characters set
support him by adhering to orders. Without losses, the out to explore the surfaced city:
Eternal Seeker reaches the calm center of the Thyrmokles’
Eddies. Dozens, if not hundreds of crabs and lobsters emerge
from the houses and shadows. They form a path, standing
Commandeered Ship. If the characters captain their own left and right of the street. With their heads and claws, they
ship, they must brave the currents alone. A successful DC all point onwards.
16 Dexterity check using a vehicle (water) successfully clears
the eddies. If a character can see the eddies, for example by If the characters follow the path marked by the crustaceans,
using a detect magic spell, the characters make the check they arrive at the temple’s doorsteps.
with advantage. If the characters fail, the ship sinks and the
characters fall unconscious after they start drowning. The Oracle Phoebe
The temple is round, surrounded by marble columns, and
Development topped with a golden dome. Steam rises from the streets
and buildings, obscuring much of the surroundings.
If the characters make it through the currents, they find
Welcome. When the characters enter the temple, they
Arixmethes surfacing soon after. Should the characters have
notice that the interior is covered with a thick mist. It is a
sunk in their attempt to steer their ship through the eddies,
mixture of evaporated water and incense. Braziers burn with
22
blue and green flames, giving the chamber an underwater
feeling. Phoebe (she/her, lawful neutral, merfolk priest)
awaits the characters in a pool of water, surrounded by a
half-circle of marble merfolk statues, spouting water into
Phoebe
Lawful neutral merfolk oracle
the pool.
Phoebe (she/her, lawful neutral, merfolk priest) is a devotee
The Quest for the Blue Mask Fragment. Read or of Thassa. As the oracle, she can be aware of all possible
paraphrase, when the characters approach Phoebe: futures and attempts to pluck the strings in favorable ways.
“You have come seeking knowledge on Elpis’ broken She is not an ally of the characters. If the characters one
mask. Your wish will be granted. One is hidden in a temple day threaten the status quo in a rushed, imprudent manner,
on Arixmethes’ back, not far from here. I wish you luck with Phoebe would curb them.
your trial!” After the words ring out, the ground shakes, and Motivation. I serve Thassa, her will is my command.
the sound of rushing water echoes through the chamber.
Mannerism. Phoebe often stops mid-sentence and
While the characters speak to Phoebe, Arixmethes assesses how her words influence the future.
submerges in the sea. To help the characters, Phoebe
casts water breathing on them, which she can cast at will. Quote. “The future has much in common with a lump of
However, the spell only lasts for 10 hours, limiting the clay.”
characters’ ability to take rests — they have only time for
one long rest. She sends crustaceans with them which
guide the characters to the Temple of Trials. Phoebe tells
Development
the characters to return after they succeed so she can tell The characters leave Thassa’s temple and head to the
them more about their future. Temple of Trials, where the mask piece is hidden. If they
arrived with Argon, he stays behind to talk with Phoebe
about his lost identity.
23
Curses
Eidolon Ineptitude. Eirini picks an enemy creature. It must succeed
on a DC 16 Charisma saving throw or it must roll a d4 and
An eidolon is the severed identity of a returned. It is
incorporeal and can’t interact with the physical world subtract the number rolled from each of its attack rolls or
directly. saving throws for 1 minute.
Shackle. Eirini picks an enemy creature. It must succeed on
Lair Actions a DC 14 Dexterity saving throw or is shackled at its current
location for 1 minute, reducing its speed to 0. The creature
Inside the Temple of Trials, Eirini can invoke the ambient can attempt a DC 16 Strength (Athletics) check to break
magic to take lair actions. On initiative count 20 (losing free at the end of its turn, ending the effect on a success
initiative ties), or any time out of initiative, Eirini takes a lair
Terror. Eirini picks an enemy creature. It must succeed on
action to cause effects according to the Lair Actions table.
a DC 14 Wisdom saving throw or is frightened of a creature
Eirini can’t use the same action type (Creature Enchantment,
or object of Eirini’s choice for 1 minute. The creature can
Curse, etc.) more than once per room and can’t use a lair
attempt another DC 14 Wisdom saving throw at the end of
action more than the indicated number of times before the
its turn, ending the effect on a success.
characters finish a long rest, during which Eirini takes a long
rest as well. Also remember that Eirini wants to test the
heroes, not outright kill them. Monster
Summon Sea Horse. Eirini summons a giant sea horse
Lair Actions in an unoccupied space of its choice within the Temple of
Trials.
Nam e Type Num b er Summon Shark. Eirini summons a hunter shark in an
Creature unoccupied space of its choice within the Temple of Trials.
Armor 3
Enchantment Summon Octopus. Eirini summons a giant octopus in an
Creature unoccupied space of its choice within the Temple of Trials.
Haste 1
Enchantment
Regeneration
Creature
2
Room Enchantment
Enchantment These room enchantments last until the end of combat.
Ineptitude Curse 1 Vigor. Eirini’s allied creatures in a room gain a +5 bonus to
Shackle Curse 3 their initiative. If Eirini uses Vigor after rolling for initiative,
Terror Curse 2 the order changes accordingly.
Summon Sea Resistance. Eirini’s allied creatures in a room gain
Monster 3 resistance to bludgeoning, piercing, or slashing damage
Horse
from nonmagical attacks (Eirini’s choice).
Summon Shark Monster 1
Ferocity. Eirini’s allied creatures in a room roll an extra d4
Summon Octopus Monster 2
to determine the damage of a melee attack.
Room
Ferocity 1
Room 1. Temple Exterior
Enchantment
Room
Resistance 1
Enchantment Read or paraphrase, when the characters reach the temple:
Room Worn stairs lead up to dozens of marble columns that
Vigor 1
Enchantment surround the oblong temple. A staggered marble roof rests
on top of the columns, adorned with frescos of beasts and
Creature Enchantments heroes.
Armor. Eirini picks an allied creature. It gets a +2 bonus to
AC until it drops to 0 hit points. Entrance
Haste. Eirini picks an allied creature which benefits from When the characters arrive, the temple’s entrance is only
the haste spell until it drops to 0 hit points. a mural. It can’t be opened with spells like knock, nor can
Regeneration. Eirini picks an allied creature which recovers the characters damage the walls. The entrance becomes a
5 hit points at the beginning of its turn until it drops to 0 real door once the characters solve the riddle of the living
hit points. mural.
24
Living Mural Room 2. Festival Hall
Riddle. The temple’s eastern and western wall feature Read or paraphrase, when the characters enter the room:
living murals, which are animated and show the characters
different scenes on repeat. The characters can interact A lavish celebration is well underway in this room.
with the murals only by speaking with the hero on the Humans and merfolk enjoy wine, grapes, and lounge on
western wall. The characters’ goal is to lead the hero to the satin couches. A band of satyrs plays on pan flutes, sending
entrance, and onward, by giving them directions. bubbles rising to the ceiling. A mural on the wall shows the
same scene, silhouetted guests enjoying painted morsels.
Western Mural. The mural on the temple’s western wall The hero glides along the walls, joining you at the entry to
depicts a hero sitting at home. The house is surrounded by this room to await further instructions.
a dense forest. Read or paraphrase, when the characters
first see it: Hidden Hags and Illusory Guests. Every guest and
piece of furniture in the room is an illusion, created by a
You see an impressive, well-defined figure, sharpening a permanent major image spell. Eirini controls the illusion and
sword. It sits in a homely room, where a shield and armor can speak through the guests if the characters attempt to
hang on the walls, and a fire crackles in the chimney. The speak with them. The hags that fled from the eastern mural
house is surrounded by a dense forest, where the shadows hide among the guests, both the painted and the illusory
of giant creatures loom. ones.
The characters must tell the hero that the village on the The Right Tools. Several pieces of real equipment adorn
eastern mural is under attack. After being told, the hero the room’s far wall. The characters see four tridents, four
runs outside but is ambushed by several minotaurs. Unless spears, ten javelins, and two shortswords hanging on the
the characters tell the hero to remember to don their armor walls.
and shield, the minotaurs gore the hero. The scene repeats
until the characters solve the riddle. Armored and shielded, Painted Door. As with the entrance to the room, the exit
the hero kills the minotaurs and runs into the eastern mural. is only painted on the wall. If the characters kill the hags
hiding in the room, the hero does as well and opens the
Eastern Mural. The mural on the temple’s eastern wall painted door for them.
depicts three hags that run amok in a small village. Read or
paraphrase, when the characters first see it: Poisoned Wine. After the characters had time to explore
the room, the hags, disguised as satyrs, offer the characters
Three hunched, seaweed-draped crones run amok in chalices filled with sweet wine and poison. A character
a cottage, tearing the flesh from the panicked villagers. watching the hero, or if none watch a character with a
The humped monsters go from house to house, drag the passive Wisdom (Perception) of 14 or higher, notices
denizens outside, and cackle with glee. the same happening to the hero. After the hero drinks,
A successful DC 14 Intelligence (History or Nature) check the satyrs change into monsters and go in for the kill. A
reveals the monsters to be sea hags that can frighten character who drinks from a chalice must succeed on a DC
creatures with their mere sight and kill them with their 16 Constitution saving throw or is poisoned for 1 hour.
glare. If the characters manage to guide the hero to the Monsters. The characters face three sea hags. The hags
village, they witness it seeing the creatures, falling to their don’t have access to the features of a hag coven.
knees, and shaking with terror. Then lightning shoots from
the hags’ eyes and the hero dies. The scene repeats until Tactics. The hags swarm one character and concentrate
the characters tell the hero to avert their eyes. Averting their claw attacks until the character falls unconscious.
their eyes, the hero manages to route the hags.
Southern Mural. After routing the hags, they run to the
southern mural, throw open the door, and run inside. The
Room 3. Altar Room
door becomes real, and the characters may enter. Read or paraphrase, when the characters enter the room:
Riddle Unsolved. If the players are unable to solve the An altar stands on the far wall, with a fuming censer
riddle, the characters can attempt a DC 12 Intelligence resting upon it. On the wall above the altar hang dozens of
check to solve it over the course of 10 minutes. If all clay masks in various forms and sizes. A mural on the wall
characters fail the check, they solve the riddle over the shows the same room, altar, masks, and investigating hero.
course of 4 hours, preventing them from taking a long rest Investigating the room, the characters find that the top
before the water breathing spell ends. of the altar can be moved. In regards to the clay masks
hanging on the wall, the characters know that those are
traditionally worn by the dead as a burial gift.
Riddle. A secret passage, hidden under the altar’s top,
leads out of the room and onward. Inside the altar hides
a feral undead (mummy) that wears a clay mask. If the
characters wear clay masks also, the undead creature does
not attack the characters. Instead, it shambles out of the
25
room. Otherwise, if the characters wear no masks, it attacks characters remains inside the compartment, the mimic
them. turns into a proper chest which contains three potions of
Living Mural. The characters can talk to the hero on the heroism.
mural, who has opened the door and entered the room. For Monsters. If the characters don’t solve the riddle and
example, the characters can tell the hero to open the altar’s attempt to open the chest, the mimic attacks. The mimic
top. The characters then witness how the undead creature doesn’t leave the secret compartment and returns to its
attacks and kills the hero. If the characters tell the hero inert state when no characters are within 15 feet of it.
to don one of the clay masks, the hero advances, being
ignored by the enemy.
Monsters. The characters face a mummy if they open the
Development
altar’s top and don’t wear clay masks. Tactics. The mummy After clearing the trials, the characters advance into Eirini’s
first uses its Dreadful Glare and then attacks with its Rotting sanctum.
Fist. The mummy doesn’t attack characters infested with Milestone: At the end of scene 4, the characters reach 4th
mummy rot. Instead, it switches targets to infect as many level. Remember to unlock the second stage of whatever
characters as possible. Elpis mask pieces they possess.
26
saving throw or become blinded for 1 minute. Giant Tactics. Osa opens combat by casting the control
◊ The hero can, according to the characters’ wishes, strike water spell, using the whirlpool variant. It attacks the closest
a shield and deactivate a layer of the corresponding enemy on its subsequent turns.
color. Striking a shield for a second time activates the Treasure. Searching Osa’s body reveals a stone of good
layer again. Activating or deactivating a layer during luck.
combat requires an action.
Development
◊ The red layer blocks mundane ranged weapons like
bows. If the characters only deactivate the red layer,
they can make ranged attacks against the statue.
The characters have overcome all challenges and can leave
◊ The orange layer blocks Eirini’s eldritch blast spell. If the
Arixmethes, after hearing Phoebe’s final words detailed
characters deactivate the orange layer, they are at risk
under “Conclusion” below. The characters can return with
of an attack.
Argon, with their own ship if they commandeered one and
◊ Eirini doesn’t attack immediately after the orange
it didn’t sink, or use the ship Osa arrived on.
layer is gone. It waits until all but three layers are gone
before using its eldritch blast against the characters. Milestone: At the end of scene 6, the characters reach 5th
Destroying the Statue. Once the statue is reduced to 0 hit level.
points, it crumbles, the piece of the Elpis mask falls to the
ground, and Eirini emerges. The eidolon congratulates the
characters and invites them to take the Blue Mask Piece
into their possession. CONCLUSION
Development
After defeating Eirini, the characters receive the artifact and
can leave the temple.
Phoebe’s Warning &
Prediction
SCENE 6 — OSA’S After the characters have the Blue Mask Piece in their
ATTACK possession and deal with Osa, Phoebe addresses them for a
final time. Read or paraphrase:
“You carry ancient artifacts with immense power. Once
After recovering the Blue Mask Piece, the characters either you assemble all, you are rewarded with great influence
return to Phoebe or swim to the surface. Whatever the over the course of history. Use it wisely and sparingly.
characters decide, they encounter Osa, one of Calisto’s Otherwise, you might bring doom over us all.” Phoebe’s
lieutenants sent to retrieve the piece of the Elpis mask eyes become white, when she continues with a voice
hidden on Arixmethes. Osa attempts to slay the characters, that shakes the temple: “The Plains of Phoberos are your
no matter if he suspects they carry the piece or not. destination if you seek another piece. A wise choice or
timely betrayal will secure your victory.”
27
28
Levels 5-7
Mogis’ Game
Beatriz T. Dias
SYNOPSIS the party was already pointed to the Plains of Strife as the
probable location of a mask fragment.
ADVENTURE HOOK
rest have been summoned by Mogis to compete.
During the course of this adventure the characters can
befriend or antagonize these families with their actions.
Below is the description of each family and how to gain
If playing this as a standalone adventure, a Meletian or lower your renown with them. Minotaurs don’t take
merchant named Chloris (see Appendix III) approaches the kindly to strangers, so the starting renown for all families
party, wanting the fighting in the Plains of Strife to end so is -3, gaining or losing renown with a family is +1 and
his caravans can keep travelling. She offers 500 gp to any a -1, respectively, to their total renown level unless said
group that can find out what is going on and stop it. otherwise. Killing a member of a family makes a character
29
lose renown with that family. of Phoberos, but they are also the ones who care the most
Having a positive renown with a family grants advantage about said camping spots. For decades the Mocid have
on all Charisma checks with members of that family, on the been planting and decorating these spots with flowers
other hand having a negative renown value with a family and they take great pride in it. Nalke (they/them, chaotic
grants disadvantage on Charisma checks with members of neutral, minotaur) is the leader of the Mocid and is willing
that family. to help the party take the fragment away from Mogis. They
are secretive about it, but this family has no love for the
Bloodhorn
god of slaughter. They can’t outright say it, in fear Mogis
will order the other tribes to destroy them, but they do
what they can to subvert the god’s orders. The Mocid have
This family is known for favoring their horns as weapons,
15 members.
most of the warriors forgoing the traditional battleaxes.
They also decorate their fur and horns with blood, each Gaining renown with the Mocid. All actions that protect
individual having their own personal pattern. The pattern the plains of Strife increase renown with the Mocid.
depends on their parents and deeds, so as a little calf a Tending to the flowers in Mocid camping grounds also
minotaur only has their parents’ lines, but as they age their increases renown with the family.
pattern starts incorporating different symbols. These can Losing renown with the Mocid. In the same way, if the
come from great deeds the minotaur has done, like saving characters do something that damages the plains of Strife
their family from a dangerous animal, or something that they lose renown with the Mocid. Working with the Felhide
meant a lot to them like reading a life-changing book. The also decreases renown with the Mocid.
Bloodhorns have 25 members.
Gaining renown with the Bloodhorn. The Bloodhorns
love their patterns, having a stranger take interest in them Thouhoov
and ask what’s the meaning of their pattern raises their The Thouhoov pride themselves in being the fastest
renown with the family. Another way of increasing renown chargers of all minotaurs, and they like to show off by
with the Bloodhorns is to gift them pieces of art, as for the organizing races throughout the year. These races are a
Bloodhorns looking at art inspires their own art. bit mocked by other families because the Thouhoov may
Losing renown with the Bloodhorn. Mocking a crown the “fastest charger in Theros”, but only Thouhoov
Bloodhorn’s blood pattern is a grave offense and makes compete. There’s beef between them and the Goldust so
a character lose renown with the family. Working with the they are always willing to fight them with deadly hit and
Felhide also decreases the renown with the Bloodhorn. run tactics. But if asked why, no one remembers why exactly
there’s bad blood between Thouhoov and Goldust. The
Felhide
Thouhoov have 19 members.
Gaining renown with the Thouhoov. Fighting or just
The most violent minotaur family in all of Theros, they generally angering the Goldust increases renown with
scare even other minotaurs. Felhide believe that they grow the Thouhoov. Participating and helping in the races also
stronger with every creature they kill, so they dedicate increases renown.
themselves to it. Dakun (he/his, chaotic evil, for full stats Losing renown with the Thouhoov. If a character shows
see Appendix II), the family leader and druid, is known to themself as clumsy they lose renown with the Thouhoov.
have single handedly murdered entire families. But the Helping the Felhide or Goldust also makes the heroes lose
Felhide draw a line at hurting their own family members, renown with the Thouhoov.
thinking of it as a great crime that is punishable by exile.
They do fight each other as entertainment, in intricate
fights with no injuries. To an outsider these fights look Goldust
brutal, but the truth is they’re more like dancing than A completely nomadic family, the Goldust have been to
anything else. The Felhide have 35 members. all corners of Theros. They even made enemies with the
Gaining renown with the Felhide. To gain respect from Thouhoov thanks to that, and have been fighting them for
this family one must show their strength, killing a strong the past decades. No one remembers exactly why though,
creature increases the renown with the Felhide family as it’s an old feud. The Goldust are avid traders and have an
Losing renown with the Felhide. To the Felhide everyone eye for bargains, and in their camps one can find all kinds
but them is weak, so helping other families makes the of knick knacks. There are 23 Goldust in the Plains of Strife.
heroes lose renown with them. Gaining renown with the Goldust. Goldust are keen
traders, so offering them supplies, weapons or other
Mocid things that are hard to come by increases renown with the
Goldust. Fighting the Thouhoov or Felhide also increases
The family that originally lived in this corner of the plains renown with the nomadic family.
of Phoberos, called the Plains of Strife. It is their home and Losing renown with the Goldust. Helping the Thouhoov
they are not pleased with everyone else stomping it. Due or the Felhide makes the characters lose renown with the
to this, Mocid not only know the best camping spots in all
30
Goldust. Swindling a Goldust is also a way to not only lose What he does say truthfully is that he was wounded by
renown but also get put on a blacklist, so that no Goldust a small Felhide party that his scouting group found. That
trades with that character again. Felhide party defeated Gundak’s familymates and has
Mogis’s object. He asks for the heroes to help, offering
SCENE 1 — ARRIVAL AT whatever he thinks the party likes more: Friendship with his
family, claiming that once he has the object the fighting will
THE PLAINS OF STRIFE stop, or payment upon recuperating the object and coming
back with it to the Goldust main camp.
If the heroes agree then Gundak leads them to the
Felhide camp, the heroes can also decide to not trust
As they arrive at the plains the party finds a wounded Gundak and leave him to die, in that case they must
minotaur, who tells them how the Felhide family has a succeed in a DC 15 Wisdom (Survival) check or arrive at the
powerful artifact. The minotaur volunteers to help the camp with 2 levels of exhaustion.
party retrieve it from them. The characters learn about the
Felhide Camp
challenge Mogis gave to the minotaur families and find out
the Felhide no longer have the artifact with them.
This is not the main camp of the Felhide family, but a small
The Wounded Minotaur scouting party. There are 6 minotaurs going about, but
some of them are wounded due to the recent fight with
The earth has been disturbed in several places, there’s the Goldust. A character must succeed in a DC 13 Wisdom
dry blood, scorch marks, and the sweltering sun coats all (Perception) check to notice which 3 minotaurs are at half
remaining vegetation in a dry, golden color. These plains health.
have been the battleground of several minotaur families for
a few months. While entering the area the party can spot a The camp is nothing but a campfire surrounded by
minotaur, lying in the middle of the road. sleeping bags, however the grass surrounding it is tall
enough to grant advantage on Dexterity (Stealth) checks for
It is Gundak (he/him, chaotic neutral, minotaur), a creatures that are Medium size or smaller.
member of the Goldust family. He is severely wounded
(10 hit points) because he fled an altercation between his None of the minotaurs in the Felhide camp has any
scouting party and a Felhide group. inclination to start a conversation with strangers, and as
soon as they spot trespassers they fight them.
After searching the camp, it is obvious the object Gundak
Gundak talked about is not with this group. The heroes can find out
it was given to the Felhide family leader by interrogating
a Felhide member. A successful DC 17 Intelligence
Chaotic neutral minotaur
(Investigation) check around the camp also reveals tracks of
Gundak is a clever and opportunistic minotaur, which other minotaurs in this camp.
is how he managed to survive several sticky situations.
However his tendency to escape when things get rough
didn’t bring Gundak any love from his family.
Motivation. I’m gonna prove my family that I’m smart
enough to bring us to victory
Mannerism. I repeatedly touch all my fingers in rhythm as
if I’m counting something, it’s a habit that helps me relieve
stress.
Quote. I don’t just swing my axe like a dumb ox, I have the
great skill of knowing when NOT to swing my axe.
31
Development What To Do
After the Felhide camp has been dealt with, either by This adventure now takes a sandbox approach. The
force or subtlety, another minotaur party approaches: they characters have an objective and the whole area of the
are from the Mocid family and led by Nalke (they/them, Plains of Strife to try and achieve it. Scene 3 starts as soon
chaotic neutral, minotaur). If the heroes killed or captured as three in-game days have passed, independent of the
the Felhide they gain 5 renown with the Mocid family. The characters having the red fragment with them or not. The
Mocid group is made up of 5 minotaurs but they aren’t characters are free to fight, ally with or betray any of the
as hostile as the Felhide. In fact, if the party shows they minotaur families they encounter. If players don’t know
don’t want to fight the Mocid they explain to the heroes what to do, the suggested actions table gives some ideas.
what is going on in the Plains of Strife. Mogis wants a Either roll randomly on the table or simply pick one or more
powerful artifact, but is making the minotaur families fight suggested actions per in-game day.
each other for the glory of presenting it to him. During this The heroes are magically prevented from leaving the
competition no one can leave the plains, or they will get plains before Mogis arrives. All living creatures that try to
smitten by powerful red lightning. Nalke doesn’t like this at leave the plains are smitten by red lightning. If they find the
all, since this fighting has been destroying the plains and mask fragment, they’re still stuck and would do well to keep
they’re worried the Felhide leader, Dakun will be a problem their prize hidden from the other fighters.
for all of Theros if he keeps the artifact.
The DM should roll in the random events table once per
day, at the beginning of the day. However you can choose
Nalke
to do more or fewer random events according to what the
heroes have planned for the day.
GAME BEGINS
whenever necessary.
Learn more about a specific minotaur, to
9 gain insight on how to gain their trust or
force them to fight a different minotaur.
The characters must now face the different minotaur Learn where the Mocid’s flower fields are,
families. They can fight them for the artifact, or form 10 discovering the best camping spots in
alliances to knock down the most powerful families — all is Phoberos.
fair.
32
Random events table
1d20 Ran d om Event
1 The sun is especially hot today, everyone has disadvantage on Constitution saving throws.
Today is the day Bloodhorn members fix and repaint their fur with new blood, they’ll spend the day all
2
together in the main camp doing exactly that.
A fire starts near the heroes’ camp, they must pack and run away quickly! Or find a way to calm down the
3
fire in these dried grass plains.
4 The Thouhoov are organizing a race today.
5 Today is a calm day, and nothing special seems to happen.
6 Unbeknownst to the heroes, the fragment switches families.
7 One Goldust scout starts following the party.
Two Goldust and a group of four Thouhoov minotaurs meet in the plains, immediately starting to argue
8
with each other.
9 Three battle-tired Felhide (all at half hit points) are resting.
The heroes encounter a mural, painted by a Bloodhorn member, depicting a wicked woman terrorizing the
10
plains.
11 Someone poisoned the Mocid’s water, today everyone in the family has the poisoned condition.
12 The heroes are ambushed by a group of three Felhide.
13 Three Goldust try to leave the plains, getting hit by the red lightning Mogis warned about.
A riot occurs in the Thouhoov main camp, the family leader has been challenged by a younger warrior and
14
the race is today.
15 Four Mocid scouts cross paths with the characters.
16 A Felhide scouting pair seems to have fallen into a pit trap, died and left their supplies free for the taking.
17 A heavy fog settles on the plains today, all Perception checks relying on sight have disadvantage.
18 The Felhide family leader has been wounded in battle and has disadvantage on all attacks today.
Today is the Mocid’s flower festival! They all gather at their main camp and show off decorations they
19
made with the flowers.
20 The leader of the Mocid family has fallen ill and has one level of exhaustion today.
33
Development All families were waiting for this moment, and start
converging on Mogis, and most of them don’t do so
The three days are up and whether the heroes are ready for peacefully. Whoever has the fragment must be quick,
it or not, Mogis comes to the Plains of Strife, looking to be because all the other families will hunt them down. All but
presented with the red mask fragment by a worthy warrior. the Mocid, who are very keen on having the heroes take
the fragment far away from the plains.
The God of Slaughter at has attuned himself to the fragment and is currently using
it. See Appendix I for details on the mask’s power.
34
CONCLUSION
It is time to present the fragment to Mogis, however the
god of slaughter is not happy that people he didn’t invite
to his game are here.
As a one-shot adventure
If the party has the fragment they can choose to present
it to Mogis or to keep it for themselves. By presenting
the fragment to Mogis, the god of slaughter is impressed
with the heroes. He allows them to keep the artifact, and
promises to help them in the future if they need it, as long
as they fight in his name.
Choosing not to give the fragment to Mogis invokes
the ire of the god, but before he can do anything about it
Kruphix whisks the heroes away to Meletis. The god thanks
the heroes for standing up to Mogis and allows them to
keep the artifact, but warns them they have made an enemy
of the god of slaughter.
35
36
Levels 7-9
Kruphix’s
Revelation
Oliver Clegg
ADVENTURE
Klothys, goddess of fate. The two gods drag the
adventurers into the surreal dreamscape of Nyx to attempt
BACKGROUND
to influence their actions, and grant a worthy troupe a piece
of the Elpis mask, should they prove compliant.
In keeping with green mana’s principles of growth, scale
and sheer unapproachable power, the characters are toyed
with by entities bearing agendas so expansive as to defy This adventure takes place in the starfields of Nyx, a
understanding. paranormal realm of dreams and the subconscious which
exists coterminous to Theros. Nyx is both a literal and
Kruphix’ Revelation is intended for 4-5 characters starting
figurative interpretation of the night sky, and is the domain
at level 7. The adventure’s progression will take them
of the gods. Nyx is accessible on rare occasions through
through level 8, and finally level 9.
dreams and nightmares, which is how Kruphix reaches out
ADVENTURE HOOK
to the adventurers in this instance.
Kruphix is the god of horizons and time. He oversees
oracles and prophecy, symbolising not only the vast
unapproachable unknown, but also the unlimited potential
This adventure begins with the adventurers being pulled of human endeavour. Distant and enigmatic, the god of
from their bodily selves into astral forms able to traverse horizons acts for reasons that defy mortal understanding.
the skies of Nyx. If you’re playing the full Masks of Theros
37
Klothys is the Goddess of Fate and Destiny. She weaves Nyxborn. All terrain features and creatures formed
the world into order, and ensures that the constants from the starfields of Nyx are coloured in the same hazy,
of Theros are not uprooted by extraplanar anomalies. translucent purple, dotted with starlight. All creatures
Passionate and powerful, Klothys will not abide any mortal formed from the starfield of Nyx are celestials, regardless of
subversion of godly power. the creature type listed in their stat block.
The Ainoe mask (unknown to Calisto) warps the weave
of fate and has already begun to cause disturbances in the
flow of causality across Theros. Prophecies have begun
to show false results, and many fatebound creatures who The Waking World
came into contact with the maskbearer have had their Playing this adventure outside of the Masks of Theros
destinies prematurely ended by the sinister powers of adventure path requires some additional preparations.
the mask, sending the careful workings of fate into utter
The characters appear in this chapter with a luminous
disarray.
golden thread extending from their backs, which fades to
Both Kruphix and Klothys have a vested interest in seeing invisibility after one foot. These threads attach their Nyx
the mask removed from dangerous hands as quickly forms to their bodies in the real world. If such a creature
as possible, but the disruptive influence of the masks dies in Nyx, their soul travels down the cord and reappears
prevents them from forcing any mortal into this path. The inside their body in the real world. If the cord is cut —
two gods have conspired in a rare confluence, hoping to something that happens only when an effect specifically
overcome the powers of the Ainoe mask by convincing the states that it does — their soul and body are separated,
adventurers to slay the maskbearer of their own free will. killing them instantly.
Characters who are banished to the waking world over the
SCENE 1 — JOURNEY course of this module have been spared the indignity of the
underworld, and should probably be thankful. Nevertheless,
INTO NYX if a character is awoken early, they might find themselves
sitting out the rest of the adventure watching the rest of
the characters sleep. To avoid this, you can either allow said
characters to return to slumber and re-enter the dream or
In this encounter, the characters awaken in Nyx, the starlike
you can have the character occupied by some other means
otherworld which exists parallel to Theros.
— perhaps the sleeping forms of dreambound characters
are threatened by a physical attack, and characters in the
The Starfields waking world must defend their helpless allies as best they
can until the party is reunited.
Nyx presents to mortal eyes as an endless violet skyscape
dotted with distant stars. Monsters wrought from shadow
and starlight stalk the vast expanse, and occasionally
glimmers of the mortal world flicker in and out of sight like Nyx Weavers
half-remembered dreams. Nyx should be intimidating in its The appearance of the characters in Nyx attracts the hostile
scale, and the characters should be made to feel very small attention of its denizens.
by comparison to anything they encounter here.
No sooner have you adjusted to your surroundings than
The first sensation that you remember is falling, tumbling the peace of the night sky is disrupted by an otherworldly
through the darkness into an abyss of twinkling stars and scuttling. The lights whirl and dim, as all around you eight-
violet clouds. Are you awake? Are you dreaming? As you legged phantasms drop towards you from above and
slowly regain your faculties, your form stabilises into a below, fangs laced with iridescent venom.
ghostly reflection of your body, a golden thread trailing
away from you into nothingness. The fate spinners are native creatures to Nyx, and seek
to erase the “mistake” the characters represent to their
Movement. A traveler in Nyx can move simply by thinking minds. The spinners have the statistics of phase spiders
about moving. This ability is governed by a creature’s and one spider appears for each character. The spiders
empathy and sensitivity to supernatural forces, though are aggressive and territorial, but display only animal
distance does not mean the same thing in Nyx as it does in intelligence and no real grasp of tactics. As Nyxborn
the waking world. In combat, a creature’s walking speed is 3 creatures, the spiders may always use their Web Walker
times its Wisdom score. ability as if they were surrounded by webs in every
Size and Scale. All nyxborn creatures are one size category direction, which should allow them to crawl around, over
larger than their entries in the Monster Manual, to reflect and under the characters in an unsettling manner.
the tendency of nightmares and dreams to seem larger
than life, and to play into green mana’s theme of gigantic
creatures.
38
Development The Forging of the Masks
When at least two spiders have been defeated, proceed to The characters appear in a reworked Nyx landscape,
Tumultuous Visions. featuring the familiar endless starfield and a distant forge
where the memory of Erebos toils to create the masks.
SCENE 2 — The characters appear roughly 300 feet away from the
forge. Make sure you read or paraphrase the scene below
TUMULTUOUS VISIONS carefully, as it requires a vital clue that destroying the masks
weakens Erebos, which becomes very relevant in Chapter 5.
The stars once again flurry, dissolving into the image of
an otherworldly forge in the near distance, sparks flying
Kruphix appears to the characters, and plunges them into a from a hammer wielded by a figure veiled in tangible grief.
sequence of nightmarish possibilities. With each hammer blow, the metal bends and buckles,
“Enough.” sparks hurtling towards you, growing into blazing spheres
The word reverberates through the cosmos, shattering of astral flame. You see the figure bury one mask, and
your spiderlike assailants and reworking the stars into an break the other into five pieces. Then, the vision shifts and
image etched from the edge of divinity. How does one shimmers as if fate itself is diverging. In one, a great lion
describe a horizon? A waterfall of unbounded potential. The brings the masks to the sun, who destroys them in radiant
sum of all possible futures, and of none. Uncounted hands, light. As this happens, the original smith falls to the ground
each reaching to the future to grasp a glimpse of what is and dissipates in wisps of shadow.
yet to come. Intelligence defying description, and behind
that intelligence — power. Pure, seething power. The Complex Trap — Forgefires
energy of a thousand transcendent stars, each an eye which (Level 5-10, deadly threat)
peers into your soul and finds it wanting.
Trigger. This trap activates as soon as the characters
The god in the stars speaks again, in myriad discordant appear in the scene and it remains active until a character
voices. gets within 10 feet of the forge.
“You must see,” the god says, “Your journey transcends Initiative. The trap acts on initiative count 20 and initiative
time and fate. You may beg us for rest once, but choose count 10.
your moment wisely.”
Active Elements. Sparks fall at the onlookers like shooting
The starfield transforms into Kruphix’ first vision, depicting stars, even as Erebos’ grief threatens to overwhelm them
the forging of the masks. This vision shows the characters with a flood of tears.
how the Elpis and Ainoe masks were created, and by whom.
Sparks of Creation (Initiative 20). Each creature in a
This scene presents several dangerous encounters. Give 40-foot-radius sphere centered on each point chosen by
the players a token: once during this chapter they may the dungeon master must make a DC 14 Dexterity saving
return it to you, and Kruphix will pause time long enough throw. A creature takes 11 (2d10) radiant damage on a
for them to take a short rest. failed save, or half as much damage on a successful one.
39
Flood of Grief (Initiative 10). A wave of loss pulses forth
from the distant forge. This sense of loss and grief crashes The War to Come
through the skies of Nyx like a tidal wave of emotion — The characters appear in a reworked Nyx landscape,
creatures must succeed on a DC15 Charisma saving throw showing a possible future in which Calisto is allowed to go
or be pushed 60 feet away from the forge. Living creatures unchallenged.
that fail the saving throw also weep uncontrollably for the
duration of this encounter. The night sky liquifies above and beneath you, dripping
into a flood of potential futures. War erupts across Theros.
This trap ends either when the characters reach the Soldiers march across the sky, which rips apart underneath
forge of Erebos, or if the characters flee away from the them. Snakelike heads form from the clouds, each wearing
manifestation, in which case skip the following explanation. a weeping mask, surrounding you on all sides.
Either way, proceed to The War to Come.
“Hope,” the voice of Kruphix echoes from all sides. “Hope
Finally close enough to see through the clouds of sparks, and Doom as her weapons.”
you reach the ghostly forge to find yourself face to face
with Death. A young death, for certain. Death raw from The adventurers are attacked by the Nyxborn Hydra
suffering, a death not yet numbed to the flood of mortals (see Appendix II), which harries them from all sides, playing
that will pass into its gentle care. The figure before you is with its food. The hydra has five heads, and each head
a god, a god of mortality defined not by loss, but by the screams of disasters which will befall Theros should Calisto
memory of life. Erebos, god of death and the underworld, be allowed to roam free with her mask, such as monsters
labours over his craft, pouring his magic into the two masks rampaging uncontrolled across the landscape.
that lie before him.
The voice of Kruphix whispers in your ear. “Masks forged
from grief, empowered by memory. Erebos mourns. The
masks are powerful tools, and in the wrong hands they will
bring ruin.”
40
Destiny Leech (Initiative 5). Creatures grappled or
The starborn hydra screams one last time as it falls in restrained by Snarled Fates must succeed on a DC 10
on itself, collapsing into nonexistence. Angry red murmurs Charisma saving throw or temporarily suppress either a
billow through the recesses of Nyx, unseen fires blossoming Personality Trait, Flaw, Bond or Ideal. The victim forgets
with divine rage. they ever possessed the suppressed trait. If a creature loses
all their Personality Traits, Flaws, etc., they vanish from
The voice of Kruphix whispers in your ear. “If the masks the adventure and appear in the Underworld at the start
are not controlled, they will destroy us all” of Chapter 5 under the effects of a feeblemind spell. As a
When the Nyxborn hydra is destroyed, proceed to creature loses their traits, they grow slowly paler and more
Destiny Unravelled. transparent. A suppressed trait can be restored by a remove
curse spell or similar magic.
41
The adventurers are attacked by a fire elemental
which bears the appearance of Calisto, with the following The Future Divided
changes: The two gods have reached an impasse about how to deal
◊ The fire elemental is gargantuan in size with Calisto and the threat she poses.
◊ It deals radiant damage instead of fire damage in all Klothys is sure that the best path for Theros is Calisto’s
cases death. She has read the threads of destiny and has
◊ The elemental takes 20 necrotic damage at the start of determined that if Calisto were to die, Theros will be certain
any round in which it is wholly or partially within the to survive in its present form and the Ainoe mask will return
radius of magical darkness to safe hands, though it may have missed the chance to
◊ It has resistance to all damage types except necrotic evolve into something better.
and cold
When and if the characters destroy the Calisto elemental, Kruphix is bent on ensuring that Calisto survives. Calisto’s
proceed to scene 3. life offers the greatest scope for possibility — perhaps she
will repent her ways and work great good in the world as a
The light grows ever brighter, increasing until there is result of intervention. Either way, Kruphix would see her full
nothing but pure white brilliance all around you. potential to its conclusion, and is resistant to the idea of her
The voice of Kruphix whispers in your ear. “Only the light journey being cut short.
of the sun, in shadow, will hold her back.”
To Bargain with Inevitability
SCENE 3 — FATE AND The gods are absolutely at odds with each other, and
DESTINY
neither Kruphix nor Klothys is prepared to give ground.
Each is certain in the necessity of Calisto being neutralized,
but the one thing they are unable to truly control is mortal
choice and belief — thus, they each attempt to bend, bribe
Klothys and Kruphix, having run the characters through an and bully the adventurers into ascribing to their way of
overwhelming gauntlet designed to confuse and intimidate, thought.
confront the characters with a choice. The gods will only accept a unanimous choice from
When the darkness clears, you find yourselves once more all present, and keep the characters held up under their
in the calm skies of Nyx. Stars twinkle overhead, and it steely gazes until they come to an agreement (a little like a
almost seems serene, despite your recent trauma. celestial jury).
Two entities form to either side of you. On one side, the The two gods are absolutely prepared to keep the group
vast emptiness of Kruphix, god of possibility. His many trapped in timeless stasis, and refuse to countenance
arms each hold a notion of how the world could be. On the releasing anyone until a resolution has been reached.
other, the three faces of Klothys, goddess of fate, her three To choose Klothys, the characters must swear to the
faces exemplifying how the world is in truth. Both tower goddess that they will kill Calisto in the process of retrieving
above you, staring down with starlit eyes. the mask. As a gesture of benediction, she bestows on
“The woman Calisto must die”, shrieks Klothys, and her them a Blessing of Fate, which grants the benefits of the
words are like knives through your skull, piercing with the Lucky feat to every recipient. This blessing lasts until Calisto
dreadful finality of a goddess who knows the measure of is slain, after which it expires.
your destiny. “You will reclaim the Ainoe mask and slay her. To choose Kruphix, the characters must swear to the god
She is too dangerous to let live.” that they will not kill Calisto in the process of retrieving the
“She is a danger”, drones Kruphix, his words laced with mask. As a mark of good will, he grants the characters a
cautious wisdom. “A danger to Theros, and her meddling Blessing of Unbound Potential, which allows each character
has disrupted the flow of possibility. The Ainoe mask hides to increase their highest ability score by 2.
her from our gaze. I ask that you do not slay her, but work Once a resolution has been reached, the gods reach into
to temper her impulses — I foresee she will yet be of use to the past to retrieve a fragment of the Elpis mask.
you.” “It is decided then,” Kruphix intones, as the stars part
beneath you, revealing a whirling vortex of darkness, “we
shall deliver you to where you need to be.”
The astral dimension begins to ripple and tear, ripping
itself away from you as your mind tumbles into the void.
42
Evading the Choice Development
Milestone: The characters advance to level 9.
Canny adventurers might work out that the easiest way to
escape making a choice is to send themselves back to the Once the characters have finished their negotiations with
material plane with a spell like banishment, or by taking the gods, proceed to Into the Underworld.
enough damage that their Nyxborn form fails and they
wake up in the real world. This enrages both Klothys AND
Kruphix, who are suddenly united in a singular crusade to
make the characters’ lives a misery, all thought of Calisto
Into The Underworld
put aside in the name of their shared vendetta. If you’re
following the Masks of Theros adventure path, and the Klothys and Kruphix (regardless of which path the
characters are already dead, banishment sends them to the characters choose) release the characters from Nyx.
Underworld as their current home-plane. If you are playing this adventure as part of the Masks
Until the characters absolve themselves of this sin and of Theros adventure path, the adventurers are deposited
make reparations to one or both of the offended gods, in the Underworld, where they are reunited with their
their luck turns sour. Whenever an afflicted character rolls deceased physical forms. Otherwise, return them to their
a 1 before modifiers on an ability check or attack roll, the bodies in the physical world.
attempt results in some unfortunate (and highly unlikely)
stroke of poor chance, such as hurling a sword into the face
of a sidekick or setting their own shoes on fire.
Further to this, evading any choice prevents the characters
from gathering the Elpis mask fragment, necessitating
reparations to the offended gods, something which is likely
to be incredibly laborious.
43
44
Levels 9-11
Heliod’s
Wrath
Steffie de Vaan
45
imminent arrival. Failure means Calisto and her minotaurs
SCENE 1 — CALISTO
checks to this purpose.
Calisto does not immediately attack — the underworld
Calisto
Before the characters can properly get their bearings,
ask the players to make a Wisdom (Perception) check
against Calisto’s Dexterity (Stealth). Remember she tests at
disadvantage due to her armor. Success means they hear
footsteps and hooves approaching, and can prepare for an
46
Calisto SCENE 2 — DARK
Neutral evil human warlady
Calisto (she/her, chaotic evil, see Appendix II for stats) grew
MELETIS
up among nomadic humans in the badlands of Phoberos.
It was a hard life, but the people made do. Xenagos’ attack The characters must navigate the maze of Dark Meletis
was simply one more hardship in a long list. Calisto, always to reach their stated destination — hopefully, the Hall of
more ambitious than her lowly circumstances allowed Justice and, from there, the old temple of Ephara. This is a
though, joined the planeswalker’s army. For years she sandbox scene, and the characters come across a number
dutifully served at Xenagos’ side, rising the army ranks of encounters based on a Wisdom (Survival) check. You can
even as he rose to godhood — and then Xenagos died. pick and choose from the encounters listed, or roll a d4 to
Oh well. She’s over it now. Calisto has reinvented herself, see what the characters stumble upon.
and hitched her star firmly to her own wagon. She saw how
Xenagos did it and how he failed — and she’s determined
to do better.
Wisd om Nr. of
Calisto carries herself with an ease born of great ((Survi val)) encounters
confidence. She leans lazily against buildings. She doesn’t 0-10 4
walk, but moves with a leonine grace. Her laughter comes 10-20 3
easily and loudly. In the end, though, Calisto is very much
an eye-on-the-prize kind of gal. Attempts to flirt with her 20-25 2
are well-received and reciprocated, but won’t stop her from 25-30 1
betraying the characters when the time comes. Until then, 30+ none
the warlady freely trades banter as they travel dark Meletis
and isn’t secretive about her past.
Motivation. Calisto has some lingering fondness of Eftalia,
who was her lover before she turned good. She despises
Ro ll 1d4 Encounter
the Plains of Phoberos where she grew up, as they serve as 1 The Child
a sharp reminder of her life before she gained power. In the 2 The Drowned
end though, Calisto’s heart is cold. She never met anyone 3 Gangs of Meletis
she wouldn’t betray, if it came down to it. Power is her only
lasting motivator. 4 Temple of Ephara
Mannerism. Calisto’s movements are either economical This scene aims to invoke a feeling of gloom, as well as a
and precise, wasting no iota of energy, or calculated to guilt over all the people the characters tread on to get to
show off her confidence as prowess. this point. Be mindful of your players’ comfort.
Quote. “All the world is mine to take.” If Calisto is with the characters as a temporary ally,
she uses one disintegrate granted by the Ainoe mask if
Development
circumstances are dire. She saves the second one for an
eventual showdown with the characters. Her minotaurs
fight to the fullest and resurrect after they’re slain as
Milestone: Dealing with Calisto, in whatever fashion, raises
described earlier.
the characters to level 10. Remember to unlock the fifth
stage of any Elpis pieces the characters possess.
The characters continue on through the underworld alone, The Child
or with Calisto and her minotaurs. Ask them where they The characters encounter a small child on the streets of
want to go. The last Elpis piece is hidden in the old temple Dark Meletis. Read or paraphrase the following text:
of Ephara — the same spot where the Ainoe mask was in
living Meletis. If the characters guess this, they may try to You see a child of some six years of age, huddled in a
go there. Otherwise, Calisto suggests the (new) temple of thin coat and sitting against the bleached bone of a ruined
Ephara. Proceed with Scene 2 accordingly. building. She holds out her hand to passersby in a pleading
gesture. They ignore her.
A successful DC 15 Wisdom (Perception) check reveals
the child bears a striking resemblance to Xene from the
Theater of Diaphon. She is in fact Xene’s great great aunt.
The characters can ignore the child and walk on without
penalty.
47
If they stop to ask what’s wrong, however, the child says
her name is Hadra and she’s so very cold. She offers to Gangs of Meletis
tell a character their future in exchange for a little warmth. Dark Meletis is governed by twelve gangs, each founded
If a character agrees, Hadra takes their hand and leeches on a motley of intersecting principles to protect and enrich
1d6 from their maximum hit points until they leave the their own. Read or paraphrase the following text:
Underworld. She then whispers something in their ear
which the character remembers at just the right time. Give You see two groups of undead standing on opposite
the player a token which they can return to you for a reroll ends of the street. A few are clearly undead — you see a
with advantage on any one roll. Hadra only reads one skeleton naga, a burning floating skull, and an ephemeral
character’s future. creature among them — but most just look like people.
Scared people, whipping themselves into a frenzy on the
The Drowned
coattails of their fear. The two groups are shouting taunts
and insults at each other. You can tell violence is about to
The characters cross a bridge and, unless the player break out.
specifically says they don’t look at the water, the first of If Aleixo died in Chapter 1, ask the players to roll a DC 15
them sees the Drowned. Read or paraphrase the following Wisdom (Perception) test to spot Aleixo in one group.
text: The characters have a couple of options here.
You cross the bridge over the Kheir. The water below is The characters can let the groups come to blows. It’s
dark and mesmerizing. You stop to stare, and time loses all the easiest option and grants them advantage on a DC 15
meaning as you see faces. People float under the water’s Dexterity (Stealth) check to sneak past. It’s also selfish and
dark surface, looking up at you. They call and beckon for immoral — these people are scared and desperate for a
you to join them. way out without losing face — but that’s neither here nor
The player must succeed at a DC 15 Wisdom saving there. Failing the check, however, draws the characters into
throw, or jump off the bridge to join the Drowned. Despite the fight. The characters must now face off against a bone
the name, they’re not only drowning victims but also naga, flameskull, and banshee.
people who dedicated their life to the water. If Phoebe The characters can also speak up and negotiate a stand-
or Argon died in Chapter 2, they’re among the drowned off between the two groups. They can threaten the groups
calling to the character — add a cumulative +2 to the into a temporary truce with a DC 15 Charisma (Intimidation)
DC for either of them. The other characters may attempt check, tell a convincing lie that gets them to stand down
to stop their companion by grappling and dragging the with a DC 15 Charisma (Deception) check, or negotiate a
character off the bridge, or by succeeding at two shove lasting peace with a DC 20 Charisma (Persuasion) check.
attacks. The beckoning effect ends one round after the Any check gains advantage if Aleixo is friendly towards
character is off the bridge. them, or disadvantage if Aleixo is unfriendly. The DM can
If the character jumps into the water, the Drowned further adjust the check DCs by -2 for good roleplaying.
immediately pull them under. The player may try another If they do negotiate a lasting peace, Aleixo (or the bone
Wisdom saving throw at the same difficulty as before. naga, if Aleixo yet lives) gives them a ring of jumping.
If they succeed, the character resists and the normal
Temple of Ephara
suffocation rules apply. If they don’t succeed, the character
doesn’t struggle nor hold their breath as the Drowned pull
them under. Breaking free, or pulling the character away
The characters arrive at the temple of Ephara — the
from the Drowned, requires a DC 20 Strength check. If
new one, on the Street of Gods. Read or paraphrase the
Phoebe or Argon are among the Drowned and friendly,
following:
this Strength roll gains advantage. If they’re among the
Drowned and unfriendly it suffers disadvantage. You enter the temple of Ephara. Grand and magnificent, it
stands much as it does in Meletis proper. You catch flashes
Once the characters are aware of the danger, crossing
of ghosts floating down the hallways, lost white shades
the bridge without looking at the Drowned requires a DC
amid the bleached bone stone. A sense of peace has settled
10 Wisdom saving throw. Inadvertently looking at the
here, though it is melancholy and forlorn.
Drowned starts the same impulse as before.
The ghosts are priests and supplicants, going about their
service to Ephara. They’re not dangerous or aggressive,
unless the characters harass them. If the characters do start
trouble, 1d4 ghosts descend on them in one round, and
another 1d4 ghosts follow the round after.
If the characters followed Calisto’s directions to the new
temple, the Elpis mask fragment isn’t here. If they take a
moment to visit the statue of Ephara, which in living Meletis
held the white Elpis piece, they may pray to receive the
goddess’ benediction, which restores 2d8 hit points.
48
The Hall of Justice You descend into the old temple of Ephara. You’ve been
The characters arrive at the Hall of Justice that, even in the here before, in Meletis, when the temple was nothing but
underworld, stands atop the old temple of Ephara. Read or underground ruins. You see it now in its full glory, towering
paraphrase the following text: pillars holding a high roof. A dark, cold light filters in
You enter the Hall of Justice. The walls outside are through the windows. A large three-headed hound guards
painted in runes — not magical, you think, but rather a the bottom of the stairs.
claim of territory. A handsome young man approaches. The characters may try to sneak past Kunoros (large
“Hello,” he says in a voice of silk and honey, “My name hound, lawful neutral, see Appendix II for stats). They
is Bathor. Have you come to make a donation?” He makes can also try to talk it into letting them pass with a DC 25
you shiver in all the right ways. Charisma (Persuasion) check. Intimidation and lies don’t
work against the hound. This roll gains advantage if the
The characters may make a DC 15 Wisdom (Perception) characters promise to leave both masks with Kunoros in the
check to notice the man’s sharp fangs — he is a vampire underworld once they’re done. Otherwise, they must slay
spawn. A DC 20 Wisdom (Perception) test reveals two more the hound before they can enter.
vampire spawn hiding nearby. The trio were once husbands
Development
to a grand vampire lord, but they’ve since overthrown
him in a bloody divorce. They claim the building as their
domain, requiring a tithe of blood from all who seek to The characters gain access to the temple and proceed to
enter. Their names are Bathor, Michael, and Wilhelm. Scene 3.
The characters can turn back, and the vampires won’t Milestone: The characters meet another milestone once
pursue them. They can also pay the tithe to enter, losing they’re past Kunoros, and rise to level 11.
1d6 hit points along with blood poured discreetly into
a cup. Trying to gain entry without making a donation
requires a DC 20 Charisma (Deception), Charisma
(Intimidation), or Charisma (Persuasion) check. Otherwise,
combat is the only remaining option. If that
happens, the vampires flee rather than fight
to the death.
Characters can flirt with the vampires,
who are happy to engage in a short
tryst. Whether that’s just kisses or
something more, the vampires would
like to drink the character’s blood from
the vein. If the character consents, they
gain a level of Exhaustion and a point of
Inspiration. If the character refuses, the
vampire politely backs off.
Old Temple of
Ephara
The characters enter the old
temple of Ephara below
the Hall of Justice. The
last piece of the Elpis
mask lies here, but first they
must make it past Erebos’
guardian Kunoros. Read or
paraphrase the following
text:
49
SCENE 3 — THE TEMPLE The Statue of Ephara
OF EPHARA
The characters find the last piece of the Elpis mask, but
must first confront Eftalia (she/her, lawful neutral, see
Appendix II for stats). Read or paraphrase the following
text:
The characters reached the old temple of Ephara. They find You come to the inner sanctum and the statue of Ephara.
the black mask piece where they found the Ainoe mask in She looks exactly as she did in living Meletis, and shines
the living world — on the statue of Ephara. Unbeknownst with a radiant light. You bask in the light as its warmth
to them, Heliod sent his Champion, Eftalia, to retrieve both dispels the eternal cold of the dead. Where the living statue
masks and she, having snuck past Kunoros, waits for them wore the Ainoe mask, this statue wears the black Elpis
here. piece.
As you enter the room, you see Eftalia enter from a hall on
50
roll 2d10: if either is 11+ the Champion wins and opens a the messenger happily relays, Erebos has one final offer.
portal as above. Otherwise Calisto ekes out a victory against They may enter the world of the living if one of them
all odds. Calisto is not happy with the characters’ betrayal, remains in the underworld. This sacrifice must be voluntary,
but is badly injured from her fight. She flees, leaving the and the DM can really play this up — surely, the ghost
pieces of the Elpis mask behind. coaxes, one life is a small price to pay to save Meletis.
There is no way to return to life without Erebos’
Fight Heliod’s Champion blessing. The heroes’ only other option is remaining in the
The characters refuse to give their mask to the Champion, underworld, or seeking out one of the rumored secret exits,
and Calisto — if she’s with them — absolutely does the to travel back to the world of the living, without Erebos’
same. The only outcome here is combat. If Calisto is with blessing, as a returned.
the characters her minotaurs fight earnestly, but she herself
holds back just a bit — making sure never to be on the
receiving end of Eftalia’s strikes (she knows the Champion
very well and can predict some of her moves) and keeping
one disintegrate in reserve.
The characters can make a break for the black Elpis piece
before combat starts. This requires a DC 15 Strength
(Athletics) check against Eftalia. If the characters
received Aleixo’s Ring of Jumping in
Scene 2, instead of a foot race they
could make a single leap to the
statue of Ephara.
After the Champion is defeated, Calisto makes a
play for the Elpis mask. If the characters stand to best her
though, she tries to flee with the Ainoe mask.
Development
That’s the end of it — either the characters have one or
both masks, or they missed their chance.
If they struck a bargain with Kunoros to return the
masks, they are magically bound to keep it or slay the
hound. Otherwise, they are free to leave the temple. If they
befriended the vampires in the Hall of Justice above, that
trio even knows a shortcut to living Meletis. Otherwise, the
characters have any remaining encounters from Scene 2 as
they try to find a gate to the land of the living.
51
CONCLUSION: RETURN The characters have the Elpis
TO MELETIS mask, but Calisto has the
The characters have both seats on the Twelve, without the 10+ years of public service
usually required, if they promise to fight Calisto on Meletis’
behalf.
masks
Aleixo, or Perisophia, requests the Elpis mask, and can also
keep the Ainoe mask safe. The Twelve seal the former in
Heliod’s Revenge
a secret vault in Meletis, and send a rider out to bury the The characters earned Heliod’s ire if they killed Eftalia in
Ainoe mask at the end of the world. This could easily be Scene 3. If they return to Meletis with either mask, the
a continued adventure for the characters after they enjoy Twelve’s gratitude protects the characters and Heliod
their just reward. cannot act against them so long as they remain in the polis.
The deity does still pursue them outside Meletis. He’s a
Rewards: The Twelve throw a grand festival and parade in fickle god and easily distracted, but the characters should
the characters’ honor. The characters gain a Noble lifestyle, expect radiant heroes harrying them at the worst moments.
including a grand villa and lands, paid into perpetuity by
52
53
Appendix I: The Masks
of Theros
The mask of Ainoe is a single piece, the mask of Elpis exists
as five broken fragments. You can find their full descriptions
and powers here.
The White Fragment
Wondrous item, legendary. Requires attunement.
There is no mortal way on Theros to destroy the masks
— Erebos tried, and he ended up burying the Ainoe mask A fragment of a full-face mask, made of marble with
and breaking the Elpis mask in five pieces. Having said that, colored veins of mana. It feels warm to the touch, as if it’s
the PCs might devise a way beyond the scope of Masks been lying in the sun.
of Theros, like planeswalking it to Ravnica and seeing
what options they have there. Keep in mind that unless Stage 1
they specifically find a way to return the power Erebos
When you wear the mask, you gain darkvision up to 60
invested in the masks, this leaves the god of death greatly
feet. When you speak the command phrase, “my light in
weakened.
the darkness,” you cause the mask to glow with a cool, pale
light and emanate the daylight spell.
The Elpis Mask Once per day, you may choose to have the daylight
generated by the mask reveal invisible creatures and
Each Elpis mask piece has five stages, growing in power objects. This effect lasts for one minute.
as its wearer does. Short of persuading a crafting deity
to repair the mask, there is no way to put the five pieces
together again — and Erebos would likely want a word if
Stage 2
any did. The mask pieces are made of marble with colored Once per day, when you speak the command phrase “my
veins of mana. strength amidst dismay,” you gain 2d8 temporary hit
points.
Ch aracter Level Mask Stage
1-3 1
Stage 3
4-5 2 By speaking the command phrase “my divine strength” you
can cast counterspell up to 3 times each day, as if casting
6-7 3 the spell at 3rd level and using Charisma as your spellcasting
8-9 4 ability. When you successfully counter a spell, that spell’s
10-11 5 caster gains temporary hit points equal to the level of the
spell.
12+ unknown
Stage 4
Twice per day, when you speak the command phrase “my
strength amidst dismay,” you heal 4d8+4 hit points.
Stage 5
When you cast counterspell using the mask fragment, treat
it as if cast using a 5th level spell slot.
54
The Blue Fragment
Wondrous item, legendary. Requires attunement by a
But we don’t have a
spellcaster.
A fragment of a full-face mask, made of marble with
wizard
colored veins of mana. The inside of the mask is turquoise, Keeping with the principles of blue mana, the blue Elpis
and it smells of the wide open ocean. piece works best for a spellcaster who gains spells through
study and preparation: a wizard or artificer. If your group
The powers of the mask increase with the prowess of its
has neither, discuss what you want to do. Maybe you’re fine
wearer.
accepting that not all magic items work for all people, and
Stage 1 it’s still a win just to keep the mask away from Calisto. Or
maybe you prefer to say the mask enhances “spellcasting
As an action, you can summon an homunculus in an ability” rather than specifically Intelligence. Whatever works
unoccupied space within 30 feet of you that you can see. It for you.
remains for 1 hour and follows your commands. You can’t
use this feature again until you finish a short rest.
The Red Fragment
Stage 2 Wondrous item, legendary. Requires attunement.
After finishing a short rest, you recover spell slots with a A fragment of a full-face mask, made of marble with
combined level equal to half your spellcaster level (rounded colored veins of mana. If pressed tightly to one’s ear it is
up). You can’t use this feature again until you finish a long possible to hear battlecries from ages past.
rest.
Stage 1
Stage 3 Everytime you use an attack action you can perform one
As an action, you increase your Intelligence score by 2 for extra attack.
1 minute or until you fall unconscious. You can’t use this
feature again until you finish a long rest. Stage 2
As a bonus action you can activate the mask, this grants
Stage 4 you advantage on all attacks performed that turn. The
When a creature within 30 feet of you is the target of a spell fragment can be activated 3 times per long rest.
that requires a saving throw, you can use your reaction to
give the target advantage on the saving throw. You can use Stage 3
this feature a number of times equal to your Intelligence While wearing the mask your Dexterity and Strength scores
modifier (a minimum of once). You regain all expended increase by 1.
uses when you finish a long rest.
Stage 5 Stage 4
Everytime you perform a critical hit you can roll one extra
As a bonus action, you magically restrain a creature within 5 weapon die, and add the result to the total damage.
feet of you that you can see. At the end of the target’s turn,
it can attempt a Strength saving throw against your spell
save DC to break the restraints. You can use this feature Stage 5
a number of times equal to your Intelligence modifier (a As an action you can activate the fragment’s fire aura. By
minimum of once). You regain all expended uses when you doing so the mask releases powerful flames, wrapping
finish a long rest. around you and firing up your reflexes. Your attacks deal
an extra 7 (2d6) fire damage. The fire also causes everyone
close to you to take 2d12 fire damage (5ft. radius). The aura
lasts for 5 minutes and can only be activated once per long
rest.
55
The Green Fragment The Black Fragment
Wondrous item, legendary. Requires attunement. Wondrous item, legendary. Requires attunement.
A fragment of a full-face mask, made of marble with A fragment of a full-face mask, made of marble with
colored veins of mana. It smells like verdant forests and colored veins of mana. The inside holds tiny silver runes.
feels somehow alive. Translating the runes requires a DC 15 Intelligence check
When you wear the mask, any shadows you cast bear the and tells the tale of Erebos and Elpis.
starlit mark of Nyx.
When you speak the command phrase, “unbound
Stage 1
potential” you gain a benefit defined below depending on You can cast the spare the dying and chill touch cantrips,
which Stage the mask has reached. This effect lasts for 1 even if you’re not a spellcaster. Your spellcasting ability for
minute. You must finish a long rest before using this feature chill touch is Intelligence.
again.
Stage 2
Stage 1 If an attack would reduce you to 0 hit points, you
Your Strength score increases to 24. Your size increases by immediately stabilize and return with one hit point. This
one category. ability is usable once per short rest.
Stage 2 Stage 3
Your Strength score increases to 26. Your size increases by You gain Proficiency on Intelligence saving throws. If you’re
one category. already proficient, double your Proficiency bonus.
Stage 3 Stage 4
Your Strength score increases to 28. Your size increases by Your first attack each of your turns deals an extra 2d6
two categories (e.g. from Medium to Huge). necrotic damage. You gain hit points equal to half this extra
damage.
Stage 4
Your Strength score increases to 30. Your size increases
Stage 5
by two categories. You have resistance to bludgeoning, You may summon a wraith in an unoccupied space within
piercing & slashing damage. 5 feet of you. The wraith acts on its own initiative. You can
give it commands by using a bonus action, otherwise it
Stage 5 defends itself. The wraith remains for an hour or until slain
— whichever comes first. You may use this ability once per
Your Strength score increases to 30. Your size increases by long rest.
two steps. You have immunity to bludgeoning, piercing &
slashing damage. You deal double damage to objects and
structures.
56
The Ainoe Mask
Wondrous item, artifact. Requires attunement.
A mask wrought from luminescent white stone only
quarried in the underworld. Anyone who touches the Ainoe
mask must succeed on a DC 13 Charisma saving throw or
be overtaken by memories of their most tragic, devastating
moment (invoking the Paralysed condition) for one turn.
Characters who are immune to the Frightened condition are
also immune to this effect.
◊ Damnation: The mask consumes the soul of any
creature or person who dies within one mile of you.
Their soul does not journey to the underworld and,
thus, they cannot return to life by any means.
◊ Disintegrate (2/long rest): You cast disintegrate as a
6th level spell with a DC 16 saving throw.
◊ Dread Servant (1/long rest): As a Reaction, when
you kill a living creature, you grasp their soul before
the mask consumes it. That creature becomes a
wraith under your control. After 24 hours, their soul is
consumed by the mask (see Damnation).
◊ Enervate (1/long rest): As an action, you call a
creature’s life force out of its body and use it to sustain
yourself. A creature of your choice, within 20 feet of
you and that you can see, makes a DC 16 Constitution
saving throw. The creature takes 36 (8d8) necrotic
damage on a failed save and half as much on a success.
You gain temporary hit points equal to the damage
dealt.
57
Appendix II:
Antagonists
This appendix presents creatures and enemies unique to
Masks of Theros.
Brine Giant
Huge giant, neutral evil
Armor Class 16 (scale mail)
Hit Points 162 (12d12 + 84)
Speed 40 ft., swim 40 ft.
Actions
Spiked Greatclub. Melee Weapon Attack: +10 to hit, reach
15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage,
and the target must make a DC 16 Constitution saving
throw, taking 33 (6d10) poison damage on a failed save, or
half as much damage on a successful one.
Chill Touch (Cantrip). Ranged Spell Attack: +7 to hit,
range 120 ft., one creature. Hit: 18 (4d8) necrotic damage,
and the target can’t regain hit points until the start of
the giant’s next turn. If the target is undead, it also has
disadvantage on attack rolls against the giant until the end
of its next turn.
58
Reactions
Calisto, Scourge of Theros Parry. Calisto adds +6 to her AC against one melee attack
that would hit her. She must see the attacker and be wield-
Humanoid (human), neutral evil ing a melee weapon.
Armor Class 19 (plate +1)
Hit Points 170 (20d8 + 80) Legendary Actions
Speed 30 ft. Calisto can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
STR DEX CON INT WIS CH A used at a time and only at the end of another creature’s
20 (+5) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) turn. Calisto regains spent legendary actions at the start of
Saving Throws Strength +9, Dexterity +7, Constitution +8, her turn.
Wisdom +6 Battleaxe. Calisto makes one battleaxe attack.
Damage Resistances Bludgeoning, piercing, and slashing Ground Smash (Costs 2 Actions). Calisto hits the ground
from nonmagical attacks with a fist. Each creature within 10 feet must make a DC 17
Skills Athletics +9, Deception +8, Intimidation +8, Dexterity saving throw or take 10 (2d4 + 5) bludgeoning
Perception +6, Performance +8, Stealth +7 damage and be knocked prone.
Senses Darkvision 60 ft., passive Perception 16 Shadow Walk. Calisto disappears and reappears in a
shadow within 40 ft.
Languages Common, Leonin, Minotaur
Challenge 12 (8,400 xp)
59
Dakun Daybreak Chimera
Large monstrosity, chaotic evil Daybreak chimeras are radiant creatures. Their winged,
Armor Class 16 (natural armor) leonine bodies are a glorious pure white, as are the wings
that spread majestically from their backs. The golden-
Hit Points 102 (12d10 + 36) brown eyes in each of their three heads — horned lion,
Speed 40 ft. unicorn, and eagle — shine with intelligence. Daybreak
chimeras are often found in the service of order and
STR DEX CON INT WIS CH A civilisation, standing as staunch guardians of holy places.
18 (+4) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 12 (+1) Large monstrosity, lawful neutral
Saving Throws Str +7, Con +6 Armor Class 14 (natural armor)
Skills Athletics +7, Insight +6, Intimidation +7, Perception Hit Points 68 (8d10 + 24)
+6 Speed 40 ft., fly 60 ft.
Senses darkvision 60 ft., passive Perception 16
Languages Common
STR DEX CON INT WIS CH A
17 (+3) 11 (+0) 17 (+3) 10 (+0) 14 (+2) 11 (+0)
Challenge 6 (2,300 XP)
Saving Throws Str +5, Wis +4
Skills Perception +4
Charge. If Dakun moves at least 10 feet straight toward a Damage Immunities Radiant
target and then hits it with a gore attack on the same turn,
Senses darkvision 60 ft., passive Perception 14
the target takes an extra 9 (2d8) piercing damage. If the
target is a creature, it must succeed on a DC 14 Strength Languages Common
saving throw or be pushed up to 10 ft. away and knocked Challenge 4 (1,100 XP)
prone.
Labyrinthine Recall. Dakun can perfectly recall any path it
has traveled.
Spellcasting. Dakun is a 4th-level spellcaster. Its Actions
spellcasting ability is Wisdom (spell save DC 14, +6 to hit Multiattack. The chimera makes two attacks: one with its
with spell attacks). Dakun has the following spells prepared: claws and one with either its bite or its horns. When its fire
◊ Cantrips (at will): create bonfire, green-flame blade, toll breath is available, it can use the breath in place of its bite.
the dead Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
◊ 1st level (4 slots): cause fear, hellish rebuke target. Hit: 10 (2d6 + 3) piercing damage.
◊ 2nd level (3 slots): crown of madness, shatter
Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 9 (1d12 + 3) bludgeoning damage.
Multiattack. Dakun makes two attacks, one with its Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
greataxe and one gore. target. Hit: 10 (2d6 + 3) slashing damage.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one Fire Breath (Recharge 6). The unicorn head exhales
target. Hit: 18 (2d12 + 4) slashing damage blazing white light in a 15 foot cone. Each creature in that
area must make a DC 12 Dexterity saving throw, taking
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one 18 (4d8) radiant damage on a failed save, or half as much
target. Hit: 13 (2d8 + 4) piercing damage damage on a successful one.
60
Eftalia regenerates 20 hit points at the start of her turn.
Claws. Eftalia’s unarmed attacks deal 7 (1d4+5) piercing damage. Cantrip. Eftalia casts a cantrip.
Daunting Roar (1/short rest). As a bonus action, Eftalia Move. Eftalia moves up to her speed without provoking
lets out a menacing roar. Creatures of her choice within opportunity attacks.
10 feet of her that can hear her must succeed on a DC 17
Wisdom saving throw or become frightened of her until the
end of her next turn.
Radiant Mantle (1/day). As a bonus action, Eftalia invokes Mythic Actions
an aura of blazing sunlight which lasts for one minute and For 10 minutes after Eftalia activates Sun God’s Glory, she
has the following effects. can choose to use the following Mythic Actions whenever
Creatures who look directly at the aura must succeed on she would ordinarily use a Legendary Action.
a DC 15 Constitution saving throw or be Blinded until the Strike True. Eftalia makes 2 spear attacks.
end of their next turn. Creatures who attack Eftalia without
Heavenly Bolt (2 actions). Eftalia throws her spear in a
looking directly at her make attack rolls with disadvantage.
straight line up to 30 feet. It deals 28 (8d6) radiant damage
The aura sheds bright light for ten feet, and dim light for a to every creature in its path, before returning to Eftalia’s
further twenty feet. If the aura overlaps with non-magical hand.
darkness or with an area of darkness created by a spell of 3rd
Eftalia’s golden spear, Heliodora, is a magic weapon.
level or lower, the spell that created the darkness is dispelled.
She has +2 to attack and damage rolls made with it and
Missiles that pass through the aura burn up. Subtract 10 the spear deals an additional 7 (2d6) radiant damage
points from the damage of non-magical ranged attacks. (all modifiers already included in her attack/damage
calculations).
61
Kunoros
Medium monstrosity, lawful neutral
Armor Class 16 (natural armor)
Hit Points 161 (17d8 + 85)
Speed 40 ft.
Actions
Multiattack. Kunoros makes five attacks: three bites (one
with each head) or its fire breath, and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 10 (2d4 + 5) slashing damage.
Fire Breath (Recharge 5-6). One of Kunoros’ heads
exhales fire in a 20 foot cone. Each creature in that area
must make a DC 16 Dexterity saving throw, taking 17 (5d6)
fire damage on a failed saving throw, or half as much
damage on a successful one.
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Actions
Nyxborn Hydra Multiattack. The Nyxborn hydra makes as many bite
attacks as it has heads.
Huge celestial (appears Gargantuan in Nyx), unaligned
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Armor Class 17 (natural armor)
target. Hit: 15 (1d10 + 10) piercing damage and 6 (2d6)
Hit Points 172 (15d12 + 75) radiant damage.
Speed 60 ft. Penumbral Evisceration (Recharge 6). The Hydra makes
as many bite attacks as it has heads at one target, attacking
STR DEX CON INT WIS CH A from every angle at once. The target cannot benefit from
30 30 any cover or shield bonuses to their armor class against
8 (-1) 2 (-4) 8 (-1) 7 (-2) this attack, and the Hydra has advantage on all attack rolls
(+10) (+10)
made until the end of its turn. Until this ability recharges,
Skills Perception +5 the Hydra no longer deals radiant damage on its Bite attack
Damage Immunities radiant, poison and appears as a shadowy silhouette drinking in the light.
Damage Resistances bludgeoning, slashing and piercing
damage from nonmagical weapons
Damage Vulnerabilities psychic
Reverent Army Guard
Condition Immunities poisoned
Meletis’ Reverent Army are renowned for their cunning and
Senses blindsight 60 ft., passive Perception 15
ingenuity, turning any situation to their advantage. They
Languages - also receive basic training in thaumaturgy.
Challenge 12 (8,400 XP) Mythic Odysseys of Theros includes statistics for Meletis
hoplites. However, the guards encountered in Erebos’ Grief
are not front line troops. For a challenge appropriate to
Nyxborn. The hydra is crafted from the stuff of dreams and the heroes’ level, modify the soldier (GGtR) stat block as
gods. It uses its normal movement speed when traveling follows.
through Nyx as opposed to deriving that speed from an All members of the Reverent Army have the Magic Initiate
ability score. It is considered native to Nyx as its plane of (Wizard) feat. They know two cantrips and one first level
existence for the purposes of spells such as banishment. spell.
When destroyed, it dissipates into clouds of starlight. The They are 1st level spellcasters, and their spellcasting
nyxborn hydra does not need to eat, sleep, breathe or rest. ability is Intelligence:
Multiple Heads. The nyxborn hydra has five heads. While ◊ Cantrips (at will): booming blade or mage hand,
it has more than one head, the hydra has advantage on shocking grasp
saving throws against being blinded, charmed, deafened, ◊ 1st level (1/day): shield
frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single
turn, one of its heads dies, exploding into starlight and
dealing 7 (2d6) radiant damage in a 10 foot radius around
it. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each head that
died since its last turn, unless it has taken psychic damage
since its last turn. The hydra regains 10 hit points for each
head regrown in this way.
Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only for
opportunity attacks.
63
Appendix III:
T P
Meletis
M
The city of Meletis is offered as a home base for the
characters: a place to (re-)visit and rest between adventures, he eople of eletis
where they can participate in downtime activities, make
connections with NPCs, train, and upgrade equipment and
supplies. Citizens of Meletis are greatly concerned with honor, order,
and the will of the gods. They invoke the gods regularly in
As suggested in Erebos’ Grief, you can use all of these
everyday speech, with phrases such as:
locations and characters to bring the city to life as
characters explore it seeking information on the Ainoe “By the red eye of Mogis!” — an expression of frustration
Mask. or dismay at violence or death
“From my lips to the gods’ ears” — a promise that what
Meletis the speaker says is true, by inviting the gods to smite them
if they lie
“By Heliod’s bright spear” — an expression of surprise or
Large city, lawful good wonderment
Population: 250,000 , including surrounding farmland “With Erebos”/”By Erebos’ side” — dead
Government: Democracy (led by Perisophia - lawful good) The following notable citizens make useful contacts,
allies, rivals or friends for player characters.
Defense: Reverent Army, made up of 5,000 elite soldiers;
Aleixo
citizen militia (any adult citizen can be called up to serve)
Terrain: Coastal plains; estuary of River Kheir
Commerce: Farming (sitra/barley), fishing, skilled trades Human, she/her, lawful good
(ceramics, textiles, etc.). Meletis is famous throughout Affiliation: Council of Twelve.
Theros for its education, including the thaumaturgical and Role: Responsible for ensuring the prophecy of Erebos’
philosophical academy the Dekatia. Grief comes to pass. Runs Meletis’ Seventh Ward district.
64
Dio thought.
Goals: See Heliod venerated as the most important god Roleplaying notes: Leander is kindly and patient. He
in Meletis — after all, he is the bright light of learning and enjoys a good debate about obscure points of history, law,
or politics.
65
Goals: Advance the Cult of Ephara, and make sure the Roleplaying notes: Xene commands attention wherever
goddess is not overshadowed by the worship of Heliod. they go. They do nothing subtly or quietly. They use
their position in the theater to say things others couldn’t
Marlo, the Excuse possibly get away with (except for Dio, who is a dear friend
of theirs). They are witty, charming, and hard to refuse.
Human, he/him, neutral evil Goals: Meletis needs shaking up: it’s a static, verging on
Affiliation: Himself. stagnant, place. The story of Calisto’s rise and fall will be
all the more powerful if she comes close to victory before
Role: Marlo is one of the most infamous smugglers in
her defeat, and Xene is very willing to help that become a
Meletis. Not for his successes or even his failures, but
reality.
because he once led his entire crew into an ambush by the
City Layout
Reverent Army, purely to impress a sergeant whose good
opinion he craved. He is shunned by every other criminal
on the docks. His ‘name’ in full is “Marlo, the Poor Excuse
for a Man” but few people bother to say the whole thing.
Description: Marlo is a pink-cheeked, short-sighted man The following rough guide to Meletis will help you bring
with thinning brown hair and a nervous grin. the city to life. The city is sliced into twelve wards, of
Roleplaying notes: Merlo is obsequious and fawning, roughly equal size, each overseen by one of the Council
always looking for someone bigger and tougher than him of Twelve. The Agora, in the city center, is not part of any
to shelter behind. district.
Goals: Evade justice for his crimes for as long as possible. While characters don’t need any training to advance in
their classes, providing training grounds, thieves guilds,
Platon
musical colleges, and such that they can join, provides
a network of allies to call on and a richer roleplaying
experience for downtime.
Human, he/him, neutral
Affiliation: Keranos’ Children
Role: Leads Keranos’ Children, taking tithes from all of the Aleixo’s Estate
smugglers who work the Gold Cliffs and ensuring bribes get Aleixo’s home is a walled compound composed of a small
paid to the harbormaster to look the other way. house and lush gardens full of tropical flowers, fountains
Description: Platon is a strapping man in his thirties with and fish ponds. It sits on a low hill a little way north of the
laughter lines around his eyes. He’s weathered from years agora. The house is well-kept and quiet, a tranquil spot
at sea, and his tanned skin is heavily tattooed with intricate amidst the bustle of the city. Aleixo lives alone, except
designs of sea monsters. He is not a fan of shirts. for three servants, but the house could accommodate six
residents and as many staff.
Roleplaying notes: Platon acts like he’s everyone’s friend,
The Agora
but in truth he doesn’t trust anyone. He appreciates clever
people with a few tricks up their sleeve. He may think of
these wily scoundrels fondly but he’ll still have his ruffians Situated right in the center of Meletis, the Agora is the
break their knees if they cross him or Keranos’ Children. polis’ marketplace, courthouse, and political arena. One day
Platon is attracted to men, and will go out of his way to flirt each week, trading ceases and the city’s politicians debate,
with a pretty one though he backs off quickly if they don’t discuss, and pass laws — all in public, where anyone can
reciprocate. watch them. The rest of the time, local goods and imports
Goals: Make money, stay out of trouble. Platon is loyal from all over Theros are traded here.
to Meletis, both because he loves his city and because he
recognises that war, or Calisto’s tyranny, would be very bad
for business. The Siren Isles
The Siren Isles are the wild, untouched, islands outside
Xene of Meletis’ sheltered bay. The isles are riddled with caves,
most of them sunken, and many hold treasure from ships
Human, they/them, chaotic good wrecked against the rocks. The druids, sorcerers, and sirens
Affiliation: Theater of Diaphon. who make their homes here, away from the order and
restrictions of Meletis, are the polis’ guardians against the
Role: Xene runs the theater, arranging the festivals of savage forces of nature.
comedy and tragedy that take place every few months.
The Dekatia
They are also an accomplished playwright.
Description: Xene is a striking, dark-skinned human with
an aquiline nose, amber eyes, and gold facial jewellery that Located at the southern edge of the city, the Dekatia
gleams in the sunlight. is a college and workshop for alchemists, artificers,
66
philosophers, and thaumaturges. Students come from in the polis lead law-abiding lives. The Wharf, taking up
all parts of Theros but priority is given to those born in the entire south east side of the city along the bay, is the
Meletis, which is after all the most civilised polis in the exception that proves the rule. Tariffs are high in Meletis:
world, or those who have done some great service for the the city’s great public works and program of growth
city. and improvement are expensive, and have to be funded
The inventions created and experiments conducted here somehow. Amongst the legitimate crews who carouse in
are dangerous but powerful. Given the right materials, the district’s taverns, and fit out their vessels at the ships
the scientists and scholars of the Workshop could make a chandlers, are a number of smugglers. Many of them
machine that would challenge the gods. belong to the brotherhood known as Keranos’ Children,
named after the god of storms.
The Gymnasium & Bathhouse The Twelve knows about Keranos’ Children and allows
them to exist as long as they pay the proper bribes: they
This large complex of buildings on the western side of are mostly loyal to the city, and provide a useful navy in
Meletis is home to the physical arts. The city’s Reverent times of war.
Army trains and parades here, with every citizen expected
to train at least twice a month to support these professional
soldiers. The gymnasium and the bathhouse attached to
it are also important social hubs. People of all genders
exercise here, and spend time relaxing afterwards.
Organised sporting events, including wrestling, foot races,
and discus and javelin throwing, take place regularly and
attract competitors from all over the city.
The Wharf
Crime within Meletis is low. The populace is generally
well provided for, and apart from crimes of passion and
occasional thefts from shops and traders, most people
67
Appendix IV:
Maps
Eternal Seeker
68
Thassa’s Temple
69
Temple of Trials
70
By the Same Authors
Nimek Ghedir, an Orzhov cartel leader, desired some lands Ravnica Encounters is a collection of random events that
for building and exploration, but they were occupied by introduce the characters to interesting inhabitants of
Gruul. So he harassed the Gruul until they fought back. In Ravnica, bring them into conflict with the guilds, and offer
More Than Meets The Eye, adventurers uncover Nemek’s inspiration for adventure. The same encounter can confront
scheme, and choose whether to report it, side with him, or the characters with friendly members of their own guild or
something else entirely. mortal enemies from opposing factions.
We Die Here explores the lives and secrets of a small, RAVENLOFT GAZETTEER: KALIDNAY is a 54 page
isolated town. It was inspired by stories like Twin Peaks, campaign guide to a corrupt ecological hellscape of
Stephen King’s It, and Netflix’ Dark, where the town is as ash, bones and sand. Water is scarcer than gold. Iron is
much a character in the story as its inhabitants. Isolated, more precious than diamonds. Arcanists are feared and
turned inward, and more than a little creepy, the town is the labelled Defilers - criminals to be hunted down without
monster in this tale. It rarely lets people go: characters are mercy. The sorcerer king Kalid-Ma sleeps endlessly
born and die here - and only if they’re very lucky does the under stone, and his advisor Thakok-An rules with an
latter come as the natural end to a long life. iron fist in his stead.
71