IM2 "The Wrath of Olympus" (1987) by Robert J. Blake is a D&D adventure for 4-5 Temporals (levels 1-2), at least one from each of the Spheres of Power.
IM2 "The Wrath of Olympus" by Robert J. Blake. Illustration by Keith Parkinson. (Pan does not appear in the adventure).
A group of rogue immortals have adopted the personas of Olympian gods and a mountain in the Broken Lands to serve as Mount Olympus, demanding mortal worship and tribute.
They chose to emulate, at least in appearance and name, gods they had admired, gods that would be respected ... and feared. The scope of the project? To eventually control all of the Prime.
IM2 "The Wrath of Olympus" (pg. 9)
*there is an illustration of a crysmal (pg. 14), by Jim Holloway, from the 1e MM2; also a hydrax (pg. 27), from the DMs Companion
The Immortals:
The Adventure:
Djaea, depicted as an old man in IM1 "The Immortal Storm" appears as Terra ("Mother Earth") and asks the PCs to bring Athena to her.
*Terra refers to Athena as an Empyreal on pg. 2, although her rank is given as a Celestial in Table 2 (pg. 23)
Athena's Refuge
The PCs travel to the planet Simoom in the Outer Plane of Rylum, a tetraspace (four-dimensional plane of existence) instead of the standard pentaspace. Hence, only mortal magic use is possible.
The dominant element in Rylum is Fire. Simoom's dominant race are the Isiidi, a tall (averaging 7'), human-like race, with thick, brownish hide (equivalent to AC 0).
Wotan the Firemage and the Dance of the Salamanders
Lokena has taken refuge on the planet Coriopt in the Outer Plane of Kryla, a trispace (where magic use is impossible), in which the dominant element is Earth, accessible via the Plane of Rylum.
Orcus has laid a trap, a diversion to the Outer Plane of Pyts, a standard pentaspace, where the dominant Sphere is Entropy, through which the PCs must pass to reach Kryla.
The PCs encounter Talitha, who explains that the false Olympians are to be destroyed to make room for Entropic Immortals, and mockingly hurls a metal tablet at their feet.
Earth's Heart
The metal tablet is engraved with clues, one of which explains the need for a sample of pristine elemental earth for use in the fabrication of an artifact.
The PCs travel to the Elemental Plane of Earth, where they meat Urtson, an Immortal Krsyt (Temporal 5) on his way to a council of ruling-class elementals and krysts.
The council has been convened by Land (Empyreal 2), second in command to the Earthmaster (whom the PCs may have encountered, in IM1 "The Immortal Storm")
Land agrees to give the PCs a sample of pristine elemental earth, also known as heartearth, if they are able to close a vortex between Land's domain and the Prime.
Tempus Fugit
The back of the metal tablet is engraved with a star system, containing a planet where the PCs can obtain "the breath of the rainbow" (the snort of a repeater).
Talitha's tablet
The PCs travel to the planet Eon in the Outer Plane of Tempus, the Home Plane of Fugit (Time; Empyreal 4), who loans the PCs the Net of Ninfangle, a lesser artifact.
With a sample of heartearth and the snort of a repeater, a minor artifact can be created, required in order to disrupt the barrier created by the Immortals of Entropy.
When Legends Come to Life
The DM's Guide to Immortals includes rules for pre-existing identities or characters whose form may be used by any Immortal granted permission (pg. 15).*
*the identities of these beings, the various details of their "natural" lives within society, usually belonged to true mortal beings who died
In the next part of the adventure, the PCs must enter the Prime and inhabit the identies of four legendary heroes of Darokin.
The Legends
Balthac "Polymathis" was a fighter of great reknown, wielder of Camb, a two-handed sword, forged by the Immortals (a greater artifact).*
Sinan was a great leader of the elven peoples, a gifted woman wise to the ways of people and attuned to the rhythms of the earth.*
Aurum was a huge gold dragon, who befriended the founders of Darokin in the guise of a human fighter, wielding crossed twin spears.
Ascalon was a cleric, a man of peace, a healer who never refused those in need of aid, or hospitality to those stricken in body or spirit.
*the legends of Balthac and Sinan are revisited in "Wrath of the Immortals" (1992) by Aaron Allston
Map of the Republic of Darokin and Surrounding Lands, based on the map of the D&D game world from X10 "Red Arrow, Black Shield"
Balthac’s cairn (Hex #3410) lies atop Calor’s Hump, as the mountain is known (the peak is perhaps 5,000 feet above the tree line).
Sinan's tree (Hex #3612) lies some 70 miles southeast of Calor’s Hump, a large oak crowning the flat summit of a lesser peak.
Aurum's resting place (Hex #2323) can be found within the featureless quagmire of Malpheggi Swamp.
Ascalon's tomb (Hex #1811) was constructed high on a mountain peak, in the range that forms the boundary with Glantri.
Thunder Over Olympus
Using the identities of the legendary heroes of Darokin, the PCs must face the forces of Entropy in a final confrontation at the summit of Mount Olympus.
Pregenerated PCs:
Tourlain (Thought, Temporal 1)
Arnelee (Thought, Temporal 1)
Iliric (Energy, Temporal 2)
Lornasen (Energy, Temporal 2)
Paarkum (Matter, Temporal 2)
A simplified Immortal Character sheet is included (pg. 28).
Astral and Ethereal Encounters:
Detailed astral and ethereal encounter tables are included.
Commentary:
IM2 "The Wrath of Olympus" is a unique adventure encompassing planar travel, artifact creation, and the assumption of legendary mortal identities.
There is plenty of material that can be mined for lower-level adventures in the Republic of Darokin, or Master-level extraplanar adventures.
The inclusion of pregenerated Immortal PCs is a nice touch, although it's easier to create new Immortal-level characters from scratch than most people realize.
The incorporation of Greek mythology is puzzling and unnecessary - the adventure can easily be run without reference to the Olympian gods.





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