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Arena of the Labors

Six labors reborn on sacred sand — without the hero who first won them.

📜 Session Summary

Style Stadium blood-games · six labor waves in three gates · reuses library monster centerpieces
Win Condition Clear all six waves (capture/pen tracks OK) and leave with the crowd's favor
Loss Condition Dragged from the sand, or Chant Clock hits 3 and the omen turns the finale Deadly
Players 6 × Level 10 · 3–3.5 hrs · 3 encounters (2 waves each)
Key Ally Thaleia of the Bit (recruit Enc. 2) · Maguffin: Olive-Resin Club
Setting Circular limestone stadium · twelve painted gate-arches · mural ring of the Twelve Labors · ten thousand spectators · sand still wet from last season's blood
Atmosphere Deafening crowd roar and brass horns; the smell of hot sand, animal sweat, and spilled wine; murals that watch as if the painted heroes are taking notes; the absent demigod's shadow over every gate
Materials Chant Clock tracker (whiteboard or d6 counting up to 3); Head Tracker (built into page); optional gate-order handout listing the six labor waves; capture/pen status notes per wave
Tone Heroic spectacle and mortal defiance — six beasts, no savior; the players earn a legend the demigod never can, because they are here and he is not

Description

The Misthaven fog parts onto roaring limestone and ten thousand strangers. Archon Melanthios has rebuilt the Labor Games — not as commemoration, but as proof: that living mortals can still face the echoes of those monsters without a demigod standing in front of them. The party arrives already famous enough to be drafted as the main event. Melanthios presses the Olive-Resin Club into the nearest hand — carved with twelve notches, still sticky with old Nemean hide-resin — and the first gate grinds open.

Six labor-waves follow in three acts: Nemean Lion → Lernaean Hydra → Mares of Diomedes → Stymphalian Birds → Erymanthian Boar → Cretan Bull. The hydra, the birds, and the boar echo monsters the library features as standalone set pieces — here they appear in compressed arena form, with the same mechanical gimmicks but a shorter clock. The table may have faced one of these beasts before and will feel expert just as the crowd starts expecting the impossible.

The session's mechanical spine is the Chant Clock: every time the crowd chants the demigod's name and the party fails to hush it, the clock ticks toward 3. At 3, Hera's omen-crows blot the sun, the Cretan Bull heals and gains an extra legendary action, and the finale becomes brutally Deadly. Crowd management — Performance, Intimidation, Persuasion, even a well-timed heroic stunt — is as important as combat efficiency. The table should feel the dual pressure of fighting for their lives while performing for a packed stadium. Every wave is also a spectacle choice: slaughter or capture, mercy or blood, and the crowd reacts to both.

DM Notes: The Thaleia recruitment in Enc. 2 is the session's key social beat — free her before any mare dies, or vow capture over slaughter. If recruited, her Horse-Sense and nets carry real weight in the finale. The club's staking mechanic in Enc. 3 is the "hero move" payoff; encourage at least one player to know it before the Bull enters. APL10 Hard/Deadly pressure notes appear in each encounter's scaling box.

"Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."— Carved on the Olive-Resin Club's twelfth notch

Key NPCs

  • Archon Melanthios — Stadium-lord and quest giver. Gold-dusted cloak, olive diadem, voice trained to carry over ten thousand throats. Motivation: He will only reopen the Labor Games if living champions prove mortals still matter without demigods — this is personal theology, not politics. Secret: The beasts are arena-echoes, not the originals; Melanthios has spent a small fortune binding these specific specimens so they cannot be permanently destroyed during the games — a fact he will not volunteer unless pressed (DC 16 Insight to notice his relief when a beast is merely penned, not slain). Roleplay hooks: He speaks about the demigod in the third person, never by name, as if erasing him from the record. If the party invokes the absent hero's name unprompted, Melanthios goes very still. He can be persuaded to explain the Chant Clock mechanic early (DC 14 Persuasion) or to unlock a gate bonus (reduced Chant Clock threshold to 4) if the party pledges spectacular performance (DC 16 Performance, made before the first wave).
  • Thaleia of the Bit — Stablewright chained at the bit-rack during Wave 3. Calloused hands, a bronze collar-key she wears as a necklace, eyes that track every animal in the arena before they track any person. Motivation: She believes the mares can be re-trained and should not die for a crowd's entertainment — she will not respect champions who slaughter them without necessity. Secret: She has worked the Labor Games for seven seasons and knows the boar's behavior pattern intimately; once recruited, she can whisper that the boar charges left when frightened from the right (gives advantage on first shove attempt without a check). Roleplay hooks: Free her from the bit-rack before any mare is killed (no check required — just the action), or promise the mares will be penned not slaughtered (DC 14 Persuasion). Once recruited, she will share the boar tip if treated as a colleague rather than a tool (DC 13 Insight to recognize she's holding something back). She addresses the party as "champions" with audible irony until they earn it.

Major Beats

  • Mist → stadium; club gifted; six labor-gates named.
  • Gate I: Lion (hide) → Hydra (heads + fire cauterize; Head Tracker).
  • Gate II: Mares (recruit Thaleia) → Stymphalian flock (thunder / nets).
  • Gate III: Erymanthian Boar (capture preferred) → Cretan Bull (Hard; stake the club).
  • Mortal olive crown — no demigod steals the ending.

Session Rewards

Keepable prizes earned by completing (or excelling at) this session. One character claims each reward unless noted. Full cards are under Reward Cards.

RewardDescriptionCriteria
Olive-Resin Club+1 club sticky with Nemean resin; stakes a charge once per rest.Survive the six labor waves and plant the club to break the Cretan Bull's charge.

Creature / Enemy List

CreatureEasyMedHardNotes
Nemean Lion—11Wave 1 · Labor I
Lernaean Hydra—11Wave 2 · Labor II · heads
Mare of Diomedes234Wave 3 · Labor VIII
Bronze-Beaked Stymphalian468Wave 4 · Labor VI
Erymanthian Boar—11Wave 5 · Labor IV
Cretan Bull——1Wave 6 Hard · Labor VII
Stadium Gate-Hoplite—0–22–4Optional
Thaleia of the Bit—11Recruit Enc. 2

Encounter 1 — Gate I: Lion & Hydra

Hard · ~50–55 min · Waves 1–2 · Labors I & II

Overview

The North gate shrieks on iron hinges and the crowd surges to its feet. The smell hits first: hot iron, dry dung, and something deeper — the musk of an apex predator that has never been afraid of anything. The Nemean Lion pads onto the sand with the unhurried confidence of a creature whose hide has turned swords for a century. The Twelve Labor murals on the far wall seem to watch from above. Then the handlers signal — two minutes reset — and the second gate drops open for the Lernaean Hydra. The braziers are already lit. The party has no short rest between waves; what they spend here is gone.

Somewhere in the stands, a drunk pilgrim shouts a demigod's name. The crowd picks it up. The Chant Clock starts.

🗺 Terrain

Stadium floor · 80×80 ft sand · 10-ft wall · four gates · two sand-pit traps (DC 14 Dex or prone) · braziers at each gate (lit; fire for cauterize) · mural ring of the Twelve Labors.

Non-Combat Options
  • Lion — Drive Through North Gate: The North gate can be opened from inside by pulling the lever (Action, DC 12 Athletics or Thieves' Tools). A character at range can bait the lion toward it with a Deception or Performance DC 14 (the lion treats movement as prey-flight — one successful bait + an open gate drives it through without reducing it to 0 HP). Win condition: lion exits. Chant Clock hush attempts can overlap with this as a bonus action.
  • Lion — Pin Without Kill: After the lion is bloodied, three consecutive Athletics DC 16 checks (separate characters allowed) pin it in place; handlers enter and drag it back to the East pen. Crowd reaction: muted approval — not as dramatic, but Melanthios is satisfied. Earns Thaleia's notice for Enc. 2.
  • Hydra — Cauterize Track (Skill Hybrid): Severing and immediately cauterizing each head is itself a non-lethal play — the hydra can be reduced to 0 heads without reaching 0 HP if the party coordinates fire and blades. A character who uses Nature or Arcana DC 15 to read the hydra's behavior identifies the "last-head dormancy" — at 1 head, the hydra will curl defensive and stop attacking if it hasn't been struck for one full round (allows a bloodless win by outlasting it, DC 14 Persuasion to convince the crowd this counts).
  • Chant Clock Hush: Any time the crowd begins chanting, an Intimidation DC 14 shout, a Performance DC 14 crowd-redirect (raise a weapon dramatically, call attention elsewhere), or a Persuasion DC 15 appeal to Melanthios in the stands can reduce the chant before it triggers the clock. Each such success also earns mild crowd favor (+1 to any future performance-based check that session).
APL10 Hard Pressure Notes
  • Lion Wave: Lion enters with Pounce already charged (first-round charge triggers immediately on initiative 20+0). Add one Stadium Gate-Hoplite who "accidentally" blocks the North gate lever for 2 rounds (DC 14 Persuasion to move him, or shove as an action). Total added XP ≈ +450.
  • Hydra Wave: Hydra enters already at 6 heads (not 5) and Reactive Heads trigger on opportunity attacks only through Round 2, then activate fully. Increase HP to 190. Total adjusted XP for the wave ≈ 4,400; combined Enc 1 ≈ 6,700 × 1.5 (2-creature) = ~10,050 — firmly Hard.

Wave A — Nemean Lion

  • Win: 0 HP, pin (3× Athletics DC 16 after bloodied), or drive through North gate.
  • Hide ignores mundane non-bludgeoning; Olive-Resin Club ignores once/encounter.
  • Chant Clock: hush demigod-name shouts (Intimidation/Persuasion DC 14).

Wave B — Lernaean Hydra

  • Start 5 heads. Sever on 25+ damage hit (or called shot). Multiattack = number of heads.
  • Cauterize stump with fire/acid same round (torch from brazier, spell, or club + flame) or it regrows two heads at end of hydra's turn (max 8).
  • Win at 0 heads or 0 HP after final head. Handlers flood the sand if the fight exceeds ~8 rounds.

Hydra Head Tracker

Click a head to sever it (after dealing a head-severing hit). Use + Regrow Head if the stump was not cauterized with fire or acid.

Active heads: 5 · Max: 8 · Reactions: 5

Creature Cards

🦁

Nemean Lion (Arena Echo)

Large Beast · CR 6 · Wave 1 · Labor I

AC 17  |  HP 136  |  Speed 50 ft.

20 (+5)STR
15 (+2)DEX
18 (+4)CON
4 (−3)INT
14 (+2)WIS
10 (+0)CHA

Skills: Perception +6, Stealth +6

Hide That Will Not Cut. Immune to damage from nonmagical attacks that aren't bludgeoning. Magical piercing/slashing deals half. Bludgeoning, force, and the Olive-Resin Club ignore this trait.

Pounce. If the lion moves at least 20 ft. straight toward a creature and hits with a claw, the target must succeed on a DC 16 Strength save or be knocked prone. Bite as a bonus action.

Arena Echo. Slayable labor-echo. Same iconic threat as other lion hunts in the library — Heracles is not present.

Attack. Bite +9 to hit, 16 (2d10 + 5) piercing plus 7 (2d6) thunderous roar damage, or Claw +9 to hit, 14 (2d8 + 5) slashing. Multiattack: two claws or one bite.

Roar of the First Labor (Recharge 5–6). Each creature of the lion's choice within 30 ft. that can hear it must succeed on a DC 15 Wisdom save or be frightened until end of its next turn.

🐍

Lernaean Hydra (Arena Echo)

Huge Monstrosity · CR 8 · Wave 2 · Labor II · Library centerpiece

AC 15  |  HP 172  |  Speed 30 ft., swim 30 ft.

20 (+5)STR
12 (+1)DEX
20 (+5)CON
2 (−4)INT
10 (+0)WIS
7 (−2)CHA

Starts with 5 heads. Use the Head Tracker below.

Multiple Heads. While it has more than one head, advantage on saves vs. blinded, deafened, stunned, and charmed. Sever a head when a single hit deals 25+ damage, or a called shot after bloodied (DM fiat). Each severed head removes one bite from Multiattack.

Reactive Heads. One reaction per head — usually opportunity attacks.

Wakeful. While it has at least 2 heads, it cannot be surprised.

Regrow (unless cauterized). At the end of its turn, if a head was severed since its last turn and the stump was not dealt fire or acid damage (or a club cauterizing strike), it grows two heads (max 8). Same gimmick family as other hydra set pieces in the library.

Arena Echo. Not Echidna's brood-mother fight — a staged labor-echo. Heracles absent.

Multiattack. The hydra makes as many bite attacks as it has heads (max 8).

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing.

◈

Olive-Resin Club

Wondrous weapon (club), labor token

Appearance: A short olive-wood club sticky with dark Nemean resin; twelve notches cut into the haft.

Handout. "Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."

Enc. 1–2. As a weapon: +1 club. Once per encounter, a hit ignores the Nemean Lion's Hide That Will Not Cut. Once during the Hydra wave, a hit with the club may be declared a cauterizing strike if a free hand holds flame (torch/cantrip): that stump does not regrow.

Enc. 3. Plant in the sand as an action (DC 14 Athletics or Strength). Until the start of your next turn, the Cretan Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). Once during the Boar wave, as a bonus action, plant briefly to grant allies advantage on the next shove/grapple against the boar.

👤

Archon Melanthios

Human stadium-lord, quest giver · Lawful Neutral

Appearance: Gold-dusted cloak, olive diadem, voice trained to carry over 10,000 throats.

Motivation. He will reopen the Labor Games only if living champions prove mortals still matter without demigods.

Secret. The beasts are arena-echoes of the Twelve — Melanthios forbids naming Heracles in the sand.

Hard rule. If the crowd chants the demigod's name for three rounds, Hera's omen-crows blot the sun and the finale becomes Deadly — break the chant first.


Encounter 2 — Gate II: Mares & Stymphalians

Hard · ~55–60 min · Waves 3–4 · Labors VIII & VI

Overview

Ten minutes of water and shouted praise, then the sand crews drag a second oval of packed dirt over the bloodstains. Gate II opens onto a different smell: horse sweat and iron, the metallic tang of old bits, the East chute's darkness rumbling before the Mares of Diomedes explode into the light. Thaleia is chained to the bit-rack at the West wall — she can see the mares are frightened, not hungry, and she is watching the party's hands to see if they grab weapons first.

When the mares are down or penned, the sky tears open. The Stymphalian flock drops from above — bronze feathers catching the stadium torchlight — and the bronze gongs hanging from the West scaffolding suddenly look very relevant. The crowd is screaming. Thaleia, if recruited, is already moving.

🗺 Terrain

Oval · East chute · West pen lever · bit-rack · blood-slick difficult terrain · Wave 4: hanging bronze gongs (action: Performance/Athletics DC 14 to clang — flock disadvantage 1 round).

Non-Combat Options
  • Mares — Drive to West Pen: The West pen lever drops the gate open (Action, DC 12 Str or Athletics). Animal Handling DC 16 to herd a panicked mare toward the pen (or Lariat/shove to force it). Three mares driven through = wave ends without slaughter. Thaleia, if recruited, grants advantage on these checks and can perform one herding action independently per round.
  • Mares — Free Thaleia First: The bit-rack lock is DC 12 Thieves' Tools or DC 14 Athletics to snap. Freeing Thaleia before any mare is killed is the cleanest recruitment path — she immediately joins initiative and provides Horse-Sense aura from her first action. Her recruitment also shifts Melanthios's favor: the crowd quiets and Chant Clock pressure reduces for 1 round.
  • Stymphalians — Gong Skill Challenge: 4 successes before 3 failures using Performance DC 14 (dramatic gong rhythm), Athletics DC 14 (raw volume), Survival DC 15 (driving the flock toward the pen net), or Arcana DC 15 (reading the flock's panic behavior). On 4 successes, the flock collapses into the West netting — all remaining birds restrained, wave ends. On 3 failures, the flock disperses into the stands and Chant Clock +1.
  • Thaleia Vow: If the party hasn't freed Thaleia but makes a public vow to pen rather than slaughter the remaining mares (Persuasion DC 14 with Melanthios in earshot, or a clear roleplay statement), she signals support from the bit-rack and Melanthios unlocks her chain at his next action (Round 2).
APL10 Hard Pressure Notes
  • Mares Wave: 4 mares instead of 3 (Hard column). Pack Hunger activates from Round 1 — mares coordinate on the squishiest-looking PC. Blood-slick terrain spreads to 30 ft. radius after the first mare drops (DC 13 Dex save on any forced movement or fall prone).
  • Stymphalians Wave: 8 birds (Hard column). One elite Stymphalian — the Flock-Singer (same stats, +15 HP, can recharge Dive Bomb on 4–6) — leads the flock and must be eliminated or driven out before the skill challenge can succeed. Added pressure ≈ 700 XP per extra bird × 2 + 1,050 elite = ~2,450 extra; combined Enc 2 Hard ≈ 12,000–13,000 adjusted XP, solidly Hard.

Wave A — Mares of Diomedes

  • 3 mares (Hard: 4). Free Thaleia to recruit (or vow to pen, not slaughter).
  • Skill path: drive 3 through West gate (shove / lariat / Animal Handling DC 16).
  • Mare reaches stands → Chant Clock +1.

Wave B — Stymphalian Flock

  • As written: 6 birds (Easy 4 / Hard 8). Flyby + Dive Bomb. Thunder/gongs impose disadvantage.
  • Skill path: 4 successes before 3 failures (Performance, Athletics gongs, Survival herding, Arcana weather DC 15) drives the flock into the West pen netting — ends the wave with half the remaining birds captured.
  • Thaleia nets: Ready vs dive. Combat win: reduce flock to ≤2 or force a scatter (all bloodied + one gong success).

Creature Cards

🐎

Mare of Diomedes

Large Beast · CR 4 · Wave 3 · Labor VIII

AC 14  |  HP 76  |  Speed 60 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
7 (−2)CHA

Skills: Athletics +6

Pack Hunger. Advantage on attacks against a creature if another Mare is within 5 ft. of it.

Panic Whinny. When a Mare drops to 0 HP, each other Mare within 30 ft. can use a reaction to move half Speed without provoking, or make one bite against a creature that damaged the fallen mare.

Attack. Bite +7 to hit, 13 (2d8 + 4) piercing plus 5 (1d10) necrotic. Target creature: mare regains 5 HP.

Trample. Move up to Speed through enemy spaces (Medium or smaller). DC 15 Str/Dex save or 11 (2d6 + 4) bludgeoning and prone.

🦅

Bronze-Beaked Stymphalian

Medium Monstrosity · CR 3 · Wave 4 flock · Labor VI · Library centerpiece

AC 15  |  HP 45  |  Speed 10 ft., fly 60 ft.

12 (+1)STR
16 (+3)DEX
14 (+2)CON
4 (−3)INT
12 (+1)WIS
7 (−2)CHA

Skills: Perception +3 · Senses: passive Perception 13

Flyby. Does not provoke opportunity attacks when it flies out of reach.

Bronze Plumage. Resistance to nonmagical slashing. Thunder or loud noise: disadvantage on attacks until end of its next turn.

Flock Tactics. Advantage on attacks if another Stymphalian is within 10 ft. of the target. Same bird threat as Stymphalian Storm — staged here as an arena wave.

Attack. Bronze Beak +6 to hit, 10 (2d6 + 3) piercing, or Razor Feather +6 to hit, range 60/120 ft., 8 (1d10 + 3) slashing.

Dive Bomb (Recharge 5–6). Fly up to Speed and make one Bronze Beak with advantage. On a hit, target DC 13 Str save or prone.

🐴

Thaleia of the Bit

Medium Humanoid (human), Neutral Good · Recruitable Ally · Stablewright

AC 15  |  HP 72  |  Speed 30 ft.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
12 (+1)INT
15 (+2)WIS
13 (+1)CHA

Skills: Animal Handling +6, Athletics +4

RECRUITMENT (Enc. 2). Free her from the bronze bit-rack before any mare is killed, or promise the mares will be driven to the holding pens rather than slaughtered for the crowd.

Horse-Sense. While recruited, allies within 10 ft. have advantage on saves against the mares' Panic Whinny and on Animal Handling checks to drive the Erymanthian Boar.

Net Hand. Carries 2 hunting nets. Can Ready a net against a diving Stymphalian (DC 14 Str save or restrained).

Lariat Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing. On a hit against a Mare of Diomedes, the mare is restrained until end of Thaleia's next turn (escape DC 14).

Steady the Team (1/day). As an action, choose up to 3 frightened creatures she can see; each repeats its save against fear.

◈

Olive-Resin Club

Wondrous weapon (club), labor token

Appearance: A short olive-wood club sticky with dark Nemean resin; twelve notches cut into the haft.

Handout. "Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."

Enc. 1–2. As a weapon: +1 club. Once per encounter, a hit ignores the Nemean Lion's Hide That Will Not Cut. Once during the Hydra wave, a hit with the club may be declared a cauterizing strike if a free hand holds flame (torch/cantrip): that stump does not regrow.

Enc. 3. Plant in the sand as an action (DC 14 Athletics or Strength). Until the start of your next turn, the Cretan Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). Once during the Boar wave, as a bonus action, plant briefly to grant allies advantage on the next shove/grapple against the boar.


Encounter 3 — Gate III: Boar & Bull (Boss)

Deadly · ~60–65 min · Waves 5–6 · Labors IV & VII

Overview

Water, a cheer, and nothing else — no short rest, no healing beyond what the party has saved. The arena floor has been deliberately roughened: pillar stubs pushed to the South, a cratered center, sand-stake markers carved into the ground for the club. Gate III groans open and the Erymanthian Boar comes out sideways, tusks already sweeping. The creature doesn't charge first — it registers threats, finds the closest one, and then commits with its full body weight. The crowd is quiet in a different way now. They have been watching for two acts. They want to see if the party is still standing.

After the boar is penned or felled, there is exactly one round of heavy silence before the final gate drops. The Cretan Bull enters at a canter that becomes a charge before it clears the gate. At half HP, its Earth-Shatter Hooves begin turning the sand into difficult terrain. The murals on the far wall — the ones depicting the original labor — seem to lean inward. The absent hero's painted face watches from Gate VII. The party must plant the club or pen the bull or kill it, while the Chant Clock stands at whatever it has accumulated, one point of Hera's spite away from the finale going catastrophic.

🗺 Terrain

Cratered oval · South debris · pillar stubs · North pen + portcullis · sand-stake squares for the club.

Non-Combat Options
  • Boar — Capture Track: While bloodied, the boar can be captured by 3 consecutive successes (any combination of Athletics DC 16, Animal Handling DC 16 with Thaleia's aura or her Horse-Sense advantage) — each success represents a net, rope, or body-block maneuver. After 3 successes, drop the North portcullis (lever: Action, DC 12) and the boar is contained. Crowd reaction: louder than a kill. The Chant Clock drops by 1 if the capture is visually dramatic.
  • Boar — Club Planting: As a bonus action, plant the Olive-Resin Club briefly to grant all allies advantage on the next shove or grapple against the boar. This telegraphs the club mechanic for the Bull wave — use it to let one player practice the timing.
  • Bull — Stake the Club: Plant the club as an action (DC 14 Athletics or Strength check). Until the start of the planter's next turn, the Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). This is the designed "hero move" — signal it clearly in narration when the Bull first charges. A character who watched the boar wave may attempt this with advantage if they declared they were studying the charge pattern (DC 14 Insight).
  • Bull — Pen Track: While bloodied, same portcullis mechanic as the boar (3 successes before portcullis drop). The Bull's Charge makes non-adjacent approaches dangerous — Thaleia's Lariat from range can count as one success. Club staking as an action counts as one shove-equivalent success on the first attempt.
APL10 Deadly Pressure Notes
  • Boar Wave: Tusk Sweep recharges on 4–6 (not 5–6). Relentless activates at ≤40 damage instead of ≤30. If the boar fight exceeds 5 rounds, Melanthios signals and the Bull enters early — the party faces both simultaneously for at least 1 round (brutal, but the portcullis can separate them if the boar is still alive).
  • Bull Wave: Bull HP 230 (up from 210). Add one extra legendary action option: Scatter Sand (1) — Wisdom save DC 15 or blinded until the start of the bull's next turn (30-ft. cone). Chant Clock at 3 adds: bull heals 40 HP once and gains an additional Pivot Charge use per round for the rest of the fight. Combined Enc. 3 adjusted XP at Deadly ≈ 3,900 (boar) + 6,000 (bull at Harder) × 1.5 multiplier ≈ 14,850 — plus Chant Clock risk pushes effective difficulty to Deadly. For the full three-encounter arc, resource attrition from no long rest makes the finale disproportionately dangerous.

Wave A — Erymanthian Boar

  • Charge + Relentless. Preferred win: capture/pen while bloodied (3× Athletics/Animal Handling DC 16 + portcullis).
  • Club: once, brief plant → advantage on next shove/grapple vs boar.
  • If the boar fight exceeds 5 rounds, Melanthios may release the Bull early (overlap — brutal).

Wave B — Cretan Bull (Boss)

  • Legendary actions. Charge / Sandstorm Bellow / Earth-Shatter Hooves.
  • WIN — MAGUFFIN: Plant Olive-Resin Club (action, DC 14). Next charge hits stake or 4d10 + prone.
  • Pen track while bloodied, or slay. Chant Clock 3: bull heals 40 once + extra legendary that round.
  • Portcullis or 0 HP → mortal olive crown; murals of the absent hero look away.

Creature Cards

🐗

Erymanthian Boar (Arena Echo)

Large Beast · CR 8 · Wave 5 · Labor IV · Library centerpiece kin

AC 17  |  HP 168  |  Speed 40 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
3 (−4)INT
12 (+1)WIS
7 (−2)CHA

Skills: Athletics +9 · Senses: passive Perception 11

Charge. If it moves ≥20 ft. straight then hits with gore, +13 (3d8) piercing and DC 16 Str save or pushed 15 ft. and prone.

Relentless (1/day). If reduced to 0 HP by an attack dealing ≤30 damage, drops to 1 HP instead.

Capture Labor. Mythic labor was capture alive. Preferred win: restrain / net / pen while bloodied (3 Athletics or Animal Handling DC 16) then drop the North portcullis. Same big-boar energy as Calydon — different labor stamp.

Arena Echo. Heracles absent. Slayable if the crowd demands blood.

Attack. Multiattack: one gore and one slam. Gore +9 to hit, 16 (2d10 + 5) piercing. Slam +9 to hit, 14 (2d8 + 5) bludgeoning.

Tusk Sweep (Recharge 5–6). Each creature within 10 ft. DC 16 Dex save or 18 (4d8) slashing and prone.

🐂

Cretan Bull (Arena Echo)

Huge Beast · CR 9 · Wave 6 boss · Hard · Labor VII

AC 18  |  HP 210  |  Speed 50 ft.

22 (+6)STR
12 (+1)DEX
20 (+5)CON
3 (−4)INT
12 (+1)WIS
9 (−1)CHA

Saving Throws: Str +10, Con +9 · Skills: Athletics +10

Siege Beast. Double damage to objects and structures.

Charge. If it moves ≥20 ft. straight then hits with gore, +18 (4d8) piercing and DC 18 Str save or pushed 15 ft. and prone.

Earth-Shatter Hooves. Sand within 10 ft. is difficult terrain for others.

No Demigod. Win: 0 HP, pen while bloodied (3× Athletics/Animal Handling DC 16 + portcullis), or club-stake setup. Heracles does not appear.

Multiattack. One gore and one slam.

Gore. +10 to hit, reach 10 ft., 19 (3d8 + 6) piercing.

Slam. +10 to hit, reach 5 ft., 17 (2d10 + 6) bludgeoning.

Sandstorm Bellow (Recharge 5–6). 30-ft. cone: DC 17 Con save or 22 (4d10) bludgeoning and blinded until end of next turn.

Detect (1). Wisdom (Perception) check.

Hoof (1). One slam.

Pivot Charge (2). Move half Speed without provoking, then one gore.

◈

Olive-Resin Club

Wondrous weapon (club), labor token

Appearance: A short olive-wood club sticky with dark Nemean resin; twelve notches cut into the haft.

Handout. "Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."

Enc. 1–2. As a weapon: +1 club. Once per encounter, a hit ignores the Nemean Lion's Hide That Will Not Cut. Once during the Hydra wave, a hit with the club may be declared a cauterizing strike if a free hand holds flame (torch/cantrip): that stump does not regrow.

Enc. 3. Plant in the sand as an action (DC 14 Athletics or Strength). Until the start of your next turn, the Cretan Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). Once during the Boar wave, as a bonus action, plant briefly to grant allies advantage on the next shove/grapple against the boar.

🐴

Thaleia of the Bit

Medium Humanoid (human), Neutral Good · Recruitable Ally · Stablewright

AC 15  |  HP 72  |  Speed 30 ft.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
12 (+1)INT
15 (+2)WIS
13 (+1)CHA

Skills: Animal Handling +6, Athletics +4

RECRUITMENT (Enc. 2). Free her from the bronze bit-rack before any mare is killed, or promise the mares will be driven to the holding pens rather than slaughtered for the crowd.

Horse-Sense. While recruited, allies within 10 ft. have advantage on saves against the mares' Panic Whinny and on Animal Handling checks to drive the Erymanthian Boar.

Net Hand. Carries 2 hunting nets. Can Ready a net against a diving Stymphalian (DC 14 Str save or restrained).

Lariat Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing. On a hit against a Mare of Diomedes, the mare is restrained until end of Thaleia's next turn (escape DC 14).

Steady the Team (1/day). As an action, choose up to 3 frightened creatures she can see; each repeats its save against fear.


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 10

  • Baseline for this guide. Encounter 1–2 are Hard; the final encounter is Deadly for six PCs at average level 10.
  • XP budgets (6×L10 thresholds): Hard ≈ 10,800 · Deadly ≈ 16,800. Prefer adding elite pressure, legendary actions, or terrain danger over bloating minion counts past the choke.

Library Standard — 6 Players, Average Level 8

  • Dial back: reduce boss HP ~20–25%; cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1; drop one minion wave or −2 CR1–2 creatures from Hard openers.

Easier

  • APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave or remove one recharge ability.

Harder

  • APL 11–12: boss HP +20%; +1 legendary; final encounter gains one extra elite or lair pulse; skill DCs +1.

📋 Appendix — Cards

👤

Archon Melanthios

Human stadium-lord, quest giver · Lawful Neutral

Appearance: Gold-dusted cloak, olive diadem, voice trained to carry over 10,000 throats.

Motivation. He will reopen the Labor Games only if living champions prove mortals still matter without demigods.

Secret. The beasts are arena-echoes of the Twelve — Melanthios forbids naming Heracles in the sand.

Hard rule. If the crowd chants the demigod's name for three rounds, Hera's omen-crows blot the sun and the finale becomes Deadly — break the chant first.

◈

Olive-Resin Club

Wondrous weapon (club), labor token

Appearance: A short olive-wood club sticky with dark Nemean resin; twelve notches cut into the haft.

Handout. "Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."

Enc. 1–2. As a weapon: +1 club. Once per encounter, a hit ignores the Nemean Lion's Hide That Will Not Cut. Once during the Hydra wave, a hit with the club may be declared a cauterizing strike if a free hand holds flame (torch/cantrip): that stump does not regrow.

Enc. 3. Plant in the sand as an action (DC 14 Athletics or Strength). Until the start of your next turn, the Cretan Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). Once during the Boar wave, as a bonus action, plant briefly to grant allies advantage on the next shove/grapple against the boar.

🐴

Thaleia of the Bit

Medium Humanoid (human), Neutral Good · Recruitable Ally · Stablewright

AC 15  |  HP 72  |  Speed 30 ft.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
12 (+1)INT
15 (+2)WIS
13 (+1)CHA

Skills: Animal Handling +6, Athletics +4

RECRUITMENT (Enc. 2). Free her from the bronze bit-rack before any mare is killed, or promise the mares will be driven to the holding pens rather than slaughtered for the crowd.

Horse-Sense. While recruited, allies within 10 ft. have advantage on saves against the mares' Panic Whinny and on Animal Handling checks to drive the Erymanthian Boar.

Net Hand. Carries 2 hunting nets. Can Ready a net against a diving Stymphalian (DC 14 Str save or restrained).

Lariat Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing. On a hit against a Mare of Diomedes, the mare is restrained until end of Thaleia's next turn (escape DC 14).

Steady the Team (1/day). As an action, choose up to 3 frightened creatures she can see; each repeats its save against fear.

🦁

Nemean Lion (Arena Echo)

Large Beast · CR 6 · Wave 1 · Labor I

AC 17  |  HP 136  |  Speed 50 ft.

20 (+5)STR
15 (+2)DEX
18 (+4)CON
4 (−3)INT
14 (+2)WIS
10 (+0)CHA

Skills: Perception +6, Stealth +6

Hide That Will Not Cut. Immune to damage from nonmagical attacks that aren't bludgeoning. Magical piercing/slashing deals half. Bludgeoning, force, and the Olive-Resin Club ignore this trait.

Pounce. If the lion moves at least 20 ft. straight toward a creature and hits with a claw, the target must succeed on a DC 16 Strength save or be knocked prone. Bite as a bonus action.

Arena Echo. Slayable labor-echo. Same iconic threat as other lion hunts in the library — Heracles is not present.

Attack. Bite +9 to hit, 16 (2d10 + 5) piercing plus 7 (2d6) thunderous roar damage, or Claw +9 to hit, 14 (2d8 + 5) slashing. Multiattack: two claws or one bite.

Roar of the First Labor (Recharge 5–6). Each creature of the lion's choice within 30 ft. that can hear it must succeed on a DC 15 Wisdom save or be frightened until end of its next turn.

🐍

Lernaean Hydra (Arena Echo)

Huge Monstrosity · CR 8 · Wave 2 · Labor II · Library centerpiece

AC 15  |  HP 172  |  Speed 30 ft., swim 30 ft.

20 (+5)STR
12 (+1)DEX
20 (+5)CON
2 (−4)INT
10 (+0)WIS
7 (−2)CHA

Starts with 5 heads. Use the Head Tracker below.

Multiple Heads. While it has more than one head, advantage on saves vs. blinded, deafened, stunned, and charmed. Sever a head when a single hit deals 25+ damage, or a called shot after bloodied (DM fiat). Each severed head removes one bite from Multiattack.

Reactive Heads. One reaction per head — usually opportunity attacks.

Wakeful. While it has at least 2 heads, it cannot be surprised.

Regrow (unless cauterized). At the end of its turn, if a head was severed since its last turn and the stump was not dealt fire or acid damage (or a club cauterizing strike), it grows two heads (max 8). Same gimmick family as other hydra set pieces in the library.

Arena Echo. Not Echidna's brood-mother fight — a staged labor-echo. Heracles absent.

Multiattack. The hydra makes as many bite attacks as it has heads (max 8).

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing.

🐎

Mare of Diomedes

Large Beast · CR 4 · Wave 3 · Labor VIII

AC 14  |  HP 76  |  Speed 60 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
7 (−2)CHA

Skills: Athletics +6

Pack Hunger. Advantage on attacks against a creature if another Mare is within 5 ft. of it.

Panic Whinny. When a Mare drops to 0 HP, each other Mare within 30 ft. can use a reaction to move half Speed without provoking, or make one bite against a creature that damaged the fallen mare.

Attack. Bite +7 to hit, 13 (2d8 + 4) piercing plus 5 (1d10) necrotic. Target creature: mare regains 5 HP.

Trample. Move up to Speed through enemy spaces (Medium or smaller). DC 15 Str/Dex save or 11 (2d6 + 4) bludgeoning and prone.

🦅

Bronze-Beaked Stymphalian

Medium Monstrosity · CR 3 · Wave 4 flock · Labor VI · Library centerpiece

AC 15  |  HP 45  |  Speed 10 ft., fly 60 ft.

12 (+1)STR
16 (+3)DEX
14 (+2)CON
4 (−3)INT
12 (+1)WIS
7 (−2)CHA

Skills: Perception +3 · Senses: passive Perception 13

Flyby. Does not provoke opportunity attacks when it flies out of reach.

Bronze Plumage. Resistance to nonmagical slashing. Thunder or loud noise: disadvantage on attacks until end of its next turn.

Flock Tactics. Advantage on attacks if another Stymphalian is within 10 ft. of the target. Same bird threat as Stymphalian Storm — staged here as an arena wave.

Attack. Bronze Beak +6 to hit, 10 (2d6 + 3) piercing, or Razor Feather +6 to hit, range 60/120 ft., 8 (1d10 + 3) slashing.

Dive Bomb (Recharge 5–6). Fly up to Speed and make one Bronze Beak with advantage. On a hit, target DC 13 Str save or prone.

🐗

Erymanthian Boar (Arena Echo)

Large Beast · CR 8 · Wave 5 · Labor IV · Library centerpiece kin

AC 17  |  HP 168  |  Speed 40 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
3 (−4)INT
12 (+1)WIS
7 (−2)CHA

Skills: Athletics +9 · Senses: passive Perception 11

Charge. If it moves ≥20 ft. straight then hits with gore, +13 (3d8) piercing and DC 16 Str save or pushed 15 ft. and prone.

Relentless (1/day). If reduced to 0 HP by an attack dealing ≤30 damage, drops to 1 HP instead.

Capture Labor. Mythic labor was capture alive. Preferred win: restrain / net / pen while bloodied (3 Athletics or Animal Handling DC 16) then drop the North portcullis. Same big-boar energy as Calydon — different labor stamp.

Arena Echo. Heracles absent. Slayable if the crowd demands blood.

Attack. Multiattack: one gore and one slam. Gore +9 to hit, 16 (2d10 + 5) piercing. Slam +9 to hit, 14 (2d8 + 5) bludgeoning.

Tusk Sweep (Recharge 5–6). Each creature within 10 ft. DC 16 Dex save or 18 (4d8) slashing and prone.

🐂

Cretan Bull (Arena Echo)

Huge Beast · CR 9 · Wave 6 boss · Hard · Labor VII

AC 18  |  HP 210  |  Speed 50 ft.

22 (+6)STR
12 (+1)DEX
20 (+5)CON
3 (−4)INT
12 (+1)WIS
9 (−1)CHA

Saving Throws: Str +10, Con +9 · Skills: Athletics +10

Siege Beast. Double damage to objects and structures.

Charge. If it moves ≥20 ft. straight then hits with gore, +18 (4d8) piercing and DC 18 Str save or pushed 15 ft. and prone.

Earth-Shatter Hooves. Sand within 10 ft. is difficult terrain for others.

No Demigod. Win: 0 HP, pen while bloodied (3× Athletics/Animal Handling DC 16 + portcullis), or club-stake setup. Heracles does not appear.

Multiattack. One gore and one slam.

Gore. +10 to hit, reach 10 ft., 19 (3d8 + 6) piercing.

Slam. +10 to hit, reach 5 ft., 17 (2d10 + 6) bludgeoning.

Sandstorm Bellow (Recharge 5–6). 30-ft. cone: DC 17 Con save or 22 (4d10) bludgeoning and blinded until end of next turn.

Detect (1). Wisdom (Perception) check.

Hoof (1). One slam.

Pivot Charge (2). Move half Speed without provoking, then one gore.

🛡

Stadium Gate-Hoplite

Medium Humanoid · CR 2 · Optional reinforcement

AC 16  |  HP 45  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Crowd Control. Open pens / shield walls on Melanthios's order. Enter sand only if a beast breaches the stands.

Attack. Spear +5 to hit, 7 (1d8 + 3) piercing, or Shield Bash +5 to hit, 6 (1d6 + 3) bludgeoning and DC 13 Str save or prone.

Reward Cards

Post-session keepables. Reward is the first tag. Mechanics below are for ongoing use after this oneshot.

◈

Olive-Resin Club

Reward · Weapon · +1 Weapon

Mechanics. You have a +1 club. Once per short rest when you hit a beast or monstrosity with this club, the attack ignores resistance to bludgeoning damage from nonmagical attacks. Once per long rest, as an action, you plant the club in ground within 5 feet (DC 14 Strength or Athletics check). Until the start of your next turn, the first creature of your choice that moves at least 20 feet toward you in a straight line must either end that move adjacent to the club or take 4d10 piercing damage and fall prone (no save).

Appearance. A short olive-wood club sticky with dark resin, twelve notches cut into the haft.

Lore. A labor-token left on sacred sand so the legend stays empty of any single demigod's name.

Quote. "Not the hero's name — the sand's." — Olive-Resin Club handout

Earn when: Survive the six labor waves and plant the club to break the Cretan Bull's charge.