The Hot Gates
One-Shot · 6 Players · Level 10 · ~3–3.5 Hours (+ optional ~45 min) · Thermopylae · Hold the Pass · Summon Ares
📜 Session Summary
| Style Thermopylae Defense — Hold the Pass → Parley → Earn Ares’s Favor → optional Audience with Ares |
| Win Condition Reach Favor 6 and plant the Enyalian Spearhead — Ares arrives and slaughters/routs the horde |
| Loss Condition Choke broken with Leonidas and ≥3 PCs down, or the horde holds the altar for 3 rounds |
| Players 6 × Level 10 · 3–3.5 hrs · 3 encounters · Same map · Optional +~45 min roleplay after win (Audience with Ares) |
| Key Allies King Leonidas + Spartan hoplites · Recruit Dienekes · Maguffin: spearhead |
Session Mural — The Stand at Thermopylae
The pass in one black-figure scene: the horde breaking against the lambda wall, trumpets and sparks on the heights, the steam-altar smoking — and Ares watching from the summit to see if the line is worth his time. Hover the thumbnail to preview it, open the table version in a new tab, or print the clean handout. All artwork lives in the Murals gallery.
Description
Gorgo’s envoy sends the party through mist onto the Hot Gates: a cliff-tight pass where Leonidas and his Spartans brace against a horde of Titan-kin and Leonin. Hold the throat. Parley with Warlord Kharos. Then bleed for the war-god’s eye until the spearhead calls Ares.
The Pass (All Encounters)
- Map (reuse): 80×40 ft total — sea cliff west, mountain east, 20-ft-wide choke center, entrance north, Spartan camp/altar south.
- Hazards: steam vents, rockfall overhang, Hold the Line checks — see Pass Tools.
- Persistence: Leonidas is iconic (no execute). Ares manifests as win, not a fight. Titan-kin are mortal remnants, not Olympian Titans.
Major Beats
- Mist → Hot Gates; spearhead handed; Leonidas accepts the party into the wall.
- Enc. 1: First wave — learn choke, vents, rockfall; recruit Dienekes.
- Enc. 2: Truce-spears — parley with Kharos (delay, intel, or fight).
- Enc. 3 (Final): Horde surge + Favor track → plant spearhead → Ares.
- Optional (+~45 min): Audience with Ares — skill-check roleplay before he leaves the pass.
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.
| Reward | Description | Criteria |
|---|---|---|
| Ares's Bloodied Favor | Blood-dark favor token — not the planted spearhead — that steels a hold-the-line stand. | Bleed for Ares at the Hot Gates until he arrives; keep the favor token after the spearhead is planted. |
Creature / Enemy List
| Creature | Easy | Med | Hard | Notes |
|---|---|---|---|---|
| Titan-kin Raider | 4 | 6 | 8 | Waves |
| Titan-kin Brute | 2 | 4 | 5 | Waves |
| Leonin Pride-Hunter | 2 | 3 | 4 | Waves |
| Leonin Pride-Captain | 0 | 1 | 1 | Enc. 2–3 |
| Warlord Kharos | parley | 1 | 1 | Enc. 2/3 |
| Spartan Hoplite | 4 | 6 | 6 | Allies |
Encounter 1 — First Wave at the Throat
Overview
Drums in the east. Leonidas locks shields with 6× Spartan Hoplites. Wave: 6× Raiders, 3× Brutes, 2× Pride-Hunters.
🗺 Terrain
Full Hot Gates map · choke · 2 steam vents · rockfall overhang (2 charges) · altar rear. See Pass Tools.
Mechanics
- Hold the Line: Encourage PCs to brace (Ath/Intim DC 14) — teaches the choke before Enc. 3 Favor.
- Non-combat pressure valve: Collapse rockfall early (Ath/Sleight DC 14) to scare off remaining raiders if ≥half the wave is down — ends Enc. 1 early.
- RECRUIT DIENEKES: After the wave, he lies by a vent. Heal or Medicine DC 13 → joins Enc. 2–3.
- If 3+ enemies break past the choke into the camp zone, Leonidas spends Rally early (still available once in Enc. 3 if unused).
Creature Cards
King Leonidas
Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally
AC 18 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6
Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.
Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.
Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.
Multiattack. Two spear attacks.
Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.
Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).
Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.
Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.
Spartan Hoplite
Medium Humanoid, Lawful Neutral · CR 3 · Squad ally
AC 17 | HP 52 | Speed 30 ft.
Shield wall specialists — count as allies for Favor Triple Fall
Shield Wall. While adjacent to another Spartan or Leonidas, +1 AC and advantage on shove checks to Hold the Line.
Multiattack. Two spear attacks.
Spear. +5 to hit. Hit: 7 (1d8+3) piercing.
Dienekes
Medium Humanoid (Spartan officer), Lawful Neutral · Recruitable Ally
AC 17 | HP 71 | Speed 30 ft.
Dry wit; expert at Hold the Line checks
RECRUITMENT (Enc. 1). Wounded at the steam vent after wave one. Heal him (any healing) or Medicine DC 13 + share water → joins as elite hoplite for Enc. 2–3. “Then we shall fight in the shade.”
Shade Remark. Once per combat when a ranged volley starts: allies within 30 ft. gain half cover until end of round.
Multiattack. Two spear attacks.
Spear. +6 to hit. Hit: 8 (1d8+4) piercing.
Hold the Line Assist. Action: make Hold the Line (Ath/Intim DC 14) with advantage; on success, enemies in the choke are also shoved 5 ft. back.
Titan-kin Raider
Medium Humanoid (Titan-kin), Chaotic Evil · CR 1
AC 13 | HP 22 | Speed 30 ft.
Light armor; tries to slip past the choke if the wall breaks
Scimitar. +4 to hit. Hit: 5 (1d6+2) slashing.
Shortbow. +4 to hit, range 80/320. Hit: 5 (1d6+2) piercing.
Titan-kin Brute
Medium Humanoid (Titan-kin; orc reskin), Chaotic Evil · CR 2
AC 14 | HP 42 | Speed 30 ft.
Stone-gray skin; tusks; remnant Titan blood — not true Titans
Relentless (1/rest). If reduced to 0 by non-crit, drop to 1 HP instead.
Greataxe. +5 to hit. Hit: 10 (1d12+3) slashing.
Javelin. +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing.
Leonin Pride-Hunter
Medium Humanoid (Leonin), Neutral Evil · CR 2
AC 14 | HP 39 | Speed 35 ft.
Claw and spear; pride-marks of the eastern host
Pounce. If it moves 15+ ft. then hits with Claw, bonus spear attack.
Claw. +5 to hit. Hit: 7 (1d8+3) slashing.
Spear. +5 to hit. Hit: 6 (1d6+3) piercing.
Daunting Roar (Recharge 5–6). 15-ft cone Wis DC 12 or frightened until end of its next turn.
Hot Gates — Pass & Hazards
Shared Battlefield Toolkit · All encounters · Same map
Narrow cliff pass · sea wall west · steam vents · crumbling overhang east
Choke (20×40 ft killing ground). Only 3 Medium creatures abreast in the throat. Flanking impossible from the sides. Enemies beyond the throat are “at the entrance.”
Hold the Line (skill). Action: Athletics, Intimidation, or Persuasion (with Leonidas) DC 14 — shove/brace the shield wall. Success: until start of your next turn, enemies treat the throat as difficult terrain and cannot Dash through it.
Steam Vent. 2 vents (marked). Creature shoved onto a vent: Con DC 13 or 7 (2d6) fire and blinded until end of its next turn. Action to open a vent wider: Ath DC 13 — next shove into it auto-fails the save.
Rockfall Line. Overhang above the entrance. Action: Athletics or Sleight with a pry-bar DC 14 (or ranged attack AC 14 vs. keystone). Success: 15-ft cone at entrance Dex DC 14; 14 (4d6) bludgeoning; rubble becomes difficult terrain. 2 uses per session.
Hot Spring Altar. Rear of the Spartan line. Enc. 3 Favor site for the spearhead. Bloodied creature can Action: Religion or Medicine DC 14 to cauterize — heal 2d8 once per creature.
Encounter 2 — Parley under Truce-Spears
Overview
Horns change pitch. A truce-spear (white horsehair) advances. Warlord Kharos and 1× Pride-Captain meet mid-pass under temporary peace. The horde waits 60 ft. back — same map, no new location.
🗺 Terrain
Parley circle in the choke (10-ft radius). Breaking truce first = enemies surprised 1 round OR party surprised if they strike during words.
Mechanics
- PARLEY (primary path): Contested social clock — party needs 3 successes before 3 failures (Persuasion, Intimidation, Insight, History DC 14; Performance DC 13 if quoting Spartan law). Leonidas can grant one auto-success if a PC proposes an honorable delay until sundown.
- Success outcomes (pick 1–2): (a) Enc. 3 starts with −4 raiders; (b) Kharos reveals Ares “watches blood in the throat — not speeches”; DM may preview one Favor deed; (c) Pride-Captain sits out Enc. 3 opener; (d) 10-minute short rest under truce.
- Failure / betrayal: Immediate skirmish — Kharos + captain + 4 brutes + 2 hunters. If Kharos drops to half, he withdraws (flees to Enc. 3).
- Non-combat absolute: Party may refuse parley and reset the wall — skip to Enc. 3 with +2 Favor already (Ares likes scorn for chatter) but no rest and full enemy count.
- Killing Kharos here: allowed but Enc. 3 gains +4 brutes and a furious Pride-Captain with Pride Roar charged.
Creature Cards
Warlord Kharos
Medium Humanoid (Titan-kin war-chief), Neutral Evil · CR 7 · Horde Leader
AC 17 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +7, Wis +4 · Skills: Intimidation +8, Athletics +8, Insight +4
Parley Face (Enc. 2). Speaks Common and Giant. Respects strength and delays. Killing him in Enc. 2 skips intel and hardens Enc. 3 (+4 brutes).
Horde Banner. While he lives and holds the banner (object AC 13, HP 20), Titan-kin within 60 ft. have advantage on saves vs. frightened.
Icon note. Not a Greek god — may be slain in Enc. 3. Prefer capture/parley yield in Enc. 2.
Multiattack. Two maul attacks; or one maul and Command Rush.
Maul. +8 to hit. Hit: 13 (2d6+5) bludgeoning.
Command Rush. Up to 3 allied Titan-kin or Leonin within 60 ft. may use reaction to move half Speed toward the choke.
Earthshatter (Recharge 5–6). 20-ft line through the choke Str DC 15; 18 (4d8) thunder; fail also knocked prone.
Advance (1). Move up to half Speed without provoking.
Maul (1). One maul attack.
Reform (2). One downed Titan-kin raider within 30 ft. stands with 1 HP (once per creature).
Leonin Pride-Captain
Medium Humanoid (Leonin), Lawful Evil · CR 4
AC 16 | HP 76 | Speed 35 ft.
Commands pride wings; may attend Enc. 2 parley as second
Pack Tactics. Adv on attacks if an ally is within 5 ft. of the target.
Multiattack. Two glaive attacks.
Glaive. +6 to hit, reach 10 ft. Hit: 10 (1d10+4) slashing.
Pride Roar (1/day). Allies within 30 ft. gain 10 temp HP; enemies Wis DC 13 or frightened 1 minute (save end of turn).
King Leonidas
Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally
AC 18 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6
Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.
Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.
Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.
Multiattack. Two spear attacks.
Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.
Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).
Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.
Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.
Enyalian Spearhead
Wondrous Item (maguffin), Unique
Appearance: a blood-dark bronze spear tip, warm to the touch, etched with a boar and a spear
Handout (23 words). "Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."
Enc. 1–2. While held: once per encounter, when you help Hold the Line (see Pass Tools), gain advantage on the check.
Enc. 3 (primary). Action at the steam-altar when Favor ≥ 6: plant the spearhead. Ares arrives at the end of that round (win). If planted early (Favor < 6), it flares — Favor +1 once, then must be wrenched free (Ath DC 12) to reuse.
Encounter 3 — Favor of Ares (Final Hold)
Overview
The full press. Waves crash the throat: remaining host + reinforcements (see roster). Kharos leads unless slain. Win is not “kill everyone” — win is Favor 6 and planting the spearhead so Ares ends it.
🗺 Terrain
Same Hot Gates. Rockfall charges remaining from Enc. 1 carry over. Altar active for Offerings and spearhead.
Favor Track (Win at 6)
Full menu on Favor of Ares. Quick reference:
| Deed | Favor | Notes |
|---|---|---|
| Hold Fast (end of round) | +2 | No breach + ≥5 foes at entrance |
| Triple Fall (same round) | +1 | Max 2 times |
| One Blow (above half → 0) | +1 | Need 2 such deeds total |
| King’s Witness | +2 | Once; near conscious Leonidas |
| Steam Offering | +1 | 1/round; DC 14; risk fire |
- Win: Favor ≥ 6 → Action plant spearhead in altar → end of round Ares arrives: all hostiles slain or routed; dying PCs stabilize; Leonidas (if up) salutes the god in silence. Default end: he vanishes in steam. If time allows (~45 min): keep him on the altar and run Audience with Ares.
- Ares on the field: Not a stat block fight. Narrate crimson storm and spear-shadows. He ignores PCs unless a PC attacks him — then a warning blow (4d10 force, nonlethal) and he finishes the horde anyway.
- Spawn pressure: Each round until Favor 6, if fewer than 4 enemies are in the entrance zone, add 2 raiders (or 1 brute) from the east — the horde is endless until the god comes.
- Suggested path: Hold Fast twice (+4) + One Blow ×2 (+2) or Hold Fast + King’s Witness + Offering.
Opening Wave (Medium baseline)
- 4 brutes · 4 raiders · 3 pride-hunters · 1 pride-captain (unless sat out) · Kharos if alive
- Adjust from Enc. 2 parley outcomes.
Creature Cards
Favor of Ares (Enc. 3 Win Track)
War-God Attention · Win at Favor 6 + plant spearhead
Track Favor openly for the table — Ares watches the pass
Hold Fast (+2, repeatable). At end of round: no enemy past the choke AND ≥5 enemies within 20 ft. of the entrance this round → +2 Favor.
Triple Fall (+1, max 2). In a single round, the party (incl. Spartan allies) downs 3+ enemies → +1 Favor.
One Blow (+1, need 2 total). Reduce an enemy from above half HP to 0 with a single hit/spell attack → +1 Favor (counts toward needing 2 such deeds).
King’s Witness (+2, once). While Leonidas is conscious, a PC finishes a Titan-kin or Leonin of CR 2+ within 10 ft. of him → +2 Favor once.
Steam Offering (+1, 1/round). Bloodied PC Action at altar: Religion or Athletics DC 14 → +1 Favor. Fail by 5+: 7 (2d6) fire.
Arrival. Favor ≥ 6 and spearhead planted → Ares manifests; all remaining hostiles are slain or rout off-map. Session win. PCs who are dying stabilize. Optional: remain for Audience with Ares (~45 min roleplay).
Enyalian Spearhead
Wondrous Item (maguffin), Unique
Appearance: a blood-dark bronze spear tip, warm to the touch, etched with a boar and a spear
Handout (23 words). "Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."
Enc. 1–2. While held: once per encounter, when you help Hold the Line (see Pass Tools), gain advantage on the check.
Enc. 3 (primary). Action at the steam-altar when Favor ≥ 6: plant the spearhead. Ares arrives at the end of that round (win). If planted early (Favor < 6), it flares — Favor +1 once, then must be wrenched free (Ath DC 12) to reuse.
Warlord Kharos
Medium Humanoid (Titan-kin war-chief), Neutral Evil · CR 7 · Horde Leader
AC 17 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +7, Wis +4 · Skills: Intimidation +8, Athletics +8, Insight +4
Parley Face (Enc. 2). Speaks Common and Giant. Respects strength and delays. Killing him in Enc. 2 skips intel and hardens Enc. 3 (+4 brutes).
Horde Banner. While he lives and holds the banner (object AC 13, HP 20), Titan-kin within 60 ft. have advantage on saves vs. frightened.
Icon note. Not a Greek god — may be slain in Enc. 3. Prefer capture/parley yield in Enc. 2.
Multiattack. Two maul attacks; or one maul and Command Rush.
Maul. +8 to hit. Hit: 13 (2d6+5) bludgeoning.
Command Rush. Up to 3 allied Titan-kin or Leonin within 60 ft. may use reaction to move half Speed toward the choke.
Earthshatter (Recharge 5–6). 20-ft line through the choke Str DC 15; 18 (4d8) thunder; fail also knocked prone.
Advance (1). Move up to half Speed without provoking.
Maul (1). One maul attack.
Reform (2). One downed Titan-kin raider within 30 ft. stands with 1 HP (once per creature).
King Leonidas
Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally
AC 18 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6
Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.
Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.
Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.
Multiattack. Two spear attacks.
Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.
Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).
Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.
Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.
Hot Gates — Pass & Hazards
Shared Battlefield Toolkit · All encounters · Same map
Narrow cliff pass · sea wall west · steam vents · crumbling overhang east
Choke (20×40 ft killing ground). Only 3 Medium creatures abreast in the throat. Flanking impossible from the sides. Enemies beyond the throat are “at the entrance.”
Hold the Line (skill). Action: Athletics, Intimidation, or Persuasion (with Leonidas) DC 14 — shove/brace the shield wall. Success: until start of your next turn, enemies treat the throat as difficult terrain and cannot Dash through it.
Steam Vent. 2 vents (marked). Creature shoved onto a vent: Con DC 13 or 7 (2d6) fire and blinded until end of its next turn. Action to open a vent wider: Ath DC 13 — next shove into it auto-fails the save.
Rockfall Line. Overhang above the entrance. Action: Athletics or Sleight with a pry-bar DC 14 (or ranged attack AC 14 vs. keystone). Success: 15-ft cone at entrance Dex DC 14; 14 (4d6) bludgeoning; rubble becomes difficult terrain. 2 uses per session.
Hot Spring Altar. Rear of the Spartan line. Enc. 3 Favor site for the spearhead. Bloodied creature can Action: Religion or Medicine DC 14 to cauterize — heal 2d8 once per creature.
Titan-kin Brute
Medium Humanoid (Titan-kin; orc reskin), Chaotic Evil · CR 2
AC 14 | HP 42 | Speed 30 ft.
Stone-gray skin; tusks; remnant Titan blood — not true Titans
Relentless (1/rest). If reduced to 0 by non-crit, drop to 1 HP instead.
Greataxe. +5 to hit. Hit: 10 (1d12+3) slashing.
Javelin. +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing.
Leonin Pride-Hunter
Medium Humanoid (Leonin), Neutral Evil · CR 2
AC 14 | HP 39 | Speed 35 ft.
Claw and spear; pride-marks of the eastern host
Pounce. If it moves 15+ ft. then hits with Claw, bonus spear attack.
Claw. +5 to hit. Hit: 7 (1d8+3) slashing.
Spear. +5 to hit. Hit: 6 (1d6+3) piercing.
Daunting Roar (Recharge 5–6). 15-ft cone Wis DC 12 or frightened until end of its next turn.
Leonin Pride-Captain
Medium Humanoid (Leonin), Lawful Evil · CR 4
AC 16 | HP 76 | Speed 35 ft.
Commands pride wings; may attend Enc. 2 parley as second
Pack Tactics. Adv on attacks if an ally is within 5 ft. of the target.
Multiattack. Two glaive attacks.
Glaive. +6 to hit, reach 10 ft. Hit: 10 (1d10+4) slashing.
Pride Roar (1/day). Allies within 30 ft. gain 10 temp HP; enemies Wis DC 13 or frightened 1 minute (save end of turn).
Optional Epilogue — Audience with Ares
Overview
Skip this if the table is done when Ares ends the horde — the session is already won. If you have ~45 minutes, Ares does not vanish with the steam. He stands at the planted spearhead: bronze helm black with heat, spear still wet, voice like a forge door opening. The pass is quiet. Leonidas kneels but does not speak first. Ares addresses the party.
🗺 Terrain
Same Hot Gates. Horde gone (ash / routed). Steam-altar and planted spearhead are the stage. No new combat map.
Audience Clock
- Goal: Earn 6 successes before 3 failures across the whole audience (one shared clock).
- Each PC may attempt at most one check per phase. Prefer a different skill than the last success when possible.
- Roleplay first; call for a check when a PC makes a clear claim, vow, challenge, or reading of the god.
- Critical success (nat 20): counts as a success and removes one failure (min 0). Critical failure (nat 1): counts as a failure and Ares asks that PC a sharper follow-up (same phase, that PC may still only have made their one phase check — another PC must answer).
Phase 1 — Who Bled (~15 min)
Ares asks why they held the throat. He wants blood-truth, not flattery.
- Insight DC 15 — read that he wants cost named, not thanks.
- Religion DC 14 — name him as war / dread / the spear that does not share kills (not Nike, not Athena).
- Athletics DC 14 — stand unbowed; show a wound; plant feet on the choke stones.
- Intimidation DC 15 — answer without begging; meet his gaze.
- Performance DC 14 — honest war-story of Enc. 1–3 (no pretty song).
- Prompt: “You called me. Say what you spent — or say you spent nothing, and I will believe that too.”
Phase 2 — What War Is (~15 min)
He tests whether they love slaughter, duty, or spectacle.
- Persuasion DC 15 — argue the wall was for Hellas / the living, not for his amusement.
- History DC 14 — Spartan law, Thermopylae duty, or the cost of a broken choke.
- Insight DC 15 — catch that he is weighing Leonidas’s silence as much as the PCs’ words.
- Medicine DC 14 — tend a wounded Spartan/PC in front of him without framing mercy as softness.
- Deception DC 16 — risky: a cunning half-truth may impress him; failure counts as two failures (he hates pretty lies).
- Prompt: “Was this a hunt, a duty, or a show? Lie well enough and I may still spit.”
Phase 3 — Ask or Endure (~15 min)
They may ask one boon, refuse a gift, or offer a vow. Ares prefers a hard ask or a clean refusal over soft wishing.
- Persuasion or Intimidation DC 15 — name one boon (safe road home, omen of the next war, a word for Gorgo, sparing a routed foe’s name, etc.).
- Religion DC 15 — vow never to call him for a petty quarrel; or accept that he does not share spearheads.
- Athletics DC 14 — take his forearm-grip without kneeling (if they refuse to kneel).
- Insight DC 16 — see he is already leaving; squeeze one true answer about the next threat on the east road.
- Prompt: “Ask. Refuse. Or swear. Do not waste steam.”
- Optional color: Dienekes may quip once; Insight DC 12 to notice Ares almost smiles (no clock change).
Outcomes
- 6 successes before 3 failures — War-God’s Regard: Keep Ares’s Bloodied Favor. Additionally, once before the next long rest, when you take the Help action to aid an ally holding a doorway, pass, or shield wall, that ally also gains advantage on their next saving throw before the start of your next turn. Ares answers one honest war question (DM truth). Leonidas speaks well of the party to Sparta.
- Audience ends with 4–5 successes (or time runs out without 3 failures): Standard Favor as written. Ares leaves one hard truth (“The east road is not finished”) and vanishes with the spearhead’s heat.
- 3 failures first (or 0–3 successes when the clock breaks): Favor token still earned — they bled. Ares brands the loudest or most dishonest PC with a waking flash of endless walls (1 level of exhaustion until they finish a long rest; no other curse). He warns them not to call him for sport, then leaves.
- Attacked him: Warning blow, Favor kept, no enhanced Regard, no further phases.
⚖️ Difficulty Scaling
As Written ★ — 6 Players, Average Level 10
- Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 10.
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.
Easier
- APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
Harder
- APL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
📋 Appendix — Cards
Quest / Tools / Favor
Gorgo’s Mist-Envoy (Quest Giver)
Medium Humanoid (Spartan herald; Athena’s whisper behind her), Lawful Neutral
Meets the party at Misthaven; lambda cloak-pin; voice like cold iron
Motivation. Thermopylae must hold until the war-god answers. Titan-kin and leonin pride-hosts choke the east road — if the Hot Gates fall before dusk, Hellas burns.
Charge. Stand with King Leonidas. Bleed for Ares’s notice. When Favor is full, the spearhead calls him — and he ends the horde.
Hard rule. Leonidas is iconic — he may fall unconscious, never execute him. Ares is summoned as slaughter, not fought. Optional after win: Audience with Ares (~45 min skill-check roleplay).
Enyalian Spearhead
Wondrous Item (maguffin), Unique
Appearance: a blood-dark bronze spear tip, warm to the touch, etched with a boar and a spear
Handout (23 words). "Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."
Enc. 1–2. While held: once per encounter, when you help Hold the Line (see Pass Tools), gain advantage on the check.
Enc. 3 (primary). Action at the steam-altar when Favor ≥ 6: plant the spearhead. Ares arrives at the end of that round (win). If planted early (Favor < 6), it flares — Favor +1 once, then must be wrenched free (Ath DC 12) to reuse.
Hot Gates — Pass & Hazards
Shared Battlefield Toolkit · All encounters · Same map
Narrow cliff pass · sea wall west · steam vents · crumbling overhang east
Choke (20×40 ft killing ground). Only 3 Medium creatures abreast in the throat. Flanking impossible from the sides. Enemies beyond the throat are “at the entrance.”
Hold the Line (skill). Action: Athletics, Intimidation, or Persuasion (with Leonidas) DC 14 — shove/brace the shield wall. Success: until start of your next turn, enemies treat the throat as difficult terrain and cannot Dash through it.
Steam Vent. 2 vents (marked). Creature shoved onto a vent: Con DC 13 or 7 (2d6) fire and blinded until end of its next turn. Action to open a vent wider: Ath DC 13 — next shove into it auto-fails the save.
Rockfall Line. Overhang above the entrance. Action: Athletics or Sleight with a pry-bar DC 14 (or ranged attack AC 14 vs. keystone). Success: 15-ft cone at entrance Dex DC 14; 14 (4d6) bludgeoning; rubble becomes difficult terrain. 2 uses per session.
Hot Spring Altar. Rear of the Spartan line. Enc. 3 Favor site for the spearhead. Bloodied creature can Action: Religion or Medicine DC 14 to cauterize — heal 2d8 once per creature.
Favor of Ares (Enc. 3 Win Track)
War-God Attention · Win at Favor 6 + plant spearhead
See the full profile: Ares, Gods & Immortals
Track Favor openly for the table — Ares watches the pass
Hold Fast (+2, repeatable). At end of round: no enemy past the choke AND ≥5 enemies within 20 ft. of the entrance this round → +2 Favor.
Triple Fall (+1, max 2). In a single round, the party (incl. Spartan allies) downs 3+ enemies → +1 Favor.
One Blow (+1, need 2 total). Reduce an enemy from above half HP to 0 with a single hit/spell attack → +1 Favor (counts toward needing 2 such deeds).
King’s Witness (+2, once). While Leonidas is conscious, a PC finishes a Titan-kin or Leonin of CR 2+ within 10 ft. of him → +2 Favor once.
Steam Offering (+1, 1/round). Bloodied PC Action at altar: Religion or Athletics DC 14 → +1 Favor. Fail by 5+: 7 (2d6) fire.
Arrival. Favor ≥ 6 and spearhead planted → Ares manifests; all remaining hostiles are slain or rout off-map. Session win. PCs who are dying stabilize.
Allies
King Leonidas
Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally
AC 18 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6
Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.
Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.
Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.
Multiattack. Two spear attacks.
Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.
Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).
Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.
Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.
Spartan Hoplite
Medium Humanoid, Lawful Neutral · CR 3 · Squad ally
AC 17 | HP 52 | Speed 30 ft.
Shield wall specialists — count as allies for Favor Triple Fall
Shield Wall. While adjacent to another Spartan or Leonidas, +1 AC and advantage on shove checks to Hold the Line.
Multiattack. Two spear attacks.
Spear. +5 to hit. Hit: 7 (1d8+3) piercing.
Dienekes
Medium Humanoid (Spartan officer), Lawful Neutral · Recruitable Ally
AC 17 | HP 71 | Speed 30 ft.
Dry wit; expert at Hold the Line checks
RECRUITMENT (Enc. 1). Wounded at the steam vent after wave one. Heal him (any healing) or Medicine DC 13 + share water → joins as elite hoplite for Enc. 2–3. “Then we shall fight in the shade.”
Shade Remark. Once per combat when a ranged volley starts: allies within 30 ft. gain half cover until end of round.
Multiattack. Two spear attacks.
Spear. +6 to hit. Hit: 8 (1d8+4) piercing.
Hold the Line Assist. Action: make Hold the Line (Ath/Intim DC 14) with advantage; on success, enemies in the choke are also shoved 5 ft. back.
Enemies
Titan-kin Raider
Medium Humanoid (Titan-kin), Chaotic Evil · CR 1
AC 13 | HP 22 | Speed 30 ft.
Light armor; tries to slip past the choke if the wall breaks
Scimitar. +4 to hit. Hit: 5 (1d6+2) slashing.
Shortbow. +4 to hit, range 80/320. Hit: 5 (1d6+2) piercing.
Titan-kin Brute
Medium Humanoid (Titan-kin; orc reskin), Chaotic Evil · CR 2
AC 14 | HP 42 | Speed 30 ft.
Stone-gray skin; tusks; remnant Titan blood — not true Titans
Relentless (1/rest). If reduced to 0 by non-crit, drop to 1 HP instead.
Greataxe. +5 to hit. Hit: 10 (1d12+3) slashing.
Javelin. +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing.
Leonin Pride-Hunter
Medium Humanoid (Leonin), Neutral Evil · CR 2
AC 14 | HP 39 | Speed 35 ft.
Claw and spear; pride-marks of the eastern host
Pounce. If it moves 15+ ft. then hits with Claw, bonus spear attack.
Claw. +5 to hit. Hit: 7 (1d8+3) slashing.
Spear. +5 to hit. Hit: 6 (1d6+3) piercing.
Daunting Roar (Recharge 5–6). 15-ft cone Wis DC 12 or frightened until end of its next turn.
Leonin Pride-Captain
Medium Humanoid (Leonin), Lawful Evil · CR 4
AC 16 | HP 76 | Speed 35 ft.
Commands pride wings; may attend Enc. 2 parley as second
Pack Tactics. Adv on attacks if an ally is within 5 ft. of the target.
Multiattack. Two glaive attacks.
Glaive. +6 to hit, reach 10 ft. Hit: 10 (1d10+4) slashing.
Pride Roar (1/day). Allies within 30 ft. gain 10 temp HP; enemies Wis DC 13 or frightened 1 minute (save end of turn).
Warlord Kharos
Medium Humanoid (Titan-kin war-chief), Neutral Evil · CR 7 · Horde Leader
AC 17 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +7, Wis +4 · Skills: Intimidation +8, Athletics +8, Insight +4
Parley Face (Enc. 2). Speaks Common and Giant. Respects strength and delays. Killing him in Enc. 2 skips intel and hardens Enc. 3 (+4 brutes).
Horde Banner. While he lives and holds the banner (object AC 13, HP 20), Titan-kin within 60 ft. have advantage on saves vs. frightened.
Icon note. Not a Greek god — may be slain in Enc. 3. Prefer capture/parley yield in Enc. 2.
Multiattack. Two maul attacks; or one maul and Command Rush.
Maul. +8 to hit. Hit: 13 (2d6+5) bludgeoning.
Command Rush. Up to 3 allied Titan-kin or Leonin within 60 ft. may use reaction to move half Speed toward the choke.
Earthshatter (Recharge 5–6). 20-ft line through the choke Str DC 15; 18 (4d8) thunder; fail also knocked prone.
Advance (1). Move up to half Speed without provoking.
Maul (1). One maul attack.
Reform (2). One downed Titan-kin raider within 30 ft. stands with 1 HP (once per creature).
Reward Cards
Post-session keepables. Reward is the first tag. Mechanics below are for ongoing use after this oneshot.
Ares's Bloodied Favor
Reward · Wondrous · 1/Long Rest
Mechanics. Once per long rest, as a bonus action when you are bloodied (at or below half your hit point maximum), you gain 20 temporary hit points and advantage on Strength and Constitution saving throws for 1 minute. Once per short rest, when you take the Help action to aid an ally holding a doorway, pass, or shield wall, that ally gains a +2 bonus to AC until the start of your next turn.
Appearance. A blood-dark bronze disc etched with a boar and spear, warm as a fresh wound, cord stiff with dried favor-blood.
Lore. Ares does not share kills or spearheads; he leaves only a favor for those who bled until he answered.
Quote. "Plant the spearhead when war has seen your worth — then stand aside." — Enyalian handout
Earn when: Bleed for Ares at the Hot Gates until he arrives; keep the favor token after the spearhead is planted.