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The Laurels of Olympia

One-Shot · 6 Players · Level 10 · ~3–3.5 Hours · Olympia Stadium / Greek Mythology

📜 Session Summary

Style Mythic Contest / Stadium Crisis — Skill Games → Mafia Investigation → Boss Crash
Win Condition Compete with honor (or cleverness), expose the Ares-cult gambling ring, and stop Khalkotaurus before the stadium is ruined; press the Olive Token of Nike for the divine payoff
Players 6 × Level 10
Est. Duration 3–3.5 hours
Encounters 3 (two contest/skill-forward with lethal branch paths; one Hard boss combat)
Setting Olympia’s living sacred stadium — sun-baked sand and white marble, rival teams of leonins and minotaurs, roaring crowds, oil-lamp torches in the undercroft, the Olympic flame and open altar of Zeus watching over it all
Atmosphere Glory, sweat, pine smoke, and whispered odds; FIFA-scandal bribes under sacred olive leaves; fight-fixing wrapped in fake piety to Ares — a god who does not know these men and would not claim them
Materials Olive Token of Nike prop; contest score tally; optional betting-ledger scrap; optional handout diagram of Khalkotaurus’s brow-socket; Olympic torch / sacred flame token
Tone Athletic spectacle that tips into a human mafia’s blood-sport scheme; contests stay real until someone draws steel; the bronze bull is their endgame insurance policy, not Ares’s will
Black-figure mural in three friezes divided by Greek-key borders: in the stadium, a bearded strongman and a leonin square off against a minotaur and a rhino-armored brute with discuses while a unicorn and a lion leap a spiked pit, a dancer balances on a pedestal, and a hooded figure passes a coin purse; in torch-lit vaults, a robed woman recoils from a winged eye, a crested axeman fells two shaggy brutes, a chained ghost is led away, and a rhino-armored enforcer stands over fallen bodies beside a laurel-crowned altar; below, a fire-breathing bronze bull charges spear-bearing warriors with a flaming sword and a lion at their side, a woman dances above a cheering crowd, runners race along a corner frieze, and a robed matron confronts a hooded man clutching a money bag.
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Session Mural — The Crooked Games

Olympia's living Games in three black-figure registers: rival teams and heats on the sacred sand, the torch-lit vaults where the fix is bought, and the bronze bull loosed on the closing ceremony. 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

The herald Diaktoros — who may or may not be Hermes in a weathered cloak — meets the party in Misthaven, presses a warm olive disc into the nearest palm, and says only: “When bronze claims the sacred sand and the crowd screams for blood, press this to the false victor’s brow.” Then the mist opens, and they step through into the roar of twenty thousand spectators.

Olympia is not a ruin here. It is alive: white marble catching the afternoon sun, rival teams warming up in the shadow of the contestant tents, Judge Lykos reading the morning’s contest slate from a gilded scroll. The party is registered as the Mistwalkers — guest champions, unknown, watched. Every other team is sizing them up. A leonin named Captain Lea holds the eye of whoever looks most like a fighter just long enough to mean something. In the stands, coin changes hands too fast: bookies, bribed officials, and a human crew wearing Ares’s red as a brand. The Games begin.

The central conflict is a human mafia — the so-called Sons of Ares — running a gambling and bribe ring that would make a FIFA scandal blush: fixed heats, greased Hellanodikai clerks, intimidation of honest athletes, and an insurance policy if anyone digs too deep. They are cultists in name only. Ares does not recognize them; a Religion DC 14 check (or Diaktoros’s dry aside later) makes that clear. Between heats the sacred laurel goes missing, the Olympic flame sputters, and the vault hides a bronze control spike meant for the prize idol Khalkotaurus. The third act is a boss fight in an arena becoming a disaster zone — unless the Olympic torch’s sacred fire is still theirs to use.

DM Notes: Default split: 3 PCs compete, 3 PCs work the crowd (Insight / Investigation / Perception). Introduce the Sons of Ares and red herrings in Enc. 1; the party should suspect one or more teams are in on it, but need clues before Enc. 3 to prove who. Enc. 1’s contest menu is large — run two heats that fit the table (Dex, Con, archery, and javelin are now available). Lethal branch paths exist so contestants are not “safe” while investigators dig. The Olive Token brow payoff still ends the bull; Olympic flame from the sacred torch is the bull’s special weakness / distraction. At APL10, use Harder Enc. 3 scaling as default (HP 200, Legendary Resistance 3/day).

Handouts

"When bronze claims the sacred sand and the crowd screams for blood, press this olive to the false victor's brow." — Olive Token of Nike (24 words)

Key NPCs

👤

Diaktoros — Quest Giver (Hermes in disguise)

Lean, quick-eyed herald who meets the party in Misthaven, hands over the olive token, and ushers them through the mist without answering the obvious questions about how he knew they'd be there. Secret: Hermes. He is enjoying himself. A DC 17 WIS (Insight) or Religion check on his appearance detects the faint trace of divine grace — moving too quickly, present and gone, winged sandals briefly visible if the light is right.

Roleplay: He gives no context for the token beyond the inscription. If pressed, he smiles and says: "The Games are sacred. Someone is about to make them the opposite. You seem like the sort who notices that kind of thing." He will not elaborate. He reappears at the end if the party succeeds — with a knowing wink and open mist — but vanishes if questioned directly about his identity.

👤

Judge Lykos — Hellanodikai (Chief Judge)

Chief judge of the Games. Gray-bearded, formal, deeply invested in the sanctity of the rules — not because he is rigid, but because he understands that when the rules break down, the crowd turns. Privately worried: he's noticed bronze filings near the prize vault, and odd money flowing through clerk desks, for three days. Secret: He suspects a bribe ring among gate officials and one junior Hellanodikai clerk. He has no proof. He will give the party official investigator status if they ask — or if they show him a ledger scrap, bribe-purse, or the control spike.

Roleplay: Begins formal and procedural. Responds to DC 13 CHA (Persuasion) questions about the vault with careful vagueness — he doesn't want a panic. DC 15 WIS (Insight) reveals he's genuinely frightened. If shown the bronze filings, a betting ledger, or the control spike diagram, he immediately grants the party all access and backs them publicly for the rest of the session.

🦅

Captain Lea — Pride of Nemea

Leonin captain, veteran of the Games, utterly serious about athletic honor. She is watching the party from the moment they arrive. She does not respect power alone — she respects demonstrated honor under pressure. Secret: She knows about the “Sons of Ares” rumors — bookies in red scarves fixing odds. She's been asking questions in the competitor tents since this morning, and someone told her to stop.

Motivation: Defend the sacred sand. Win the Games cleanly. Protect her team.

Roleplay: She approaches the party after Enc. 1 if they competed fairly or defended a weaker competitor. She shares her Ares-cult / fight-fixing intelligence for free if the party explains the vault or shows a ledger. She will NOT join the party if they killed competitors, used outright magic to win a physical event, or humiliated the Iron Tusks beyond what was warranted. Recruit check: DC 13 CHA (Persuasion) after showing good faith in Enc. 1 or 2; automatic if party saved her team from an ambush. Quote: "I don't care if you're from Misthaven or the moon. You fight like that again in my heat and I'll return the favor. Straight."

🎲

Damon “the Book” of Megara — Sons of Ares Fixer

Human bookmaker who works the stands in a crimson sash and a smile that never reaches his eyes. Public face of the gambling ring. He takes bets on every heat, greases clerks, and plants “ringers” among rival teams. Secret: He is not a priest. The Sons of Ares are a human mafia using the war-god’s name as intimidation branding. Damon has never heard Ares’s voice; Religion DC 14 or Diaktoros later confirms the god does not claim them. Damon’s endgame is animating Khalkotaurus if the fix collapses — a “true champion” that crowns whoever paid him.

Roleplay: Charming, FIFA-scandal polite. Offers the party “friendly odds” on themselves. Insight DC 14: he’s measuring which Mistwalker looks easiest to bribe. If confronted with a ledger, he shrugs and walks — until Enc. 2 or a lethal branch forces his hand. Quote: "Everyone bets. The wise bet on who already knows the score."

Competing Teams

TeamComposition (miniature caps)Tone
Pride of NemeaUp to 6× Leonin Athlete (led by Captain Lea)Proud, fair, fierce
Iron TusksUp to 3× Bugbear Bruiser + up to 3× Rhino MinotaurBrutal, foul-prone
Wild ChorusUp to 10× Satyr RevelerChaotic, recruitable
Phalanx of ElisUp to 10× Hoplite of ElisDisciplined, legalistic
The Single EyesCyclopeans (Cyclopean Contender) — orc-sized intelligent cyclopesClever smiths, proud
Labyrinth HornsUp to 8× Minotaur AthleteDirect, honor-charge
MistwalkersThe PCsGuest champions

Field only as many miniatures as you have — the caps above are hard table limits, not encounter budgets. Shrink opposing heat sizes to match who shows up.

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 Token of NikeWarm olive disc that steals a moment of false glory from a foe.Keep the sacred sand intact when the closing ceremony turns violent and press the token to the false victor.

Creature / Enemy List

Creature / EnemyEasyMediumHardNotes
Leonin Athlete23–45–6Contest rivals; Lea separate
Bugbear Bruiser123Iron Tusks / Enc. 2 combat path
Rhino Minotaur123Iron Tusks heavy
Satyr Reveler358–10Crowd / recruit pool
Hoplite of Elis358–10Legal enforcers if fouls escalate
Cyclopean Contender234Puzzle / forge path
Minotaur Athlete234–5Charge threats in arena
Ares Cult Saboteur234Sons of Ares mafia · Enc. 1–2 · fight-fixers
Khalkotaurus1 (adj.)11Boss Enc. 3; HP scales

Major Beats

  • Misthaven: Diaktoros invites the party; hands Olive Token of Nike.
  • Mist crossing — immediate arrival at Olympia’s stadium/colosseum gates.
  • Judge Lykos registers the Mistwalkers; explains contest menu; Olympic flame burns on the altar.
  • Enc. 1 — Opening Contests: ~3 PCs compete, ~3 work the crowd. Introduce Damon and the Sons of Ares (red herrings on rival teams). Skill contests with lethal branch paths if the fix is threatened.
  • Enc. 2 — Contested Laurel: vault / flame sabotage; split-party play; distraction to search betting bags; recruit Captain Lea or satyrs.
  • Closing ceremony — Olympic flame gutters or is stolen; bronze prize idol stirs.
  • Enc. 3 — Brazen Bull: Khalkotaurus rampages; Olympic torch fire distracts / wounds the bull; olive-token brow payoff.

Encounter 1 — Opening Contests

Hard  ·  ~50–60 min  ·  Combat optional

Overview

The stadium smells of packed sand, pine-torch smoke, and ten thousand people in the afternoon heat. When the Mistwalkers step onto the arena floor, the crowd goes briefly quiet — no one recognizes them, which makes them interesting. Judge Lykos announces the opening heats from the judges' dais. Rival teams stretch in the sun: leonins by the north gate, satyrs making noise, hoplites in formation. The Iron Tusks don't stretch. They stare. In the stands, Damon “the Book” works the rails in a crimson sash, taking wagers with both hands.

Default split: about 3 PCs enter contests; the other 3 work the crowd — Insight, Investigation, Perception, and social checks. Contestants earn glory and keep cover. Spectators gather clues about the Sons of Ares before Enc. 3. Run any two heats from the menu (pick ones that suit the competitors’ stats). Glory, olive-leaf tokens (flavor), and rapport with captains are the prizes — until a lethal branch turns a heat into a fight.

  • Style: Parallel contests + stadium investigation; lethal branch paths
  • Win Condition: Earn at least 1 Contest Victory and/or collect 2+ solid clues about the fix; survive any lethal branch without a massacre disqualification

Typical Rival Presence

  • Heat A: 3× Leonin Athlete or 4× Satyr Reveler
  • Heat B: 2× Bugbear Bruiser + 1× Rhino Minotaur or 3× Hoplite of Elis
  • Heat C: 2× Cyclopean Contender or 2× Minotaur Athlete

Sons of Ares (introduce here)

  • Damon the Book — stands bookmaker; offers “friendly odds” on Mistwalkers
  • 2–3 humans in red scarves moving coin-purses between benches (use Ares Cult Saboteur stats if violence)
  • They brand themselves for Ares. Religion DC 14: this is not divine sanction — just mafia cosplay

🗺 Terrain & Features

Olympia stadium floor — 200×80 ft sand track + side courts (pankration circle 40 ft; discus / javelin field; archery butts; judges’ dais).

  • Crowd tiers = difficult terrain to climb; thrown objects possible if brawl starts
  • Olympic flame on the central altar (sacred; if knocked: DC 14 Dex or 2d6 fire). Keep track of whether it still burns — Enc. 3 needs that fire
  • Betting benches / satchel piles under the west stands (search target for ledgers)
  • Gates/north tunnel lead to Enc. 2 prize vault area later
Partial-Party Scaling & Crowd Work
1–2 PCs in a heat: Oppose with 1 rival (or satyr pair); Contest DCs −2.
3 PCs competing (default): Baseline DCs; 2–3 rivals.
Spectating PCs (default 3): Each turn they can Aid once per heat (action, DC 12 relevant skill), Crowd Cheer (Performance or Persuasion DC 13 — see below), shout warnings (Perception vs. saboteur Stealth), or dig for clues (table below).
Distraction opportunity: One spectator can create a scene (Performance, Athletics, or staged foul shout DC 13) while another searches Damon’s satchels (Stealth or Sleight of Hand DC 14). Success: betting ledger naming Iron Tusks + a Phalanx clerk. Fail by 5+: Damon notices; escalate a lethal branch next heat.
Crowd Cheer

Spectators (or an allied captain in the stands) can whip the crowd for a Mistwalker currently in a heat. This is separate from Aid — Aid is coaching; Cheer is the roar of the stands.

  • Action: Performance or Persuasion DC 13 (or Intimidation DC 14 for a war-chant / coordinated stomp). Once per spectator per heat.
  • Success: Choose one allied contestant in the heat. They gain Inspiration or advantage on their next Contest check this heat (their choice when the cheer lands).
  • Beat the DC by 5+ or natural 20: The whole Mistwalker heat gains advantage on their next Contest check this round — the roar rolls through the stadium.
  • Fail by 5+: Wrong chant / boos. That contestant has disadvantage on their next Contest check; Damon may loudly reprice odds against the guests.
  • Stacking: Cheer and Aid can both apply in the same heat, but a contestant can’t hold more than one Inspiration from Crowd Cheer at a time. Other bonuses (e.g. Lea’s Pack Leader) stack with advantage normally.

Mechanics — Contest Menu

Each contest is a short skill challenge (3 rounds of checks unless noted). Run any two heats. A PC who rolls a natural 1 or fails by 5+ while an Iron Tusk or planted ringer is present may be fouled — see Combat Path / Lethal Branches.

A. Stadion Footrace
  • Each round: Athletics or Acrobatics (DC 14). Best 2-of-3 vs. rival group’s highest check.
  • Optional: shove rival (opposed Athletics) once — success = +2 on your next check; fail by 5+ = foul.
B. Discus of Apollo
  • Attack roll vs. AC 12 (improvised / athletics tool) or Athletics DC 15; range accuracy matters (disadvantage if rushed).
  • Best of 3 throws. Puzzle twist: wind flags — Nature or Survival DC 13 once for advantage on all throws.
C. Pankration Circle
  • Nonlethal. Opposed Athletics/Acrobatics; first to 3 degrees of success pins the foe.
  • Spellcasters may use Athletics with spellcasting ability if they describe a magical grapple; judges ban damaging cantrips.
D. Torch Relay Puzzle
  • Carry a lit torch through 4 stations (sand, water channel, wind corridor, dark tunnel). Prefer lighting from the Olympic flame — that brand matters in Enc. 3.
  • Stations: Athletics DC 13 → Acrobatics DC 14 → Strength DC 13 (brace against wind) → Perception or Survival DC 14.
  • Fail a station: torch sputters (1 strike). 3 strikes = loss. Prestidigitation/Create Bonfire clever use = remove 1 strike (once).
E. Long Jump of the Heroes (Dex)
  • Three jumps: Acrobatics DC 14 (or Athletics using Dex if the PC describes a running approach). Track distance fictionally; best total wins.
  • Optional mid-air twist (Acrobatics DC 16 once): +2 to that jump; fail = land prone, −2 next jump.
F. Dance of the Stadia / Footwork Course (Dex)
  • Weave poles and sand pits for 3 rounds: Acrobatics or Performance (Dex) DC 14 each round. 2 successes = place; 3 = victory.
  • Satyrs excel here. Iron Tusks hate it and may foul (opposed Athletics shove into a pit).
G. Dolichos Endurance (Con)
  • Long circuit: each of 3 rounds, Constitution saving throw DC 13, then Athletics DC 14. Fail the save = exhaustion level 1 for the rest of the heat (disadvantage on later checks).
  • Best 2-of-3 vs. rivals. Water / spare Hit Die between rounds allowed once.
H. Oil & Heat Trial (Con)
  • Hold stance under noon sun after oiling: three Constitution saves DC 14. Each success = 1 point. First to 3 points wins the heat.
  • Optional: Insight DC 13 notices a rival’s oil is laced (see Lethal Branches — poison). Medicine DC 13 cleanses before the next save.
I. Archery of Apollo
  • Three shots at painted rings: ranged weapon attack vs. AC 12 / 14 / 16 (near / mid / far). Shortbow or borrowed Games bow (+ proficiency if proficient with martial ranged).
  • Alternate: Dexterity (Athletics tool) DC 13 / 15 / 17. Most hits win. Perception DC 13 spots a sabotaged bowstring (−2 until restrung, action).
J. Javelin Throw
  • Best of 3 throws: attack vs. AC 13 or Athletics DC 15. Nature/Survival DC 13 once for wind = advantage on remaining throws.
  • Thrown javelin from character sheet OK. Exceeding the sand mark by 10+ ft (natural 20 or beat DC by 5+) = crowd roar (advantage on one social check this encounter).
Crowd Investigation (spectators)
CheckDCClueRed herring?
Insight vs. Damon14He’s sizing which Mistwalker to bribe; odds shift before heats finishNo
Investigation (betting bags)14Ledger: Iron Tusks paid to “look away”; Phalanx clerk marked “χ” (paid)No
Insight vs. Iron Tusks13They’re taking side money — but they’re muscle, not plannersPartial
Insight vs. a grinning satyr12Took a bribe to shout false fouls — petty, not the ringYes
Investigation (Pride tents)13Lea’s gear is clean; someone warned her to stop asking questionsClears Lea
Perception (west stands)15Red-scarf runners pass a bronze spike-shaped case toward the north tunnelNo — Enc. 2 hook
Religion / History14These “Ares cultists” wear war-god colors, but Ares does not claim themTruth

Party should leave Enc. 1 suspicious of one or more teams. Two solid clues (ledger, spike case, Damon’s tell) are enough to accuse with Lykos’s backing in Enc. 2. Zero clues: Enc. 2 still works, but they walk into the vault cold.

Lethal Branch Paths (one per contest)

Use when investigators get close, contestants keep winning against the fix, or someone refuses Damon’s bribe. Prefer the Lethal tied to the heat on the sand. Contestants still competing finish their current round of checks while others fight — don’t pause the whole table. A Contest Victory still counts if they place before dropping.

  • A. Footrace — poison: Water-bearer spikes skins. Contestors: Con DC 14 or poisoned (disadvantage on Contest checks). Medicine DC 13 or lesser restoration clears. Catching the bearer = saboteur with a vial labeled in Damon’s cipher.
  • B. Discus — lethal foul: Iron Tusk “miss” becomes a thrown discus at a PC (+5, 1d6+3 bludgeoning). Answering with steel → Combat Path; a Contest shove keeps it “legal.”
  • C. Pankration — betrayal: A late “contestant” (Sons of Ares ringer) draws a short sword from behind a pillar. Combat: 1–2× Ares Cult Saboteur. Lykos screams for nonlethal; blood on sacred sand = crowd panic.
  • D. Torch Relay — snuffed brand: Saboteur oil-slicks a station or snuffs the brand mid-run. Contestor: Dex DC 13 or 2d6 fire and prone; thief flees toward the altar with the brand. Flame loss matters for Enc. 3.
  • E. Long Jump — spiked landing: Landing board collapses onto caltrops or a hidden blade. Dex DC 13 or 2d4 piercing and prone; a saboteur waits in the pit for a surprise attack.
  • F. Footwork — spiked pit / knife: Opposed Athletics shove into a spiked sand pit (2d6 piercing) or a saboteur knife-hand among the poles (+4, 1d4+2). Steel answer → Combat Path.
  • G. Dolichos — laced water / ambush: Mid-circuit water skin laced — Con DC 14 or poisoned plus 1 exhaustion. Alternate: caltrop stretch (Dex DC 13 or 1d4) then saboteur ambush from the stands. Cipher vial on the bearer.
  • H. Oil & Heat — ignited lace: Laced oil ignites — Dex DC 13 or 2d6 fire; a saboteur with a torch tries to finish the job. Medicine DC 13 still clears poison if caught early.
  • I. Archery — “accident”: From the butts, a “stray” arrow targets a PC in another heat (+6 to hit, 1d8+2 piercing; poison DC 13 Con or poisoned 1 min). Shooter is a saboteur; chase into the stands. Bag may hold ledger scraps.
  • J. Javelin — lethal foul: Ringer “miss” becomes a thrown javelin at a PC (+5, 1d6+3). Steel answer → Combat Path; Contest shove keeps the Games “legal.”
Combat Path (general)
  • Trigger: deliberate foul, lethal branch, attacking a rival, or Iron Tusks / Sons refuse a loss.
  • Skirmish budget (Medium): 2× Ares Cult Saboteur + 1× Bugbear Bruiser or 2× Bugbear + 1× Rhino Minotaur.
  • Lykos calls for nonlethal; Phalanx of Elis joins on round 3 to break it up if still fighting (3× Hoplite as neutrals) — unless the clerk on Damon’s ledger is present, then one Hoplite “hesitates” (Insight DC 13).
  • Win skirmish: reduce foes to 0 HP (nonlethal) or force surrender (Intimidation DC 14 after dropping one). Captured saboteur: Interrogation DC 13 → Damon runs the books; spike case went north.
RECRUITMENT OPPORTUNITY
  • Fair play toward Captain Lea’s heat → she seeks the party after Enc. 1 (sets up Enc. 2/3 alliance).
  • Show her a ledger or stop a lethal branch on her athletes → automatic ally offer.
  • Win a musical/performance flourish for the crowd (Performance DC 15) → 1× Satyr Reveler offers to “share wine and steel” later.

Resolution

Contest Victory
Crowd favor: advantage on one social check with judges or captains in Enc. 2. Short rest available in athlete tents.
Clues Found (2+)
Lykos grants investigator status if shown proof. Party enters Enc. 2 knowing Damon / Sons of Ares are the planners; rival teams are mostly tools or red herrings.
Brawl without Massacre
No disqualification if nonlethal. Iron Tusks (and any surviving saboteurs) tip Damon; Enc. 2 vault is already half-looted when the party arrives.
Lethal Overkill
Lykos fines the party; disadvantage on Enc. 2 social checks; Lea will not recruit unless they atone (donate prize / public apology DC 15).

Creature Cards

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Ares Cult Saboteur

Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP) · Sons of Ares (mafia)

AC 13 (studded)  |  HP 38 (7d8+7)  |  Speed 30 ft.

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

Skills: Deception +4, Sleight of Hand +4, Stealth +4

Fixer’s Muscle. Advantage on saves vs. being frightened while it can see Khalkotaurus, Damon, or the prize vault. These humans brand for Ares; the god does not claim them.

Scimitar. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) slashing.

Hand Crossbow. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

Blood Signal (1/day). Summons 1d2 additional saboteurs at the end of the next round (Enc. 2 only; max +2 total).

⚔

Leonin Athlete

Medium Humanoid (Leonin), Neutral · CR 2 (450 XP)

AC 14 (natural)  |  HP 45 (6d8+18)  |  Speed 40 ft.

17 (+3)STR
15 (+2)DEX
16 (+3)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

Skills: Athletics +5, Perception +3, Survival +3  |  Senses: darkvision 60 ft.

Pride's Dash. Once per short rest, Dash as a bonus action; opportunity attacks vs. it have disadvantage that round.

Team Cap. Pride of Nemea fields up to 6 Leonins (miniature limit).

Multiattack. Two claw attacks, or one claw and one javelin.

Claw. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) slashing.

Javelin. +5 to hit, range 30/120 ft. Hit: 6 (1d6+3) piercing.

Roaring Challenge (1/day). Creatures of its choice within 30 ft. make a DC 13 Wisdom save or have disadvantage on their next Contest check or attack.

⚔

Bugbear Bruiser

Medium Humanoid (Goblinoid), Chaotic Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 42 (5d8+20)  |  Speed 30 ft.

17 (+3)STR
14 (+2)DEX
18 (+4)CON
9 (−1)INT
11 (+0)WIS
10 (+0)CHA

Skills: Athletics +5, Stealth +6, Survival +2  |  Senses: darkvision 60 ft.

Long-Limbed. +5 ft. reach with melee attacks.

Surprise Attack. If it hits a creature that hasn't acted yet in combat, deal +7 (2d6) damage.

Team Cap. Iron Tusks field up to 3 Bugbears.

Morningstar. +5 to hit, reach 10 ft. Hit: 12 (2d8+3) piercing.

Javelin. +5 to hit, range 30/120 ft. Hit: 10 (2d6+3) piercing.

⚔

Rhino Minotaur

Large Monstrosity, Neutral · CR 4 (1,100 XP)

AC 15 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

20 (+5)STR
10 (+0)DEX
17 (+3)CON
6 (−2)INT
12 (+1)WIS
8 (−1)CHA

Skills: Athletics +7  |  Senses: darkvision 60 ft.  |  Resistances: bludgeoning from nonmagical

Charge. If it moves ≥20 ft. straight toward a target and hits with gore on the same turn, +9 (2d8) piercing and DC 15 Strength save or prone.

Reckless. Advantage on melee attacks; attacks vs. it have advantage until its next turn.

Team Cap. Iron Tusks field up to 3 Rhino Minotaurs.

Gore. +7 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.

Maul. +7 to hit, reach 5 ft. Hit: 16 (2d10+5) bludgeoning.

🦅

Satyr Reveler

Medium Fey, Chaotic Neutral · CR 1/2 (100 XP)

AC 14 (leather)  |  HP 22 (5d8)  |  Speed 40 ft.

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

Skills: Performance +6, Persuasion +4, Stealth +5  |  Magic Resistance: advantage on saves vs. spells

Team Cap. Wild Chorus fields up to 10 Satyrs.

RECRUITMENT. A spared/impressed satyr may join Enc. 3 with DC 13 Persuasion or Performance (adv if the party won a musical contest fairly).

Ram. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) bludgeoning.

Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.

Panpipes (3/day). 30 ft.; DC 13 Wisdom. Fail: enchanted (incapacitated, dance) 1 minute; repeat save end of turns. Or: calm emotions / sleep (as spell, CHA-based).

⚔

Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

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

Skills: Athletics +4, Perception +2

Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.

Team Cap. Phalanx of Elis fields up to 10 Hoplites.

Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.

Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.

⚔

Cyclopean Contender

Medium Humanoid (Cyclopean), Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 52 (7d8+21)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
11 (+0)INT
12 (+1)WIS
10 (+0)CHA

Skills: Athletics +6, Intimidation +2, Perception +3 (adv on sight-based checks beyond 30 ft.: disadvantage)

Single Eye. Disadvantage on Perception checks relying on sight beyond 30 ft.; immune to gaze attacks that require meeting both eyes.

Forge-Kin Cunning. Intelligent — speaks Common and Giant; can contest riddles and craft checks.

Reskin Note. Orc-sized intelligent cyclopes (not Huge mythic Cyclopes).

Multiattack. Two greataxe attacks.

Greataxe. +6 to hit, reach 5 ft. Hit: 10 (1d12+4) slashing.

Rock. +6 to hit, range 30/60 ft. Hit: 11 (2d6+4) bludgeoning.

⚔

Minotaur Athlete

Large Monstrosity, Chaotic Neutral · CR 3 (700 XP)

AC 14 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

18 (+4)STR
11 (+0)DEX
16 (+3)CON
6 (−2)INT
16 (+3)WIS
9 (−1)CHA

Skills: Athletics +6, Perception +7  |  Senses: darkvision 60 ft.

Labyrinthine Recall. Perfect memory for mazes/paths; advantage on Survival to navigate stadium tunnels.

Charge. As Rhino Minotaur charge, but DC 14 and +9 (2d8) piercing.

Team Cap. Labyrinth Horns field up to 8 Minotaurs.

Greataxe. +6 to hit, reach 5 ft. Hit: 17 (2d12+4) slashing.

Gore. +6 to hit, reach 5 ft. Hit: 13 (2d8+4) piercing.


Encounter 2 — The Contested Laurel

Hard  ·  ~45–55 min  ·  Puzzle / skill; combat path

Overview

Between heats, the sacred laurel crown for the closing ceremony goes missing from the prize vault beneath the stands — and the Olympic flame, which has not guttered in living memory, sputters and drops to a thin blue tongue. The smell from the north tunnel is wrong: not stone and old oil, but something metallic, sharp, like a forge running hot in a small space. Judge Lykos finds the party immediately: his voice is composed but his hands are not. He wants this handled quietly, before the crowd realizes anything is wrong.

Down in the vault and service tunnels, Sons of Ares saboteurs — Damon’s crew, optionally tipped off by sore Iron Tusks — are swapping the true laurel crown for a bronze-keyed control rod that will animate Khalkotaurus the moment it's pressed to the prize idol's brow-socket at the closing ceremony. They may also try to snuff or steal the Olympic flame so the bull has no sacred fire to fear. The vault is dark, oil-channeled, and close. They have a head start.

  • Style: Timed investigation / vault puzzle with optional skirmish; strong split-party support
  • Win Condition: Recover the true laurel or learn the brow-socket secret of the bronze bull and keep or rekindle the Olympic flame; combat win = defeat saboteurs

Creatures (Combat Path)

  • 3× Ares Cult Saboteur
  • Optional reinforce: 1× Bugbear Bruiser if Enc. 1 grudge
  • Neutral complication: 2× Cyclopean Contender guarding forge door (talk-down possible)

🗺 Terrain & Features

Vault & service tunnels — 80×50 ft understadium grid.

  • Prize vault door: puzzle lock (see Mechanics)
  • Oil channels (fire hazard), statue niches (½ cover), amphora stacks (difficult terrain if smashed)
  • Viewing grate to arena sand above — fall = 20 ft
  • Flame alcove: Olympic torch / eternal flame tongue (if still lit)
Split Party — What Happens
Default assumption: 2–3 PCs still finishing Enc. 1 heats (or a late heat Damon wants fixed) while 2–3 run the vault. Do not freeze one group for the other — alternate spotlight every few minutes of table time.

Vault team (2–3): Reduce saboteurs to 2; puzzle needs 2 successes only; DCs −1. They get the brow-socket diagram / spike chase.
Stadium team (contestants): Keep running their heat. Damon may trigger a Lethal Branch (pankration sword, archery “accident,” race poison) to keep them busy. If they abandon the heat to help the vault, they forfeit Contest Victory but arrive as reinforce on round 2 of any vault fight.
Full party in vault: Baseline 3 saboteurs; puzzle as written. Stadium goes quiet — Lykos delays the next heat.
Only 1–2 investigators: Lykos assigns 2× Hoplite escorts (allies, AC 18 / HP 32); DCs −2. If the clerk from Damon’s ledger is among them, Insight DC 14 mid-fight: that escort hangs back until confronted.
Distraction play: Stadium PC creates a crowd scene (Performance / Intimidation / staged foul DC 13) while a vault-adjacent PC searches remaining betting bags or Damon’s abandoned satchel (Stealth / Sleight of Hand DC 14). Success: second ledger page + bronze filings + note “flame must die before the crowning.” Fail: 1 saboteur peels off to the stands (combat upstairs).

Mechanics

Phase 1 — Soft Clues (stadium floor)
  • Perception or Investigation DC 13: bronze filings trail toward north tunnel; Olympic flame guttering in time with the trail.
  • Insight DC 14 vs. a smirking Iron Tusk: they were paid to “look away.”
  • Ask Cyclopeans: History/Persuasion DC 13 — they forged a “ceremonial bull” with a brow socket “for a victor’s seal,” and were paid in Damon’s coin.
  • If Enc. 1 found the ledger: Lykos freezes the marked Phalanx clerk — auto-hint on vault order.
Phase 2 — Vault Puzzle Lock
  • Four reliefs: Footrace, Discus, Wrestling, Sacred Flame. Press in the order of today’s opening slate (DM: whatever two contests the party played, plus flame last — or tell them Lykos’s posted order).
  • Default order if needed: Race → Discus → Pankration → Flame.
  • Wrong press: DC 14 Dexterity save or 2d6 poison dart; lock resets. Three failures = alarm (combat path).
  • Arcana/Religion DC 15 identifies that the false laurel is a control spike for a construct — and that Olympic flame (not ordinary fire) is keyed against the idol’s bronze.
Phase 3 — Confrontation
  • Non-combat: Stealth DC 14 to snatch true laurel; or Persuasion/Intimidation DC 15 to force cultists to flee (they drop a diagram of the bull’s brow). Distraction upstairs grants advantage on the Stealth snatch.
  • Combat: 3× saboteurs (2 if split); round 2 one tries to escape upward with the control spike (chase Athletics/Acrobatics DC 14). Another may try to douse the Olympic flame (Athletics vs. DC 14 or splash oil — party can stop this).
  • If control spike reaches the arena idol before Enc. 3, Khalkotaurus starts with Furnace Breath available.
  • If the Olympic flame is extinguished and not rekindled (torch relay brand, produce flame from the altar coals, or Religion DC 15 with olive oil), Enc. 3 begins with the flame out — see Enc. 3 torch rules.
RECRUITMENT OPPORTUNITY
  • Captain Lea: share proof of Sons of Ares / Damon → automatic ally for Enc. 3 (brings 2 Leonins if miniatures allow).
  • Spare a cultist for questioning (Medicine DC 12 keep alive): reveals brow-socket weakness + “the bull hates the altar fire” — pairs with olive token handout.
  • Wild Chorus: Performance or Persuasion DC 13 after returning the laurel → 2 satyrs join Enc. 3 as skirmishers.

Resolution

Laurel Restored
Closing ceremony proceeds; party seated in honor boxes (good staging for Enc. 3). Short rest OK. Olympic flame status carries into Enc. 3.
Spike Escapes
Ceremony still starts, but Khalkotaurus animates with breath ready; Lykos begs the party to stand ready.
Flame Extinguished
Closing hymn falters when the altar goes dark. Stampede risk rises (Enc. 3 stampede on round 1). Rekindle at the altar mid-fight or fight without the torch brand.
Aftermath
  • Confirm olive-token payoff if they found the brow-socket diagram.
  • Lock in which ally team (if any) stands with the Mistwalkers.

Creature Cards

⚔

Ares Cult Saboteur

Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP) · Sons of Ares (mafia)

AC 13 (studded)  |  HP 38 (7d8+7)  |  Speed 30 ft.

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

Skills: Deception +4, Sleight of Hand +4, Stealth +4

Fixer’s Muscle. Advantage on saves vs. being frightened while it can see Khalkotaurus, Damon, or the prize vault. These humans brand for Ares; the god does not claim them.

Scimitar. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) slashing.

Hand Crossbow. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

Blood Signal (1/day). Summons 1d2 additional saboteurs at the end of the next round (Enc. 2 only; max +2 total).

⚔

Bugbear Bruiser

Medium Humanoid (Goblinoid), Chaotic Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 42 (5d8+20)  |  Speed 30 ft.

17 (+3)STR
14 (+2)DEX
18 (+4)CON
9 (−1)INT
11 (+0)WIS
10 (+0)CHA

Skills: Athletics +5, Stealth +6, Survival +2  |  Senses: darkvision 60 ft.

Long-Limbed. +5 ft. reach with melee attacks.

Surprise Attack. If it hits a creature that hasn't acted yet in combat, deal +7 (2d6) damage.

Team Cap. Iron Tusks field up to 3 Bugbears.

Morningstar. +5 to hit, reach 10 ft. Hit: 12 (2d8+3) piercing.

Javelin. +5 to hit, range 30/120 ft. Hit: 10 (2d6+3) piercing.

⚔

Cyclopean Contender

Medium Humanoid (Cyclopean), Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 52 (7d8+21)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
11 (+0)INT
12 (+1)WIS
10 (+0)CHA

Skills: Athletics +6, Intimidation +2, Perception +3 (adv on sight-based checks beyond 30 ft.: disadvantage)

Single Eye. Disadvantage on Perception checks relying on sight beyond 30 ft.; immune to gaze attacks that require meeting both eyes.

Forge-Kin Cunning. Intelligent — speaks Common and Giant; can contest riddles and craft checks.

Reskin Note. Orc-sized intelligent cyclopes (not Huge mythic Cyclopes).

Multiattack. Two greataxe attacks.

Greataxe. +6 to hit, reach 5 ft. Hit: 10 (1d12+4) slashing.

Rock. +6 to hit, range 30/60 ft. Hit: 11 (2d6+4) bludgeoning.

🦅

Captain Lea (Pride of Nemea)

Medium Humanoid (Leonin), Neutral Good · CR 4 (1,100 XP) · Ally Candidate

AC 15  |  HP 78 (12d8+24)  |  Speed 40 ft.

18 (+4)STR
16 (+3)DEX
14 (+2)CON
11 (+0)INT
13 (+1)WIS
14 (+2)CHA

Skills: Athletics +6, Insight +3, Intimidation +4

RECRUITMENT. Help her team fairly in Enc. 1 or expose cheaters in Enc. 2 without slaughtering Leonins → she offers alliance for Enc. 3 (joins with 2 athletes if available).

Pack Leader. Allied Leonins within 30 ft. gain +1 to Contest checks and saving throws vs. fear.

Multiattack. Three claw attacks.

Claw. +6 to hit, reach 5 ft. Hit: 9 (1d8+4) slashing.

Victory Roar (1/rest). Allies within 30 ft. gain 10 temporary HP.

⚔

Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

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

Skills: Athletics +4, Perception +2

Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.

Team Cap. Phalanx of Elis fields up to 10 Hoplites.

Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.

Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.


Encounter 3 — The Brazen Bull Awakens (Boss)

Deadly  ·  ~60–70 min  ·  ~6–9 rounds

Overview

The closing ceremony: the victor’s plinth, the crowd hushed for the first time all day, Judge Lykos lifting the laurel crown. If the Olympic flame still burns, it is a thin gold tongue on the altar; if Damon snuffed it, the stands murmur when the fire dies mid-hymn — the wrong omen for any Games. And then the bronze prize idol — Khalkotaurus, Brazen Bull of Ares — lurches forward off its plinth. The sound is wrong first: a deep resonant groan of bronze plates shifting, then the crack of marble as the plinth splits, then the screaming as the front rows realize what they’re seeing. The heat from its Furnace Heart is already visible — the air above it shimmers, and the sand around its hooves scorches black wherever it steps.

The crowd stampedes toward the exits. An allied team (ideally Captain Lea’s Pride of Nemea, or whoever the party earned in Enc. 1–2) stands their ground by the south gate. Khalkotaurus does not care about the crowd. It is searching for the false victor — the one Damon’s ring meant to crown with Ares’s stolen name. Ares himself is not here and does not claim these men. This is not a god-killing: it is stopping a war-construct before Olympia’s sacred Games become a massacre of twenty thousand.

  • Style: Arena boss fight with environmental collapses
  • Win Condition: Reduce Khalkotaurus to 0 HP or press the Olive Token of Nike to its brow-socket twice (second press requires ally help or the bull prone/restrained) — either ends the animation

Creatures

  • 1× Khalkotaurus (boss)
  • Allies: Captain Lea + up to 2× Leonin or 3× Satyr or 4× Hoplite
  • Optional trash (Hard+): 2× Ares Cult Saboteur cheering from stands

🗺 Terrain & Features

Stadium arena — 120×80 ft sand + crumbling plinth + gate tunnels.

  • Collapsed stand section (difficult terrain, ½ cover)
  • Water troughs: action to hurl (Athletics DC 13) — suppress Furnace Heart 1 round
  • Brow-socket: visible after first thunder damage or Investigation DC 14 from within 10 ft
  • Olympic altar / torch: if flame still burns, a PC may take the torch as an action (or rekindle from Enc. 2 coals: Religion DC 15 or torch-relay brand)
Scaling
Easier: HP 120; no legendary actions; breath recharge 6 only; Lea auto-helps.
Harder: HP 200; 2 cultists snipe; legendary resistance 3/day; gates seal until bull ≤ half HP.

Mechanics

  • Initiative: Bull acts on initiative count; lair tremor at init 20 (10-ft square becomes difficult terrain).
  • Olive Token: Action, adjacent: 40 force damage + lose legendary actions until end of its next turn. Second press (ally uses Help action, or bull prone): bull’s animation ends at 0 HP equivalent (crumbles, non-exploding).
  • Olympic Torch / Sacred Flame: Ordinary fire does not bypass its fire resistance. Flame taken from the Olympic altar (or a torch lit from it) does. Brand (action): melee spell attack or Athletics DC 14 to touch the bull with the torch — 4d8 radiant+fire, ignores fire resistance, and the bull has disadvantage on attacks until end of its next turn (distracted by the sacred light). Thrown brand: range 20 ft, same damage, no disadvantage. Once per round. If the flame was out at ceremony start, rekindling mid-fight takes an action at the altar (Religion DC 15 or olive oil + any fire).
  • Crowd: End of round 2, stampede — DC 13 Strength save or 2d6 bludgeoning and prone if in outer 10 ft ring. If the flame went out mid-ceremony, stampede starts round 1 instead.
  • Ally captains: Lea focuses the bull; satyrs harass remaining Sons of Ares; hoplites form a shield corridor for civilians (failing to protect civilians is a soft failure, not a TPK condition).
  • Damon: If still free, he flees into the stands (chase optional) or cheers from a box with 1–2 saboteurs (Hard+). Capturing him mid-fight is glory, not required.
  • Persistence: Do not kill gods or level Olympia. If the bull would destroy the Temple of Zeus, it turns back to the party — Damon’s construct seeks a champion, not rubble. Ares does not intervene.

Resolution

Bull Broken
Games saved. Lykos offers true olive crowns. Diaktoros/Hermes appears at the gate with a wink — mist home open.
Token Victory
Same as above, plus rumor that Nike herself favored the Mistwalkers (flavor renown).
Failure: Party downed — allied team drags survivors out; stadium wing ruined; cult escapes with spike fragment (sequel hook). Not world-ending.

Creature Cards

☠

Khalkotaurus, Brazen Bull of Ares

Huge Construct, Unaligned · CR 9 (5,000 XP) · BOSS

AC 18 (natural / bronze)  |  HP 168 (16d12+64)  |  Speed 40 ft.

22 (+6)STR
9 (−1)DEX
18 (+4)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

Immunities: poison, psychic; bludgeoning/piercing/slashing from nonmagical  |  Resistances: fire  |  Vulnerabilities: thunder  |  Senses: darkvision 120 ft.

Siege Monster. Double damage to objects and structures (stands, gates, prize vault).

Furnace Heart. Start of turn: creatures that begin within 10 ft. take 7 (2d6) fire. Water/holy oil splash (action) suppresses for 1 round.

False Victor. Animated prize-idol meant to crown Damon’s fixed “champion” under a stolen Ares brand. Destroying it or pressing the Olive Token ends the rampage. Ares does not claim this construct.

Olympic Flame. Resistant to fire, but vulnerable to radiant damage from flame lit at Olympia’s sacred altar (Olympic torch brand: see Enc. 3). Ordinary campfire or fire bolt does not trigger this.

Legendary Resistance (2/day). Turn a failed save into a success.

Multiattack. One gore and one slam, or two slams.

Gore. +10 to hit, reach 10 ft. Hit: 19 (3d8+6) piercing + 7 (2d6) fire.

Slam. +10 to hit, reach 10 ft. Hit: 17 (2d10+6) bludgeoning; DC 17 Strength save or knocked prone.

Furnace Breath (Recharge 5–6). 30-ft. cone; DC 16 Dexterity save. 36 (8d8) fire on fail, half on success.

Detect (Cost 1). Khalkotaurus makes a Wisdom (Perception) check.

Slam (Cost 1). One slam attack.

Trample Charge (Cost 2). Moves up to 20 ft. without provoking; each creature in path DC 15 Dexterity save or 10 (3d6) bludgeoning and prone.

🦅

Captain Lea (Pride of Nemea)

Medium Humanoid (Leonin), Neutral Good · CR 4 (1,100 XP) · Ally Candidate

AC 15  |  HP 78 (12d8+24)  |  Speed 40 ft.

18 (+4)STR
16 (+3)DEX
14 (+2)CON
11 (+0)INT
13 (+1)WIS
14 (+2)CHA

Skills: Athletics +6, Insight +3, Intimidation +4

RECRUITMENT. Help her team fairly in Enc. 1 or expose cheaters in Enc. 2 without slaughtering Leonins → she offers alliance for Enc. 3 (joins with 2 athletes if available).

Pack Leader. Allied Leonins within 30 ft. gain +1 to Contest checks and saving throws vs. fear.

Multiattack. Three claw attacks.

Claw. +6 to hit, reach 5 ft. Hit: 9 (1d8+4) slashing.

Victory Roar (1/rest). Allies within 30 ft. gain 10 temporary HP.

⚔

Leonin Athlete

Medium Humanoid (Leonin), Neutral · CR 2 (450 XP)

AC 14 (natural)  |  HP 45 (6d8+18)  |  Speed 40 ft.

17 (+3)STR
15 (+2)DEX
16 (+3)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

Skills: Athletics +5, Perception +3, Survival +3  |  Senses: darkvision 60 ft.

Pride's Dash. Once per short rest, Dash as a bonus action; opportunity attacks vs. it have disadvantage that round.

Team Cap. Pride of Nemea fields up to 6 Leonins (miniature limit).

Multiattack. Two claw attacks, or one claw and one javelin.

Claw. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) slashing.

Javelin. +5 to hit, range 30/120 ft. Hit: 6 (1d6+3) piercing.

Roaring Challenge (1/day). Creatures of its choice within 30 ft. make a DC 13 Wisdom save or have disadvantage on their next Contest check or attack.

🦅

Satyr Reveler

Medium Fey, Chaotic Neutral · CR 1/2 (100 XP)

AC 14 (leather)  |  HP 22 (5d8)  |  Speed 40 ft.

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

Skills: Performance +6, Persuasion +4, Stealth +5  |  Magic Resistance: advantage on saves vs. spells

Team Cap. Wild Chorus fields up to 10 Satyrs.

RECRUITMENT. A spared/impressed satyr may join Enc. 3 with DC 13 Persuasion or Performance (adv if the party won a musical contest fairly).

Ram. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) bludgeoning.

Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.

Panpipes (3/day). 30 ft.; DC 13 Wisdom. Fail: enchanted (incapacitated, dance) 1 minute; repeat save end of turns. Or: calm emotions / sleep (as spell, CHA-based).

⚔

Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

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

Skills: Athletics +4, Perception +2

Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.

Team Cap. Phalanx of Elis fields up to 10 Hoplites.

Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.

Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.

⚔

Ares Cult Saboteur

Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP) · Sons of Ares (mafia)

AC 13 (studded)  |  HP 38 (7d8+7)  |  Speed 30 ft.

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

Skills: Deception +4, Sleight of Hand +4, Stealth +4

Fixer’s Muscle. Advantage on saves vs. being frightened while it can see Khalkotaurus, Damon, or the prize vault. These humans brand for Ares; the god does not claim them.

Scimitar. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) slashing.

Hand Crossbow. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

Blood Signal (1/day). Summons 1d2 additional saboteurs at the end of the next round (Enc. 2 only; max +2 total).


⚖️ 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

Full stat blocks for every creature, NPC, and item in this session (including optional / difficulty-adjusted entries).

Creature Cards

⚔

Leonin Athlete

Medium Humanoid (Leonin), Neutral · CR 2 (450 XP)

AC 14 (natural)  |  HP 45 (6d8+18)  |  Speed 40 ft.

17 (+3)STR
15 (+2)DEX
16 (+3)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

Skills: Athletics +5, Perception +3, Survival +3  |  Senses: darkvision 60 ft.

Pride's Dash. Once per short rest, Dash as a bonus action; opportunity attacks vs. it have disadvantage that round.

Team Cap. Pride of Nemea fields up to 6 Leonins (miniature limit).

Multiattack. Two claw attacks, or one claw and one javelin.

Claw. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) slashing.

Javelin. +5 to hit, range 30/120 ft. Hit: 6 (1d6+3) piercing.

Roaring Challenge (1/day). Creatures of its choice within 30 ft. make a DC 13 Wisdom save or have disadvantage on their next Contest check or attack.

⚔

Bugbear Bruiser

Medium Humanoid (Goblinoid), Chaotic Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 42 (5d8+20)  |  Speed 30 ft.

17 (+3)STR
14 (+2)DEX
18 (+4)CON
9 (−1)INT
11 (+0)WIS
10 (+0)CHA

Skills: Athletics +5, Stealth +6, Survival +2  |  Senses: darkvision 60 ft.

Long-Limbed. +5 ft. reach with melee attacks.

Surprise Attack. If it hits a creature that hasn't acted yet in combat, deal +7 (2d6) damage.

Team Cap. Iron Tusks field up to 3 Bugbears.

Morningstar. +5 to hit, reach 10 ft. Hit: 12 (2d8+3) piercing.

Javelin. +5 to hit, range 30/120 ft. Hit: 10 (2d6+3) piercing.

⚔

Rhino Minotaur

Large Monstrosity, Neutral · CR 4 (1,100 XP)

AC 15 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

20 (+5)STR
10 (+0)DEX
17 (+3)CON
6 (−2)INT
12 (+1)WIS
8 (−1)CHA

Skills: Athletics +7  |  Senses: darkvision 60 ft.  |  Resistances: bludgeoning from nonmagical

Charge. If it moves ≥20 ft. straight toward a target and hits with gore on the same turn, +9 (2d8) piercing and DC 15 Strength save or prone.

Reckless. Advantage on melee attacks; attacks vs. it have advantage until its next turn.

Team Cap. Iron Tusks field up to 3 Rhino Minotaurs.

Gore. +7 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.

Maul. +7 to hit, reach 5 ft. Hit: 16 (2d10+5) bludgeoning.

🦅

Satyr Reveler

Medium Fey, Chaotic Neutral · CR 1/2 (100 XP)

AC 14 (leather)  |  HP 22 (5d8)  |  Speed 40 ft.

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

Skills: Performance +6, Persuasion +4, Stealth +5  |  Magic Resistance: advantage on saves vs. spells

Team Cap. Wild Chorus fields up to 10 Satyrs.

RECRUITMENT. A spared/impressed satyr may join Enc. 3 with DC 13 Persuasion or Performance (adv if the party won a musical contest fairly).

Ram. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) bludgeoning.

Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.

Panpipes (3/day). 30 ft.; DC 13 Wisdom. Fail: enchanted (incapacitated, dance) 1 minute; repeat save end of turns. Or: calm emotions / sleep (as spell, CHA-based).

⚔

Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

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

Skills: Athletics +4, Perception +2

Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.

Team Cap. Phalanx of Elis fields up to 10 Hoplites.

Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.

Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.

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Cyclopean Contender

Medium Humanoid (Cyclopean), Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 52 (7d8+21)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
11 (+0)INT
12 (+1)WIS
10 (+0)CHA

Skills: Athletics +6, Intimidation +2, Perception +3 (adv on sight-based checks beyond 30 ft.: disadvantage)

Single Eye. Disadvantage on Perception checks relying on sight beyond 30 ft.; immune to gaze attacks that require meeting both eyes.

Forge-Kin Cunning. Intelligent — speaks Common and Giant; can contest riddles and craft checks.

Reskin Note. Orc-sized intelligent cyclopes (not Huge mythic Cyclopes).

Multiattack. Two greataxe attacks.

Greataxe. +6 to hit, reach 5 ft. Hit: 10 (1d12+4) slashing.

Rock. +6 to hit, range 30/60 ft. Hit: 11 (2d6+4) bludgeoning.

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Minotaur Athlete

Large Monstrosity, Chaotic Neutral · CR 3 (700 XP)

AC 14 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

18 (+4)STR
11 (+0)DEX
16 (+3)CON
6 (−2)INT
16 (+3)WIS
9 (−1)CHA

Skills: Athletics +6, Perception +7  |  Senses: darkvision 60 ft.

Labyrinthine Recall. Perfect memory for mazes/paths; advantage on Survival to navigate stadium tunnels.

Charge. As Rhino Minotaur charge, but DC 14 and +9 (2d8) piercing.

Team Cap. Labyrinth Horns field up to 8 Minotaurs.

Greataxe. +6 to hit, reach 5 ft. Hit: 17 (2d12+4) slashing.

Gore. +6 to hit, reach 5 ft. Hit: 13 (2d8+4) piercing.

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Ares Cult Saboteur

Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP) · Sons of Ares (mafia)

AC 13 (studded)  |  HP 38 (7d8+7)  |  Speed 30 ft.

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

Skills: Deception +4, Sleight of Hand +4, Stealth +4

Fixer’s Muscle. Advantage on saves vs. being frightened while it can see Khalkotaurus, Damon, or the prize vault. These humans brand for Ares; the god does not claim them.

Scimitar. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) slashing.

Hand Crossbow. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

Blood Signal (1/day). Summons 1d2 additional saboteurs at the end of the next round (Enc. 2 only; max +2 total).

☠

Khalkotaurus, Brazen Bull of Ares

Huge Construct, Unaligned · CR 9 (5,000 XP) · BOSS

AC 18 (natural / bronze)  |  HP 168 (16d12+64)  |  Speed 40 ft.

22 (+6)STR
9 (−1)DEX
18 (+4)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

Immunities: poison, psychic; bludgeoning/piercing/slashing from nonmagical  |  Resistances: fire  |  Vulnerabilities: thunder  |  Senses: darkvision 120 ft.

Siege Monster. Double damage to objects and structures (stands, gates, prize vault).

Furnace Heart. Start of turn: creatures that begin within 10 ft. take 7 (2d6) fire. Water/holy oil splash (action) suppresses for 1 round.

False Victor. Animated prize-idol meant to crown Damon’s fixed “champion” under a stolen Ares brand. Destroying it or pressing the Olive Token ends the rampage. Ares does not claim this construct.

Olympic Flame. Resistant to fire, but vulnerable to radiant damage from flame lit at Olympia’s sacred altar (Olympic torch brand: see Enc. 3). Ordinary campfire or fire bolt does not trigger this.

Legendary Resistance (2/day). Turn a failed save into a success.

Multiattack. One gore and one slam, or two slams.

Gore. +10 to hit, reach 10 ft. Hit: 19 (3d8+6) piercing + 7 (2d6) fire.

Slam. +10 to hit, reach 10 ft. Hit: 17 (2d10+6) bludgeoning; DC 17 Strength save or knocked prone.

Furnace Breath (Recharge 5–6). 30-ft. cone; DC 16 Dexterity save. 36 (8d8) fire on fail, half on success.

Detect (Cost 1). Khalkotaurus makes a Wisdom (Perception) check.

Slam (Cost 1). One slam attack.

Trample Charge (Cost 2). Moves up to 20 ft. without provoking; each creature in path DC 15 Dexterity save or 10 (3d6) bludgeoning and prone.

NPC Cards

🦅

Captain Lea (Pride of Nemea)

Medium Humanoid (Leonin), Neutral Good · CR 4 (1,100 XP) · Ally Candidate

AC 15  |  HP 78 (12d8+24)  |  Speed 40 ft.

18 (+4)STR
16 (+3)DEX
14 (+2)CON
11 (+0)INT
13 (+1)WIS
14 (+2)CHA

Skills: Athletics +6, Insight +3, Intimidation +4

RECRUITMENT. Help her team fairly in Enc. 1 or expose cheaters in Enc. 2 without slaughtering Leonins → she offers alliance for Enc. 3 (joins with 2 athletes if available).

Pack Leader. Allied Leonins within 30 ft. gain +1 to Contest checks and saving throws vs. fear.

Multiattack. Three claw attacks.

Claw. +6 to hit, reach 5 ft. Hit: 9 (1d8+4) slashing.

Victory Roar (1/rest). Allies within 30 ft. gain 10 temporary HP.

👤

Judge Lykos

Medium Humanoid (Human), Lawful Neutral · Official

AC 12  |  HP 27 (6d8)  |  Speed 30 ft.

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

Skills: Insight +6, Persuasion +4, Religion +3

Hellanodikai. Chief judge of these Games. Can disqualify a team, award a heat, or call for trial-by-contest.

Secret. Suspects forbidden bronze-animation magic near the prize vault — will tip helpful parties.

Staff. +2 to hit, reach 5 ft. Hit: 3 (1d6) bludgeoning.

Call Foul (Recharge 5–6). One creature must DC 13 Charisma save or be barred from the next Contest check (spectate only).

👤

Diaktoros (Hermes in Disguise)

Medium Celestial (shapechanged), Chaotic Good · Quest Giver

See the full profile: Hermes, Gods & Immortals

Role: Quest giver · Public face: lean Olympic herald

Motivation. Ensure the Games honor the gods — and that mortals remember cleverness as well as strength.

Secret. He is Hermes. If confronted with divine truth, he winks and changes the subject.

If Confronted. "Run the race you were given. The olive will know the finish."

Item Cards

◈

Olive Token of Nike

Wondrous Item (maguffin), Unique

Appearance: olive-wood disc, winged victory stamp, warm to the touch

Handout Text (24 words). "When bronze claims the sacred sand and the crowd screams for blood, press this olive to the false victor's brow."

Enc. 1–2. Optional: presenting the token grants advantage on one contested Contest check per event (judges recognize the invitation).

Enc. 3 Payoff. As an action adjacent to Khalkotaurus, press the token to its brow-socket: the colossus loses legendary actions for 1 round and takes 40 force damage (ignores resistances). Once per fight, or a second time if a recruited captain aids the press (helps as an action).

Reward Cards

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

◈

Olive Token of Nike

Reward · Wondrous · 1/Long Rest

Mechanics. Once per long rest, as an action, touch the token to a creature within 5 feet that has legendary actions, legendary resistance, or a recharge (5–6) ability. Until the start of your next turn, that creature can't take legendary actions and has disadvantage on its next attack roll. While carried, once per short rest you may gain advantage on one contested ability check made during a contest, race, or public challenge.

Appearance. An olive-wood disc stamped with winged Victory, faintly warm even in cold air.

Lore. Nike's invitation-token, still answering after Olympia's sand was defended from bronze bloodlust.

Quote. "When bronze claims the sacred sand, press this olive to the false victor's brow." — Token handout

Earn when: Keep the sacred sand intact when the closing ceremony turns violent and press the token to the false victor.