Victory Unchained
Campaign finale — free Nike beneath Etna, then rebind Typhon before the sky breaks.
📜 Session Summary
| Style Campaign finale · ~4 hours · 2 encounters · rescue → apocalypse bind |
| Win Condition Free Nike beneath Etna, then rebind Typhon (do not kill) with Nike’s blessing and your chosen helpers |
| Loss Condition Nike remains chained and Typhon walks free; or Typhon erupts to the open sky with no Rebinding seals left |
| Setting Misthaven mist → Iris’s rainbow tunnel → root-forges of Mount Etna → the crater rim above Typhon’s binding chamber |
| Atmosphere Campaign weight made physical · the smell of volcanic iron and victory deferred · every ally the party has ever earned arrives on the same horn-call |
| Materials Gold-and-olive fillet still unwoven, volcanic iron chains, Nike’s laurel-browed silence, the Horn of Allies made of victory-debt, Typhon’s Storm Crown lightning, Rebinding seals burning cold |
| Tone Campaign finale — every choice made before tonight answers the horn; the party does not fight Typhon alone; they call in everything they earned |
| Players 6 × Level 12 · ~4 hrs · 2 encounters (Enc. 2 has 2 phases) |
| Key Ally Pyra (Enc. 1) · Maguffin: Fillet of Unclaimed Victory · Helpers: one per player in Enc. 2 Phase 2 |
Description
This is the campaign’s last stand. Iris finds the Theronauts in Misthaven mist and opens a path into the root-forges of Mount Etna, where Nike — Victory herself — hangs in volcanic iron. Titan-kin jailers keep her silent so that no triumph can be declared against the storm sleeping below.
Freeing Nike is necessary. It is also the trigger: her chains share a lock-root with Typhon. When Victory’s wrists open, the Father of Monsters begins to snap the remainder of his bindings. Nike cannot strike him — no god may, this day — but she can still bless the party and blow the Horn of Allies, calling every debt the campaign has earned into Phase 2 of the final battle.
Each player chooses one helper row from the menu. On the battlefield they alternate: their PC acts on odd rounds of their turn-cycle; their helper acts on even rounds (see Helper Rules). Underpowered groups are already bundled into single units. Huge horrors may be flavored as Asclepius/Persephone resurrections, Morpheus shape-gifts, or — if the Serendib debt was earned — Proteus under Morpheus’s blessing Wild Shaping into a gargantuan form (see Helper notes).
Stakes
- If Typhon walks: storms unmake coasts; Olympian authority cracks; every prior victory in the campaign becomes a footnote to a new age of monsters.
- If Nike stays chained: even a wounded Typhon cannot be cleanly rebound — triumph itself is imprisoned, and battles elsewhere tip toward despair.
- If the Theronauts rebind him: Victory flies free; the campaign’s debts are called and honored; the age remains mortal and contestable.
Enc. 1 (Root-Forge): Fillet worn: +1 to saving throws. Once per Enc. 1, on a successful chain-lock check, grant all allies within 30 ft 10 temp HP. Pyra’s recruitment changes the lock encounter dramatically — she auto-identifies false locks and grants advantage on all chain checks. Typhon’s Wake Clock is the session’s primary pacing mechanism: keep it visible, update it aloud. Clock 0–2 = clean Phase 1 start. Clock ≥3 = Typhon starts with one anchor cracked (+1 to all Rebinding DCs in Phase 1 until that anchor is re-sealed).
Enc. 2 Phase 1 (Typhon Half-Bound): PCs alone — no helpers yet. Hard fight designed to spend resources and establish scale. Storm Crown (Lair Action init 20): lightning strikes. Typhon’s legendary actions: Stomp (1), Storm Surge (2), Anchor Snap (3 — breaks one Rebinding seal). Core objective: survive until Nike sounds the Horn (round 4 unless Wake Clock forced early arrival, in which case round 3).
Enc. 2 Phase 2 (Helpers + Rebinding): Each PC controls one helper on alternating rounds. 6 Rebinding seals (one per player’s first seal action, then group finish). Typhon’s legendary Anchor Snap can be blocked by a helper absorbing the action (their HP takes the strain — describe it dramatically). Fillet finale: once per Phase, reaction on a hit — +2d10 radiant and reduce one legendary action use. Win: all 6 seals complete; Typhon’s storm collapses inward. Epilogue: Nike’s knot, campaign close.
Key NPCs
Iris, Storm-Herald
Iris · Quest Giver · Neutral Good — Olympian messenger, travel-stained, voice like wind over bronze. She finds the party in the mist because she has been looking for them specifically — not because she was sent, but because she is the only Olympian who can open the path into Etna without triggering Typhon’s alarm. She does not have time to explain the full politics. She explains the mission. The rest is context the party can ask about later if there is a later. Secret: Hera told her not to come. Iris came anyway. This is technically insubordination. She is choosing to call it something else. RP Hook: Ask her why she came without orders. She will say: “Because someone had to, and I was the only one who could.” Ask her what happens to her if this goes wrong. Pause. Then: “I haven’t decided yet.” Insight DC 14: she is frightened — not of Typhon, but of being wrong about the party. She has bet everything on the Theronauts being who she thinks they are.
Pyra the Chain-Warden (defector)
Pyra · Recruitable Ally · Chaotic Good — Titan-kin blooded, currently employed by Captain Orthos’s chain-guard detail as a lock-specialist. She has been watching Nike hang in volcanic iron for six weeks and has been keeping very careful track of which locks are real and which are Orthos’s decoys. She has not left because she had nowhere to go. She will leave with the party. She asks one thing: that Nike flies free, not just free enough to be useful. Secret: She has already tested the three true locks. She knows the exact DC for each one without the Fillet. She will share this immediately if she is treated as a person rather than an asset. RP Hook: Spare her when the first titan-kin squad breaks, or show her the Fillet. The second option works because she recognizes it: Iris described it in a prophecy fragment that reached the chain-guard detail two months ago, misquoted as a warning. Pyra filed it differently.
Major Beats
- Iris’s plea in the mist; Fillet given; descent into Etna’s root-forge.
- Fight titan-kin; recruit Pyra; unmake Nike’s locks — Typhon’s Wake Clock starts.
- Nike blesses the party; admits the shared chains; names the Horn.
- Enc. 2 Phase 1: Typhon snapping chains — PCs alone against a half-bound titan.
- Nike’s Horn: Phase 2 — each player’s helper arrives; Rebinding race under Storm Crown.
- Epilogue: seals, farewells, Nike’s knot on the Fillet, campaign close.
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 |
|---|---|---|
| Fillet of Unclaimed Victory | Gold-and-olive fillet that steadies saves and steals a legendary breath. | Free Nike and rebind Typhon; wear the fillet Victory herself knots. |
| Nike's Boon Token | Olive-leaf token redeemable once for Victory's chosen campaign mercy. | Optional: accept Nike's campaign-level boon after Typhon is rebound. |
Creature / Enemy List
| Creature | Easy | Med | Hard | Notes |
|---|---|---|---|---|
| Slag-Hound | 2 | 4 | 6 | Enc. 1 |
| Titan-Kin Chain-Guard | 2 | 3 | 4 | Enc. 1 |
| Captain Orthos | — | 1 | 1 | Enc. 1 elite |
| Typhon | — | — | 1 | Enc. 2 · rebind, don’t kill |
| Pyra | — | 1 | 1 | Recruit Enc. 1 |
| Helpers (menu) | 1 row per player | Enc. 2 Phase 2 | ||
🕊 Helper Menu — Present to Players
When: After Nike is free (end of Enc. 1 / start of Enc. 2), show this table. Each player secretly or openly picks one row. No duplicates unless the DM allows stacked armies (e.g. two Amazon Wings).
Alternate-round control: On each player’s turn, they choose whether this turn is a PC turn or a helper turn, but they must alternate — they cannot take two PC turns in a row or two helper turns in a row. (Initiative: keep one initiative count per player; the active body acts on that count.)
Grouping: Army rows are already one unit with a shared HP pool (use the unit HP in the DM kit below). Huge solo helpers act as a single creature. Flavor resurrections / shape-shifts freely — including Proteus (no own card) Wild Shaping into a Huge/Gargantuan beastly row via Morpheus’s blessing.
Nike’s blessing: While your helper is on the field, you and your helper have advantage on saves vs. Typhon’s frighten effects, and once per battle Nike can grant your helper immunity to Storm Crown for 1 round (her action).
| Helper | Who / how they arrive | How they play (player-facing) |
|---|---|---|
| Cerberus Huge · CR 11 | Three-headed gate-hound (resurrected breath of Persephone, or a dream-shape from Morpheus). | Tanky multi-bite controller. Grapple / knock prone; frighten with howls. Slow, hard to ignore. Alternate rounds: park him on Typhon’s forelimb and force saves. |
| Hecatoncheires (Briareus-echo) Huge · CR 12 | Hundred-handed giant-echo (sunforge ghost / Asclepius-knit remnant — not the full mythic binding). | Artillery brute: many weaker strikes or one crushing volley. Great vs. adds and chain-anchors. Feels like playing a siege engine. |
| Sphinx Huge · CR 10 | Winged riddler-guardian loaned by Athena’s dream or a temple statue given breath. | Skirmish caster: fly, claw, one roar/frighten, minor control spells. Plays like a battlefield controller who also punches. |
| Talos of Crete / Colossus of Rhodes Huge · CR 13 | Bronze colossus (Hephaestus-spark or Rhodes’ dream-colossus walking). | Siege tank: high AC, slam/hurl, object-breaker. Slow reposition. Ideal for holding a flank while PCs focus Typhon’s heads. |
| Sinbad on Roc (Gargantuan) Huge · CR 10 | Sinbad arrives riding a Roc — the Serendib bird he followed to a distant nest, or one hatched from the egg he saved. (Persephone/Morpheus wing-lore still fine if Serendib was not played.) | Mobile artillery: snatch, drop, buffet. Sinbad tips Roc-Lore from the saddle. Controls vertical space. Fragile vs. focused fire — hit-and-run, don’t stand still. |
| Kreon, Spellcasting Minotaur Huge* · CR 10 | Labyrinth archmage in minotaur shape (*Large; counts as ‘huge threat’ for balance). | Full-caster hybrid: blast, wall, counterspell-lite. Plays like a wizard with a gore attack — glassier than Talos. |
| Knight Minotaur + Cyclops duo Huge group · CR 11 | Armored labyrinth champion paired with two war-cyclopes (one player controls the trio as a unit). | Melee wedge: knight locks, cyclopes smash. Simple, reliable damage and shoves. Good for players who want ‘charge and hit.’ |
| Lernaean Hydra Huge · CR 11 | Resurrected coil (Asclepius) or dream-hydra — heads matter; fire still cauterizes. | Multiattack machine. Manage heads; cauterize if Typhon’s fire severs them. High damage, messy positioning. |
| Euryale (or Medusa) Huge* · CR 9 | Gorgon sister (*Large). Stone-gaze weaponized carefully — allies warn before looking. | Debuff queen: gaze (avert / mirror rules), bow, snake-hair. Plays like a control sniper; coordinate so PCs don’t get petrified. |
| Echidna (Bound Aspect) Huge · CR 14 | Mother of Monsters in a leash-aspect — not full lair power; Persephone’s bargain holds her to one battle. | Boss-lite: constrict, poison, call 1–2 small brood once. Extremely strong — treat as a ‘take if your table wants spectacle.’ |
| Chariot of Apollo (with driver-shade) Huge · CR 10 | Sun-chariot called for one flight; a shade of Phaethon’s better choice holds the reins. | Mobile platform + radiant strafing. Carry 1–2 PCs; burn Typhon’s storm-clouds. High risk if the chariot is struck. |
| Pandora Human-sized · CR 8 | The first woman — jar sealed, hope kept. She opens only what the battle needs. | Support face: once-per-battle jar tricks (heal surge, condition cleanse, or brief enemy dread). Soft control + clutch buffs. |
| Orpheus Human-sized · CR 8 | The singer who moved the dead — lyre ready. | Battlefield bard: charm/frighten Typhon’s lesser manifestations, grant temp HP, interrupt a legendary roar with a counter-song. |
| Heracles Human-sized · CR 13 | The demigod himself — mortal-strong, present as ally, not boss. | Premier striker: club/bow, legendary-feel multiattack, athletics monster. Simple for the player: move, hit hard, smash a chain. |
| Leonidas Human-sized · CR 10 | King of the Hot Gates — shield and spear. | Defensive captain: mark a foe, grant allies AC, stand immovable. Plays like a banner-paladin without the spells. |
| Atalanta Human-sized · CR 9 | Peerless huntress. | Mobile archer: sharpshoot, trip, mark quarry. Excels at sniping Typhon’s eyes/hands while staying clear. |
| Achilles Human-sized · CR 11 | Best of the Achaeans — heel as the only fear. | Glass cannon duelist: highest single-target damage, resistance to most blows until heel is targeted (Typhon may learn…). |
| Bellerophon on Pegasus (or Griffin) Human-sized* · CR 10 | Rider + mount as one helper unit. | Aerial lancer: fly-by gore/lance, reposition allies’ bombs. Plays like a flying skirmisher; mount can Dash. |
| Satyr Revel-Band (unit) Army · CR 8 | 6–8 satyrs as one unit (pipes, spears, chaos). | Harass & debuff: short rests of mirth (remove frighten), pack attacks, board-control. Low HP pool; high annoyance. |
| Leonin Pride (unit) Army · CR 9 | 5–6 leonin warriors as one unit. | Melee pack: pounce, pack tactics, roar. Reliable mid-damage; good for pinning a Typhon limb. |
| Centaur Lance (unit) Army · CR 9 | 4–5 centaurs as one unit. | Hit-and-run cavalry: charge, kiting, bows. Control the outer ring of the crater. |
| Minotaur Phalanx (unit) Army · CR 10 | 4 minotaur hoplites as one unit. | Heavy infantry: greataxes, reckless, hold a gate. Simple and brutal. |
| Cyclopean Levy (unit) Army · CR 9 | 5 human-scale cyclopeans as one unit. | Throwers & brutes: rocks, axes, siege assist. Mid durability; strong vs. terrain/chains. |
| Amazon Wing (unit) Army · CR 9 | 6 Amazons + 1 captain as one unit. | Disciplined skirmishers: spears/bows, phalanx step, focus-fire. High coordination ceiling. |
| Spartan Hoplites (unit) Army · CR 10 | 8 Spartan hoplites as one unit (Leonidas may stack if another player took him). | Shield wall: high AC formation, spears, Hold the Line reaction. Best pure defense helper. |
Full cards
- Every row has a complete stat block under Ally Stat Blocks (and in modals from the name tags above).
- Phase 2 is a power fantasy — helpers are meant to hit hard. Prefer spending Typhon legendary actions on pressure, not nerfing damage.
- If a helper still feels weak: Nike grants 20 temp HP mid-fight. If one player is bored on PC turns, let them Ready support with their helper.
Campaign debts — Proteus & Sinbad (Serendib)
- Proteus has no separate helper card. If the party earned his future-call on Serendib, he arrives with the Horn — but Morpheus blesses him to Wild Shape into one Huge/Gargantuan beastly row (Hydra, Echidna, Cerberus, Chimera-dream, Sphinx, etc.). The player who picks that row is using Proteus’s shape-change: use that row’s published stat block; flavor arrival as Proteus shifting under dream-oil and sea-spume. Do not add a second Proteus body.
- Sinbad + Roc: Choosing the Roc row brings Sinbad on the bird (drive-off path: the original Roc he shadowed to a safe nest; kill path: a Roc grown from the egg he rescued). Same Roc card; Sinbad is saddle color and Roc-Lore tips, not a second initiative count.
- If Serendib was not played, keep the generic Persephone/Morpheus Roc text and omit Proteus.
Encounter 1 — The Root-Forge: Free Nike
Overview
Iris’s rainbow hardens into a tunnel of heat. The party emerges on a slag bridge above a forge-pit where Nike hangs winged and chained. Captain Orthos and his Chain-Guards will not let Victory leave — triumph would name Typhon’s defeat before it happens.
🗺 Terrain
Root-forge cavern · 100×80 ft · slag bridge (difficult terrain if damaged) · three chain-lock consoles (N/E/W of Nike) · lava channels (5 fire on enter, DC 14 Dex) · cage-pens of sleeping slag-hounds · exit shaft up (blocked until Nike is free).
Win / Wake
- Win Enc. 1: Open all three true locks (Athletics, Arcana, or thieves’ tools DC 16; Fillet & Pyra help) and spend an action cutting Nike’s last shackle.
- Typhon’s Wake Clock: Starts at 0 when the first true lock opens. +1 when a lock opens, +1 if Orthos dies on Last Order, +1 each time a PC is dropped to 0 HP. At 4, Typhon’s roar collapses a bridge section (difficult terrain + 2 slag-hounds). Enc. 2 begins when Nike is free regardless of Clock — but Clock ≥3 means Typhon starts Phase 1 with one anchor already cracked.
Mechanics
- Lockrun with Pyra (DC 15): With Pyra recruited or the Fillet shown, the party may attempt a 6-success / 3-failure lockrun while two PCs distract Orthos socially or with a duel. Failures spawn hounds / alert guards — combat resumes mid-puzzle.
- Social Distract Orthos (Persuasion or Intimidation DC 16): Contested against Orthos's Charisma (+2) — on success, Orthos focuses on the duelist for 1 round; lock checks at the consoles have advantage that round.
- Stealth Approach: Group Stealth DC 15 before initiative — success lets the party reach the east console undetected; one lock check before Orthos turns (Wake Clock still starts on first true lock).
- As written: Orthos + 3 Chain-Guards + 4 Slag-Hounds (staged: hounds release in pairs).
- RECRUITMENT: Spare Pyra or show the Fillet — she marks the false lock and joins.
- Orthos’s false lock wastes actions until he is bloodied, deceived (Deception DC 18), or his spike-key is taken.
- When Nike is freed: short narrative beat — she knots the Fillet on a willing PC’s brow, explains the shared root-chains, and prepares the Horn. Grant a short rest (10 min) as the mountain shakes into Enc. 2 — or press on if the Wake Clock is already screaming.
- Nike’s Blessing (immediate): Each PC gains Victory’s Favor until end of session: once, turn a miss into a hit or reroll a failed save. Does not stack with itself.
Creature Cards
Nike, Goddess of Victory
Olympian · Small/Medium goddess · Cannot fight Typhon directly
Appearance: Winged, laurel-browed, chains of volcanic iron scoring her wrists until freed.
Motivation. She wants the Theronauts to win — not as pawns of Olympus, but as mortals who claimed victory when gods could not strike.
Secret. Her horn does not summon random aid; it wakes every debt the party’s campaign has earned — heroes, beasts, and armies who owe them a round.
Hard rule. She may bless, advise, and blow the Horn of Allies. She may not deal damage to Typhon or his spawn. If she is reduced to 0 HP (unlikely), she scatters into victory-omens and the Horn still sounds once.
Captain Orthos of the Root-Forge
Huge Giant · CR 8 · Enc. 1 elite
AC 17 | HP 168 | Speed 40 ft.
False Lock. One of Nike’s visible locks is a decoy he controls. Until Orthos is bloodied or persuaded (DC 18), checks against that lock automatically fail.
Last Order. At 0 HP, he can use a reaction to slam a console — advancing Typhon’s Wake Clock by 1 (see Enc. 1).
Attack. Multiattack: two forge-hammers +10 to hit, 18 (3d8 + 5) bludgeoning plus 7 (2d6) fire. Or hurl slag +10 to hit, range 60 ft., 16 (2d10 + 5) bludgeoning.
Titan-Kin Chain-Guard
Large Giant · CR 5 · Enc. 1 jailer
AC 16 | HP 95 | Speed 40 ft.
Jailer’s Key. Carries a spike-key. A PC who takes one (action, contested Athletics) gains advantage on the next chain-lock check.
Etna-Hardened. Resistance to fire. Vulnerable to cold and radiant.
Attack. Multiattack: two volcanic mauls +7 to hit, 13 (2d8 + 4) bludgeoning plus 3 (1d6) fire.
Chain Lash (Recharge 5–6). 30-ft line, DC 15 Dex save or 18 (4d8) slashing and restrained by slag-chain (escape DC 15).
Slag-Hound
Medium Elemental · CR 3 · Enc. 1 pack
AC 14 | HP 52 | Speed 40 ft.
Molten Blood. When hit by melee, the attacker takes 3 (1d6) fire (reaction once/round).
Attack. Bite +5 to hit, 9 (2d6 + 2) piercing plus 3 (1d6) fire. Pack Tactics.
Pyra the Chain-Warden (defector)
Medium Humanoid (titan-kin blooded), Chaotic Good · CR 5 · Recruitable Ally
AC 16 | HP 84 | Speed 30 ft.
Skills: Athletics +6, Arcana +4
RECRUITMENT (Enc. 1). Spare her when the first titan-kin squad breaks, or show her the Fillet and swear Nike will fly free — she knows which locks are false.
Lock-Lore. Advantage on checks to open Nike’s bindings. Can spend an action to grant an ally advantage on the next chain check.
Volcanic Spear. +7 to hit, 11 (1d8 + 7) piercing plus 3 (1d6) fire.
Ward-Spike (1/rest). Place a spike: a 10-ft radius becomes difficult terrain for titan-kin until end of combat.
Fillet of Unclaimed Victory
Wondrous item, Nike’s half-woven laurel
Appearance: A thin gold-and-olive fillet that refuses to stay tied until Victory herself knots it.
Handout. "Wear the unfinished crown into the dark. When Victory breathes, the knot will hold — and the horn will answer."
Enc. 1–2. While worn: +1 to saving throws. Once in Enc. 1, when you succeed on a check to break Nike’s chain-locks, each ally within 30 ft. gains 10 temporary HP.
Enc. 3. In Enc. 2, after Nike’s blessing: once per Phase, as a reaction when you or your helper hits Typhon, deal +2d10 radiant and reduce one of Typhon’s legendary action uses by 1 until end of round (min 0).
Iris, Storm-Herald
Olympian messenger (quest giver) · Neutral Good
Appearance: Rainbow-edged peplos, travel-stained; voice like wind over bronze.
Motivation. Hera and Zeus will not march into Etna — but Victory herself is chained in the mountain’s root, and Iris begs the Theronauts to cut her free before Typhon wakes fully.
Secret. Iris already knows freeing Nike will loosen Typhon’s remaining chains. She withholds that until the party is committed — or until the mountain screams.
Hard rule. No Olympian may fight Typhon directly this day. Nike’s aid must be blessing and horn — never spear in hand.
Encounter 2 — Typhon Unbound (Boss)
Overview
The forge-floor splits. Below, Typhon heaves against the last volcanic chains — storm-heads, serpent coils, arms like siege towers. Nike takes wing to the crater rim: she will not strike; she will witness — and when the party is bloodied or the second anchor falls, she sounds the Horn.
🗺 Terrain
Collapsing caldera shelf · 120×120 ft fight zone · three glowing chain-anchors (AC 18, HP 60 each, immunity to psychic; vulnerable to thunder & siege) · storm-vents (DC 15 Str or pushed) · Nike’s rim (safe perch; she acts on initiative 20).
Phase 1 — Snapping Chains (PCs only)
- Typhon: 2 legendary actions; breath at half dice; fly halved. Three anchors intact (or two if Wake Clock cracked one).
- Goal: survive, learn his tells, break at least one anchor. Do not race all three yet unless the table is steamrolling.
- If two PCs drop before any anchor falls, Nike sounds the Horn early (start Phase 2).
- Otherwise Phase 2 begins when the second anchor is destroyed or after ~5–6 rounds, whichever comes first — Nike chooses the dramatic beat.
Phase 2 — The Horn of Allies (Power Fantasy)
- Nike blows the Horn. Each player’s chosen helper arrives in an unoccupied space within 60 ft. (flying helpers may arrive airborne). Full cards: Ally Stat Blocks.
- Alternate-round helper rules engage immediately (see Helper Menu).
- Typhon reaches 3 legendary actions; Storm Crown aura activates; breath at full dice.
- Power fantasy: Typhon has 1400 HP so the table can roll satisfying damage for several rounds. Do not soft-cap PC or helper damage. Cheer crits; race Rebinding while the dice keep coming.
- Rebinding (win): Destroy all remaining anchors, then a PC wearing the Fillet (or Nike, as an action that costs her the rest of the fight’s mobility) must spend an action adjacent to Typhon’s central mass and succeed on a DC 18 Strength (Athletics) or Charisma (Persuasion/Performance) check — Victory naming the binding. Allies/helpers within 10 ft. may use the Help action. On success, chains of olive-gold light reweave; Typhon is sealed beneath Etna. On failure, retry next round; each failure deals 21 (6d6) lightning to the binder.
- Fillet reaction payoff: once per Phase, +2d10 radiant on a hit and steal one legendary action use (see maguffin).
- Do not celebrate a kill: 0 HP triggers Eruption (see Typhon card) — worse than binding.
Creature Cards
Typhon, Father of Storms
Gargantuan Monstrosity (Titan) · CR 18* staged · Enc. 2 · Do not kill · Power-fantasy HP
AC 20 | HP 1400 | Speed 40 ft., fly 60 ft. (hover, wings half-bound in Phase 1)
Saving Throws: Str +15, Con +14, Wis +10, Cha +11 · HP 1400 is intentional — Phase 2 is a dice-tray power fantasy for 6×L12 + helpers.
Singular Icon — Do Not Kill. Win by completing the Rebinding (see Enc. 2), not by reducing Typhon to 0 HP. At 0 HP he instead erupts: each creature DC 20 Dex or 44 (8d10) fire/thunder, then he reforms at 250 HP and the Rebinding DC increases by 2. Prefer chains, seals, Nike’s knot.
Phase 1 — Snapping Chains. Three chain-anchors remain. Typhon has 2 legendary actions/round. Fly speed halved. Each destroyed anchor frees him further (+1 legendary action, max 3) but is required for Rebinding. Phase 1 should chip him (~200–400 damage is fine); do not worry if the pool looks huge.
Phase 2 — Horn-Called War (Power Fantasy). When Nike sounds the Horn, helpers arrive. Typhon gains full legendary actions (3) and Storm Crown aura. Do not soft-cap damage — let PCs and helpers empty dice bags. His HP pool exists so the table can cheer big hits for several rounds while racing Rebinding.
Storm Crown Aura. Phase 2: creatures of Typhon’s choice that start their turn within 20 ft. take 10 (3d6) lightning (DC 18 Dex half). Helpers can be designated immune by Nike’s blessing for 1 round (Nike’s action).
Many Heads, Many Arms. Has serpentine heads and storm-arms as narrative zones. Called shots to a head impose disadvantage on his next breath; called shots to an arm reduce shove distance that round.
Multiattack. Typhon makes three attacks: any mix of Slam, Serpent Bite, or Storm Bolt.
Slam. +15 to hit, reach 15 ft., 24 (3d10 + 8) bludgeoning. Huge or smaller: DC 20 Str save or prone.
Serpent Bite. +15 to hit, reach 20 ft., 18 (3d6 + 8) piercing plus 14 (4d6) poison.
Storm Bolt. +11 to hit, range 120 ft., 22 (4d10) lightning.
Cataclysm Breath (Recharge 5–6). 90-ft cone of fire and thunder. DC 22 Dex save: 49 (14d6) fire/thunder on a failed save, half on success. Phase 1: half damage dice (7d6).
Detect (1). Wisdom (Perception) check.
Tail/Arm (1). One Slam attack.
Wing Buffet (2). Each creature within 15 ft. DC 20 Str save or pushed 15 ft. and knocked prone.
Storm Step (2, Phase 2 only). Teleport up to 60 ft.; each creature adjacent to arrival DC 18 Dex or 14 (4d6) lightning.
Nike, Goddess of Victory
Olympian · Small/Medium goddess · Cannot fight Typhon directly
Appearance: Winged, laurel-browed, chains of volcanic iron scoring her wrists until freed.
Motivation. She wants the Theronauts to win — not as pawns of Olympus, but as mortals who claimed victory when gods could not strike.
Secret. Her horn does not summon random aid; it wakes every debt the party’s campaign has earned — heroes, beasts, and armies who owe them a round.
Hard rule. She may bless, advise, and blow the Horn of Allies. She may not deal damage to Typhon or his spawn. If she is reduced to 0 HP (unlikely), she scatters into victory-omens and the Horn still sounds once.
Fillet of Unclaimed Victory
Wondrous item, Nike’s half-woven laurel
Appearance: A thin gold-and-olive fillet that refuses to stay tied until Victory herself knots it.
Handout. "Wear the unfinished crown into the dark. When Victory breathes, the knot will hold — and the horn will answer."
Enc. 1–2. While worn: +1 to saving throws. Once in Enc. 1, when you succeed on a check to break Nike’s chain-locks, each ally within 30 ft. gains 10 temporary HP.
Enc. 3. In Enc. 2, after Nike’s blessing: once per Phase, as a reaction when you or your helper hits Typhon, deal +2d10 radiant and reduce one of Typhon’s legendary action uses by 1 until end of round (min 0).
Pyra the Chain-Warden (defector)
Medium Humanoid (titan-kin blooded), Chaotic Good · CR 5 · Recruitable Ally
AC 16 | HP 84 | Speed 30 ft.
Skills: Athletics +6, Arcana +4
RECRUITMENT (Enc. 1). Spare her when the first titan-kin squad breaks, or show her the Fillet and swear Nike will fly free — she knows which locks are false.
Lock-Lore. Advantage on checks to open Nike’s bindings. Can spend an action to grant an ally advantage on the next chain check.
Volcanic Spear. +7 to hit, 11 (1d8 + 7) piercing plus 3 (1d6) fire.
Ward-Spike (1/rest). Place a spike: a 10-ft radius becomes difficult terrain for titan-kin until end of combat.
🌅 Epilogue — Campaign Close
If Typhon is rebound
The caldera stills. Storm-heads sink like cooling iron. Nike alights, unfinished fillet now a true victor’s knot on the PC who bound him — or split into six olive leaves, one for each Theronaut.
- Helpers depart: Give each player one farewell beat (one sentence). Armies salute and dissolve into mist; legends clasp forearms; resurrected beasts return to sleep or Persephone’s keep; dream-shapes peel back into Morpheus’s cloth.
- Nike’s gift: Beyond the Fillet, she offers a campaign-level boon — choose one for the table: a sanctuary that cannot fall while they defend it; a ship that always finds Misthaven mist; or the right to call one helper row again, once, in a future tale.
- Olympus: Iris returns with word that Zeus will not thank them publicly — pride forbids it — but every temple of Victory will know their names.
- Quiet ending: Misthaven tavern. The mist tastes like rain after fire. Ask each player what their PC does with a world that still has tomorrow.
If the party fails
- Typhon free: Coastlines rewrite overnight. End on Iris shielding the party into mist as the mountain crowns itself with a new storm-king. Sequel hook: gather the helpers again for a war of ages.
- Nike still chained: Even a “win” against Typhon’s body fails to hold; seals slip. Escape with Pyra; Nike’s eyes ask them to return before triumph itself starves.
- Bittersweet: Typhon rebound but a helper dies permanently (player consent). Nike plants a laurel on that grave; the campaign remembers the cost.
Optional epilogue scenes (pick 2–3)
- Heracles (if called) admits he could not have done this alone — and means it.
- Orpheus plays the mountain quiet; even slag-hounds sleep.
- Leonidas / Spartans leave a shield on the rim: Molon labe carved for the next storm.
- Pandora shows the jar still shut — hope was never the thing that escaped today.
- Atalanta races the sunrise once around the caldera and laughs like the first hunt.
- The Hecatoncheires-echo salutes with a hundred hands, then collapses back into sunforge dust.
⚖️ Difficulty Scaling
As Written ★ — 6 Players, Average Level 12
- Baseline for this guide. Encounter 1–2 are Hard; the final encounter is Deadly for six PCs at average level 12.
- XP budgets (6×L12 thresholds): Hard ≈ 14,400 · Deadly ≈ 22,800. Prefer mythic pressure, lair actions, and elite packs over endless CR1 swarms.
Library Standard — 6 Players, Average Level 8
- Major dial-back: reduce boss HP ~35–40%; strip one legendary action and one recharge; Favor/track thresholds −2 where present; skill DCs −2; cut one full minion wave from each fight.
Easier (table still high-tier)
- APL 10–11: boss HP −15%; remove one legendary; final Deadly → Hard by cutting one elite.
Harder
- APL 13–14 or seven PCs: boss HP +15%; +1 legendary; add one lair pulse or elite reinforcement mid-finale.
🕊 Ally Stat Blocks — Horn Helpers
One card per Helper Menu row. Players control these on alternate helper turns in Enc. 2 Phase 2. Army rows are a single unit with a shared HP pool. Tune down only if a helper is stealing the spotlight from PCs — Phase 2 is meant to feel huge.
Cerberus
Huge Monstrosity · CR 11 · Helper · Three-headed hound · Persephone’s leave
AC 18 | HP 220 | Speed 50 ft.
Saving Throws: Str +9, Con +8 · Senses: darkvision 120 ft., scent
Helper — Alternate Turns. Controlled on helper turns only. Counts as one ally body.
Three Heads. Advantage on Perception. Multiattack uses three bites (different heads). Cannot be surprised.
Gatekeeper. While Cerberus grapples a creature, that creature has disadvantage on attacks vs. anyone but Cerberus.
Multiattack. Three bites.
Bite. +10 to hit, reach 10 ft., 16 (2d10 + 5) piercing plus 7 (2d6) poison. Large or smaller: DC 17 Str save or grappled (escape DC 17; Cerberus can grapple up to three).
Triple Howl (Recharge 5–6). Each enemy within 30 ft. DC 16 Wis save or frightened until end of its next turn.
Hecatoncheires (Briareus-echo)
Huge Giant · CR 12 · Helper · Hundred-hand echo · Not the full binding
AC 17 | HP 260 | Speed 40 ft.
Saving Throws: Str +11, Con +10
Helper — Alternate Turns. Controlled on helper turns only.
Siege Echo. Double damage to objects and chain-anchors.
Hundred Hands, Staged. Choose Volley or Crush each turn — not both.
Volley of Blows. Six slam attacks +11 to hit, reach 15 ft., 13 (2d6 + 6) bludgeoning each.
Crushing Volley (Recharge 5–6). One attack +11 to hit, reach 15 ft., 45 (6d12 + 6) bludgeoning; Huge or smaller DC 19 Str save or prone and restrained until end of Hecatoncheires’ next turn (escape DC 19).
Anchor Tear. Instead of attacking: deal 40 damage to a chain-anchor within 15 ft. (no roll).
Sphinx
Large Monstrosity · CR 10 · Helper · Winged guardian
AC 17 | HP 180 | Speed 40 ft., fly 60 ft.
Saving Throws: Wis +7, Cha +8 · Spell save DC 16
Helper — Alternate Turns. Controlled on helper turns only.
Inscrutable. Immune to charm; thoughts can’t be read.
Multiattack. Two claws; may replace one with Roar if available.
Claw. +8 to hit, 13 (2d8 + 4) slashing.
Roar (1/battle). Each enemy within 60 ft. DC 16 Wis save or frightened 1 minute (repeat save at end of turns).
Spellcasting. At-will: detect magic, minor illusion. 2/battle: hold monster (DC 16), lightning bolt (8d6, DC 16 Dex).
Talos of Crete / Colossus of Rhodes
Huge Construct · CR 13 · Helper · Bronze colossus
AC 20 | HP 280 | Speed 30 ft.
Saving Throws: Str +12, Con +11 · Immunities: poison, psychic; exhaustion
Helper — Alternate Turns. Controlled on helper turns only.
Immutable Form. Cannot be shapechanged.
Siege Monster. Double damage to objects and chain-anchors.
Molten Vein. When hit by melee, attacker takes 7 (2d6) fire (once/round).
Multiattack. Two slams.
Slam. +12 to hit, reach 15 ft., 25 (4d8 + 7) bludgeoning.
Hurl Bronze (Recharge 5–6). +12 to hit, range 60/180 ft., 32 (6d8 + 7) bludgeoning; target DC 19 Str save or prone.
Sinbad on Roc
Gargantuan Monstrosity · CR 10 · Helper · Sinbad + Roc (Serendib debt or Morpheus-wing)
Sinbad Saddle. Sinbad rides this Roc (original bird he followed after a drive-off, or hatchling from the egg he saved). He shares the Roc’s initiative; on helper turns he may use Roc-Lore Tip (grant one ally advantage on their next attack/check vs. Typhon) once per round instead of a Roc attack.
AC 15 | HP 200 | Speed 20 ft., fly 120 ft.
Skills: Perception +9
Helper — Alternate Turns. Controlled on helper turns only.
Flyby. Does not provoke when flying out of reach.
Keen Sight. Advantage on Perception relying on sight.
Multiattack. Two beak attacks, or one beak and one Talons.
Beak. +14 to hit, reach 10 ft., 27 (4d8 + 9) piercing.
Talons. +14 to hit, reach 5 ft., 23 (4d6 + 9) slashing. Huge or smaller: grappled (escape DC 19). Roc can move while grappling.
Buffet (Recharge 5–6). Each creature in a 30-ft cone DC 19 Str save or 21 (6d6) bludgeoning and pushed 20 ft.
Kreon, Spellcasting Minotaur
Large Monstrosity · CR 10 · Helper · Labyrinth archmage
AC 16 | HP 170 | Speed 40 ft.
Saving Throws: Int +8, Wis +6 · Spell save DC 16 · Spell attack +8
Helper — Alternate Turns. Controlled on helper turns only.
Labyrinthine Recall. Cannot get lost; advantage on saves vs. illusion.
Glass Cannon. No heavy armor — position carefully.
Gore. +8 to hit, 13 (2d8 + 4) piercing.
Spellcasting. At-will: fire bolt (3d10), mage hand. 3/battle total among: fireball (8d6), counterspell, wall of force (1 round only), haste (self or one ally).
Arcane Gore (1/battle). Gore, then immediately cast fire bolt at the same target with advantage.
Knight Minotaur + Cyclops Duo
Huge group unit · CR 11 · Helper · Knight + 2 cyclopes (one initiative)
AC 18 | HP 240 | Speed 40 ft.
Unit: Shared HP pool. Acts as one helper on helper turns.
Helper — Alternate Turns. One player controls the whole wedge.
Wedge Formation. While HP > half, +1 AC. At half HP, lose one cyclops attack from Multiattack.
Multiattack. Knight greataxe + two cyclops clubs (three attacks).
Greataxe (Knight). +10 to hit, 18 (2d12 + 5) slashing.
Club (Cyclops). +10 to hit, reach 10 ft., 16 (2d10 + 5) bludgeoning. Once per turn, shove 10 ft. on a hit (no save) vs. Large or smaller.
Rock (1/turn). Instead of one club: +10 to hit, range 30/120 ft., 23 (4d8 + 5) bludgeoning.
Lernaean Hydra
Huge Monstrosity · CR 11 · Helper · 5 heads (max 8)
AC 15 | HP 210 | Speed 30 ft., swim 30 ft.
Starts with 5 heads. Multiattack = number of heads.
Helper — Alternate Turns. Controlled on helper turns only.
Multiple Heads. Adv on saves vs. blind/deaf/stun/charm while >1 head. Sever a head on a single hit of 25+ damage (or called shot).
Regrow. If a stump isn’t dealt fire/acid before end of hydra’s next turn, grow two heads (max 8).
Reactive Heads. 1 OA reaction per head.
Multiattack. One bite per head (max 8).
Bite. +10 to hit, reach 10 ft., 10 (1d10 + 5) piercing.
Euryale (or Medusa)
Large Monstrosity · CR 9 · Helper · Gorgon sister
AC 16 | HP 170 | Speed 30 ft.
Skills: Deception +7, Stealth +8 · Senses: darkvision 60 ft.
Helper — Alternate Turns. Controlled on helper turns only.
Petrifying Gaze. Creature that starts turn seeing her eyes within 30 ft.: DC 15 Con save or restrained (stone-flesh). Repeat save next turn: fail = petrified; success ends. Avert eyes = disadvantage on attacks vs her. Allies: warn before looking — no friendly petrify unless they choose to meet her gaze.
Multiattack. Two snake-hair bites or two shortbow attacks.
Snake Hair. +8 to hit, 7 (1d6 + 4) piercing plus 14 (4d6) poison.
Shortbow. +8 to hit, range 80/320 ft., 7 (1d6 + 4) piercing plus 7 (2d6) poison.
Freezing Glance (Recharge 5–6). One creature within 60 ft. that can see her: DC 15 Con save or restrained until end of its next turn (not full petrify).
Echidna (Bound Aspect)
Huge Monstrosity · CR 14 · Helper · Mother on a leash
AC 18 | HP 260 | Speed 40 ft., swim 40 ft.
Saving Throws: Str +11, Con +10, Wis +8 · Spell save DC 16
Helper — Alternate Turns. Controlled on helper turns only.
Bound Aspect. Persephone’s bargain: no Call Brood beyond the once-per-battle option; cannot summon Typhon/Cerberus.
Spectacle Pick. Strongest raw helper — still one body, one turn.
Multiattack. One constrict and one bite, or two bites.
Constrict. +11 to hit, reach 15 ft., 20 (3d8 + 6) bludgeoning and grappled (escape DC 19).
Bite. +11 to hit, reach 10 ft., 17 (2d10 + 6) piercing plus 14 (4d6) poison.
Call Brood (1/battle). Summon 2 brood minions (AC 14, HP 40, +7 to hit, 12 damage) in spaces within 30 ft. They act on her helper turn as part of her Multiattack budget (replace her attacks that turn with their attacks if preferred).
Chariot of Apollo
Huge celestial vehicle · CR 10 · Helper · Sun-chariot + driver-shade
AC 17 | HP 190 | Speed fly 90 ft. (hover)
Crew: Driver-shade included. Can carry 2 Medium riders.
Helper — Alternate Turns. Controlled on helper turns only.
Sun Platform. Riders have half cover. If chariot drops to 0 HP, riders fall (DC 15 Dex for half of 6d6).
Radiant Wake. Ignores storm difficult terrain; sheds bright light 30 ft.
Solar Strafe. Move up to fly Speed; each creature in a 60-ft line once this turn DC 16 Dex save or 28 (8d6) radiant (half on success).
Trampling Hooves. +9 to hit, 18 (3d8 + 4) bludgeoning plus 9 (2d8) radiant.
Flare (Recharge 5–6). Each enemy within 20 ft. DC 16 Con save or blinded until end of its next turn.
Pandora
Medium Humanoid · CR 8 · Helper · First woman · Jar sealed
AC 15 | HP 140 | Speed 30 ft.
Saving Throws: Wis +7, Cha +8 · Skills: Insight +7, Persuasion +8
Helper — Alternate Turns. Controlled on helper turns only.
Hope Kept. Jar stays sealed except for listed tricks — she will not empty it.
Scepter Strike. +6 to hit, 7 (1d8 + 3) bludgeoning plus 7 (2d6) psychic.
Jar Trick (3/battle, pick each time). 30 ft.: (1) one ally regains 28 (8d6) HP; (2) end one condition on an ally; (3) one enemy DC 16 Wis save or frightened and take 18 (4d8) psychic.
Inspiring Presence. Allies within 10 ft. have advantage on saves vs. frighten.
Orpheus
Medium Humanoid · CR 8 · Helper · Legendary bard
AC 14 | HP 130 | Speed 30 ft.
Saving Throws: Wis +7, Cha +9 · Spell save DC 17
Helper — Alternate Turns. Controlled on helper turns only.
Counter-Song. Reaction: when Typhon uses Cataclysm Breath or Triple/Howl-like frighten, force him to reroll the recharge or impose disadvantage on the save DC check — once/battle, cancel one breath entirely (Nike smiles).
Lyric Strike. +6 to hit, 5 (1d6 + 2) plus 9 (2d8) thunder.
Battle Hymn. Allies within 30 ft. gain 15 temp HP (1/battle) or each ally may immediately move 10 ft. without provoking.
Dirge of Chains (Recharge 5–6). Typhon or one enemy DC 17 Cha save or have disadvantage on attacks until end of Orpheus’s next helper turn; on fail, also take 22 (5d8) psychic.
Heracles
Medium Demigod · CR 13 · Helper · Premier striker
AC 18 | HP 200 | Speed 40 ft.
Saving Throws: Str +12, Con +10 · Skills: Athletics +12
Helper — Alternate Turns. Controlled on helper turns only.
Labors Remembered. Once/battle, ignore one instance of resistance to bludgeoning/piercing/slashing on a hit.
Power Fantasy. Hit hard. Smash anchors. Simple turn loop.
Multiattack. Three club attacks or two club and one bow.
Olive-Wood Club. +12 to hit, 18 (2d10 + 7) bludgeoning. Once per turn, deal +11 (2d10) on a hit.
Bow of Eurytus. +9 to hit, range 150/600 ft., 14 (2d8 + 5) piercing.
Anchor Breaker. Instead of Multiattack: one automatic 50 damage to a chain-anchor within 5 ft.
Leonidas
Medium Humanoid · CR 10 · Helper · King of the Hot Gates
AC 20 | HP 180 | Speed 30 ft.
Saving Throws: Str +8, Wis +7 · Skills: Athletics +8, Insight +7
Helper — Alternate Turns. Controlled on helper turns only.
Hot Gates Stance. While not incapacitated, allies within 10 ft. gain +1 AC.
Immovable. Advantage on saves vs. shove/prone; cannot be moved against his will while conscious.
Multiattack. Two spear attacks.
Spear. +9 to hit, 11 (1d8 + 7) piercing. Mark the target: it has disadvantage on attacks vs. creatures other than Leonidas until his next helper turn.
Hold the Line (Reaction). When an ally within 10 ft. is hit, grant +4 AC against that attack (1/round).
Molon Labe (1/battle). Allies within 30 ft. gain resistance to bludgeoning/piercing/slashing until Leonidas’s next helper turn.
Atalanta
Medium Humanoid · CR 9 · Helper · Peerless huntress
AC 17 | HP 150 | Speed 40 ft.
Skills: Acrobatics +9, Perception +7, Survival +7
Helper — Alternate Turns. Controlled on helper turns only.
Sharpshooter Huntress. No disadvantage at long range; ignore half/three-quarters cover with her bow.
Multiattack. Three longbow attacks.
Longbow. +11 to hit, range 150/600 ft., 14 (1d8 + 10) piercing. Once per turn, knock Large or smaller prone (DC 16 Str save) or mark quarry (+1d8 on her next hit vs it).
Called Shot — Eye/Hand (1/battle). Vs Typhon: +11 to hit, 24 (3d8 + 10) piercing and he has disadvantage on his next breath or slam.
Achilles
Medium Humanoid · CR 11 · Helper · Best of the Achaeans
AC 18 | HP 160 | Speed 40 ft.
Saving Throws: Str +10, Dex +9 · Skills: Athletics +10
Helper — Alternate Turns. Controlled on helper turns only.
Almost Invulnerable. Resistance to bludgeoning, piercing, slashing. Heel: if a critical hit or called shot targets his heel (Typhon can learn this after round 2 of Phase 2), he loses the resistance until healed by Pandora/Orpheus jar/hymn.
Glass Cannon Pride. Highest single-target spikes — don’t hide him.
Multiattack. Three spear attacks.
Pelion Ash Spear. +11 to hit, 16 (2d8 + 7) piercing. Once per turn, +14 (4d6) on a hit.
Aristeia (1/battle). Move up to Speed without provoking and make four spear attacks.
Bellerophon on Pegasus (or Griffin)
Large unit · CR 10 · Helper · Rider + mount (one body)
AC 17 | HP 170 | Speed 10 ft., fly 90 ft.
Unit: Rider and mount share HP and turn.
Helper — Alternate Turns. Controlled on helper turns only.
Flyby Lance. Does not provoke when flying out of reach.
Multiattack. Two lance attacks, or one lance and one mount gore/beak.
Lance. +9 to hit, reach 10 ft., 15 (1d12 + 9) piercing; +9 (2d8) if he moved 20+ ft. toward the target this turn.
Mount Strike. +9 to hit, 12 (2d6 + 5) piercing.
Sky Drag (Recharge 5–6). On a lance hit vs Large or smaller, DC 16 Str save or target is carried 30 ft. with him (grappled).
Satyr Revel-Band
Medium unit · CR 8 · Helper · 6–8 satyrs (shared pool)
AC 15 | HP 160 | Speed 40 ft.
Unit: Shared HP. 4 attack rolls per helper turn.
Helper — Alternate Turns. One player controls the band.
Mirth. Once/battle: end frightened on all allies within 30 ft.
Pack Poke. Four shortsword or shortbow attacks +7 to hit, 8 (1d6 + 5) damage.
Pipes of Discord (Recharge 5–6). Enemies in 20 ft. DC 14 Wis save or disadvantage on attacks until end of band’s next turn.
Leonin Pride
Medium unit · CR 9 · Helper · 5–6 leonin (shared pool)
AC 16 | HP 180 | Speed 40 ft.
Unit: Shared HP. Pack tactics.
Helper — Alternate Turns. One player controls the pride.
Pack Tactics. Advantage on attacks if another pride member (unit) is within 5 ft. of the target — treat as always on vs. Typhon’s limb zones.
Multiattack. Four claw/spear attacks +9 to hit, 11 (1d8 + 7) slashing.
Pride Roar (Recharge 5–6). Enemies within 30 ft. DC 15 Wis save or frightened until end of pride’s next turn.
Pounce Pin. Once per turn on a hit: Large or smaller DC 15 Str save or prone.
Centaur Lance
Large unit · CR 9 · Helper · 4–5 centaurs (shared pool)
AC 15 | HP 170 | Speed 50 ft.
Unit: Shared HP. Cavalry skirmish.
Helper — Alternate Turns. One player controls the lance.
Charge. If the unit moves 20+ ft. straight toward a target, first hit this turn +9 (2d8) damage.
Multiattack. Three pike attacks and one longbow, or four longbow.
Pike. +9 to hit, reach 10 ft., 12 (1d10 + 7) piercing.
Longbow. +7 to hit, range 150/600 ft., 9 (1d8 + 5) piercing.
Minotaur Phalanx
Large unit · CR 10 · Helper · 4 minotaur hoplites (shared pool)
AC 17 | HP 200 | Speed 40 ft.
Unit: Shared HP. Reckless brutes.
Helper — Alternate Turns. One player controls the phalanx.
Reckless. Unit may gain advantage on all melee attacks this turn; attacks vs it have advantage until its next helper turn.
Multiattack. Four greataxe attacks +10 to hit, 18 (2d12 + 5) slashing.
Labyrinth Rush (Recharge 5–6). Move 20 ft. without provoking; each creature passed DC 16 Str save or take 14 (4d6) and prone.
Cyclopean Levy
Medium unit · CR 9 · Helper · 5 cyclopeans (shared pool)
AC 16 | HP 180 | Speed 30 ft.
Unit: Shared HP. Siege throwers.
Helper — Alternate Turns. One player controls the levy.
Siege Assist. Double damage to chain-anchors with Rock attacks.
Multiattack. Three battleaxe or rock attacks.
Battleaxe. +9 to hit, 13 (2d8 + 4) slashing.
Rock. +9 to hit, range 30/90 ft., 18 (3d8 + 4) bludgeoning.
Anchor Barrage. Instead of Multiattack: deal 35 damage to a chain-anchor within 90 ft.
Amazon Wing
Medium unit · CR 9 · Helper · 6 Amazons + captain (shared pool)
AC 17 | HP 180 | Speed 30 ft.
Unit: Shared HP. Disciplined focus-fire.
Helper — Alternate Turns. One player controls the wing.
Phalanx Step. +1 AC while HP > half.
Multiattack. Five spear or longbow attacks +9 to hit, 10 (1d8 + 6) piercing.
Focus Fire. Once per turn, if 3+ attacks hit the same target, deal +14 (4d6) piercing.
Captain’s Order (1/battle). Wing gains advantage on all attacks this helper turn.
Spartan Hoplites
Medium unit · CR 10 · Helper · 8 Spartan hoplites (shared pool)
AC 19 | HP 190 | Speed 30 ft.
Unit: Shared HP. Best pure defense.
Helper — Alternate Turns. One player controls the wall.
Shield Wall. Allies behind the wall (within 5 ft. opposite Typhon) have half cover. Unit has +1 AC while HP > half.
Multiattack. Four spear attacks +8 to hit, 10 (1d8 + 6) piercing.
Hold the Line (Reaction, 1/round). When an ally within 10 ft. would be hit, impose disadvantage on that attack.
Phalanx Push (Recharge 5–6). Each enemy within 5 ft. DC 15 Str save or pushed 10 ft. and take 9 (2d8).
📋 Appendix — Cards
Iris, Storm-Herald
Olympian messenger (quest giver) · Neutral Good
Appearance: Rainbow-edged peplos, travel-stained; voice like wind over bronze.
Motivation. Hera and Zeus will not march into Etna — but Victory herself is chained in the mountain’s root, and Iris begs the Theronauts to cut her free before Typhon wakes fully.
Secret. Iris already knows freeing Nike will loosen Typhon’s remaining chains. She withholds that until the party is committed — or until the mountain screams.
Hard rule. No Olympian may fight Typhon directly this day. Nike’s aid must be blessing and horn — never spear in hand.
Fillet of Unclaimed Victory
Wondrous item, Nike’s half-woven laurel
Appearance: A thin gold-and-olive fillet that refuses to stay tied until Victory herself knots it.
Handout. "Wear the unfinished crown into the dark. When Victory breathes, the knot will hold — and the horn will answer."
Enc. 1–2. While worn: +1 to saving throws. Once in Enc. 1, when you succeed on a check to break Nike’s chain-locks, each ally within 30 ft. gains 10 temporary HP.
Enc. 3. In Enc. 2, after Nike’s blessing: once per Phase, as a reaction when you or your helper hits Typhon, deal +2d10 radiant and reduce one of Typhon’s legendary action uses by 1 until end of round (min 0).
Nike, Goddess of Victory
Olympian · Small/Medium goddess · Cannot fight Typhon directly
Appearance: Winged, laurel-browed, chains of volcanic iron scoring her wrists until freed.
Motivation. She wants the Theronauts to win — not as pawns of Olympus, but as mortals who claimed victory when gods could not strike.
Secret. Her horn does not summon random aid; it wakes every debt the party’s campaign has earned — heroes, beasts, and armies who owe them a round.
Hard rule. She may bless, advise, and blow the Horn of Allies. She may not deal damage to Typhon or his spawn. If she is reduced to 0 HP (unlikely), she scatters into victory-omens and the Horn still sounds once.
Pyra the Chain-Warden (defector)
Medium Humanoid (titan-kin blooded), Chaotic Good · CR 5 · Recruitable Ally
AC 16 | HP 84 | Speed 30 ft.
Skills: Athletics +6, Arcana +4
RECRUITMENT (Enc. 1). Spare her when the first titan-kin squad breaks, or show her the Fillet and swear Nike will fly free — she knows which locks are false.
Lock-Lore. Advantage on checks to open Nike’s bindings. Can spend an action to grant an ally advantage on the next chain check.
Volcanic Spear. +7 to hit, 11 (1d8 + 7) piercing plus 3 (1d6) fire.
Ward-Spike (1/rest). Place a spike: a 10-ft radius becomes difficult terrain for titan-kin until end of combat.
Slag-Hound
Medium Elemental · CR 3 · Enc. 1 pack
AC 14 | HP 52 | Speed 40 ft.
Molten Blood. When hit by melee, the attacker takes 3 (1d6) fire (reaction once/round).
Attack. Bite +5 to hit, 9 (2d6 + 2) piercing plus 3 (1d6) fire. Pack Tactics.
Titan-Kin Chain-Guard
Large Giant · CR 5 · Enc. 1 jailer
AC 16 | HP 95 | Speed 40 ft.
Jailer’s Key. Carries a spike-key. A PC who takes one (action, contested Athletics) gains advantage on the next chain-lock check.
Etna-Hardened. Resistance to fire. Vulnerable to cold and radiant.
Attack. Multiattack: two volcanic mauls +7 to hit, 13 (2d8 + 4) bludgeoning plus 3 (1d6) fire.
Chain Lash (Recharge 5–6). 30-ft line, DC 15 Dex save or 18 (4d8) slashing and restrained by slag-chain (escape DC 15).
Captain Orthos of the Root-Forge
Huge Giant · CR 8 · Enc. 1 elite
AC 17 | HP 168 | Speed 40 ft.
False Lock. One of Nike’s visible locks is a decoy he controls. Until Orthos is bloodied or persuaded (DC 18), checks against that lock automatically fail.
Last Order. At 0 HP, he can use a reaction to slam a console — advancing Typhon’s Wake Clock by 1 (see Enc. 1).
Attack. Multiattack: two forge-hammers +10 to hit, 18 (3d8 + 5) bludgeoning plus 7 (2d6) fire. Or hurl slag +10 to hit, range 60 ft., 16 (2d10 + 5) bludgeoning.
Typhon, Father of Storms
Gargantuan Monstrosity (Titan) · CR 18* staged · Enc. 2 · Do not kill · Power-fantasy HP
AC 20 | HP 1400 | Speed 40 ft., fly 60 ft. (hover, wings half-bound in Phase 1)
Saving Throws: Str +15, Con +14, Wis +10, Cha +11 · HP 1400 is intentional — Phase 2 is a dice-tray power fantasy for 6×L12 + helpers.
Singular Icon — Do Not Kill. Win by completing the Rebinding (see Enc. 2), not by reducing Typhon to 0 HP. At 0 HP he instead erupts: each creature DC 20 Dex or 44 (8d10) fire/thunder, then he reforms at 250 HP and the Rebinding DC increases by 2. Prefer chains, seals, Nike’s knot.
Phase 1 — Snapping Chains. Three chain-anchors remain. Typhon has 2 legendary actions/round. Fly speed halved. Each destroyed anchor frees him further (+1 legendary action, max 3) but is required for Rebinding. Phase 1 should chip him (~200–400 damage is fine); do not worry if the pool looks huge.
Phase 2 — Horn-Called War (Power Fantasy). When Nike sounds the Horn, helpers arrive. Typhon gains full legendary actions (3) and Storm Crown aura. Do not soft-cap damage — let PCs and helpers empty dice bags. His HP pool exists so the table can cheer big hits for several rounds while racing Rebinding.
Storm Crown Aura. Phase 2: creatures of Typhon’s choice that start their turn within 20 ft. take 10 (3d6) lightning (DC 18 Dex half). Helpers can be designated immune by Nike’s blessing for 1 round (Nike’s action).
Many Heads, Many Arms. Has serpentine heads and storm-arms as narrative zones. Called shots to a head impose disadvantage on his next breath; called shots to an arm reduce shove distance that round.
Multiattack. Typhon makes three attacks: any mix of Slam, Serpent Bite, or Storm Bolt.
Slam. +15 to hit, reach 15 ft., 24 (3d10 + 8) bludgeoning. Huge or smaller: DC 20 Str save or prone.
Serpent Bite. +15 to hit, reach 20 ft., 18 (3d6 + 8) piercing plus 14 (4d6) poison.
Storm Bolt. +11 to hit, range 120 ft., 22 (4d10) lightning.
Cataclysm Breath (Recharge 5–6). 90-ft cone of fire and thunder. DC 22 Dex save: 49 (14d6) fire/thunder on a failed save, half on success. Phase 1: half damage dice (7d6).
Detect (1). Wisdom (Perception) check.
Tail/Arm (1). One Slam attack.
Wing Buffet (2). Each creature within 15 ft. DC 20 Str save or pushed 15 ft. and knocked prone.
Storm Step (2, Phase 2 only). Teleport up to 60 ft.; each creature adjacent to arrival DC 18 Dex or 14 (4d6) lightning.
Ally / Helper Cards (same as above)
See Ally Stat Blocks for the full Horn menu — duplicated in modals via tag links.
Reward Cards
Post-session keepables. Reward is the first tag. Mechanics below are for ongoing use after this oneshot.
Fillet of Unclaimed Victory
Reward · Wondrous · Requires Attunement
Mechanics. While attuned and worn, you gain a +1 bonus to saving throws. Once per long rest, as a reaction when you or an ally within 30 feet hits a Huge or larger creature, you deal an extra 2d10 radiant damage and that creature loses one legendary action use until the end of the round (minimum 0). Once per short rest, when you succeed on a check to break bonds, seals, or restraints, one ally within 30 feet gains 10 temporary hit points.
Appearance. A thin gold-and-olive fillet that refuses to stay tied until Victory herself knots it.
Lore. Nike's half-woven laurel, finished on the brow that rebound Typhon beneath Etna.
Quote. "Wear the unfinished crown into the dark. When Victory breathes, the knot will hold." — Fillet handout
Earn when: Free Nike and rebind Typhon; wear the fillet Victory herself knots.
Nike's Boon Token
Reward · Wondrous · Consumable
Mechanics. Once, the table redeems this token for one boon Nike offered: (1) a sanctuary that can't fall while at least one bearer defends it (structures have resistance to siege damage and defenders advantage on saves vs. fear while inside); (2) a ship that always finds Misthaven mist (advantage on navigation checks to home port; once, auto-succeed escape from a naval hazard); or (3) call one previously chosen Victory helper into a future battle for 1 minute (uses the helper's session card). The token then vanishes.
Appearance. A single olive leaf cast in pale gold, veined with volcanic glass from Etna's rim.
Lore. Nike's extra mercy after triumph itself was unchained — a boon for the age, not the hour.
Quote. "No god may strike him this day — but I can still bless those who bind." — Nike
Earn when: Optional: accept Nike's campaign-level boon after Typhon is rebound.