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The Witch of Aeaea

One-Shot · 6 Players · Level 10 · Greek Mythology

📜 Session Summary

Style Mythic Infiltration / Dungeon Crawl — beach → ritual grove → palace throne room
Win Condition Pour the Vial of Moly into Circe's Great Cauldron, or reduce Circe to 0 HP (she surrenders; she cannot be slain by mortal hands)
Setting Aeaea — a fog-shrouded island of black volcanic sand, ancient cedar forest, and a marble palace that smells of honey and something dead beneath it
Atmosphere Beauty that has learned to be predatory — everything on this island has been changed by Circe's attention, and none of it for the better
Materials Black volcanic sand, cedar bark, bronze cauldron-metal, white marble, animal-fat wax, dried moly root
Tone Mythic menace with a thread of pity — every creature on Aeaea was once human; Circe has forgotten why that should matter
Players 6 × Level 10 · 3–3.5 hours · 3 encounters

Description

Ships that sail too close to Aeaea do not return. The animals swimming away from it — wolves with soldiers' bearing, lions with the eyes of scholars — tell the story without words. A divine messenger has given the party one chance to end Circe's reign of transformations: a vial of moly sap, the gods' own antidote, which can unmake the power at its source if poured into the Great Cauldron at the palace's heart.

The island does not hide what it is. The beach is littered with prints that are neither animal nor human. The forest holds a ritual already in progress. The palace doors open at a touch because Circe already knows the party is there — and has decided, for reasons of her own, to find out what happens when someone brings moly to her door.

DM Only — Vial of Moly Payoff (All Three Encounters):

Enc. 1: The moly's scent calms the transformed beasts. A PC who holds the vial visibly gets advantage on Animal Handling checks vs. any transformed creature this encounter. DC 14 Arcana or Religion to identify the connection — if a player makes this check, they can describe the scent-based calming to others for free checks.

Enc. 2: Anointing a creature or PC with the vial (one use) grants immunity to Circe's transformation effects for 1 hour. Anointing the altar (one use) disrupts the ritual immediately — the bound sailors are freed without combat. If the party pours any moly at the grove, they have fewer uses for the palace.

Enc. 3 (primary): Pouring the full vial into the Great Cauldron is the clean win — the cauldron shatters, Circe's active enchantments on the island end, and she immediately surrenders. If only partial moly remains: the cauldron cracks but does not break — Circe must be fought to surrender. If no moly remains: full combat to 0 HP, which Circe accepts as a forcing condition.
"The stranger slides a clay vial across the table toward you — small, stoppered with black wax, a strip of papyrus tied round its neck. His sandals, you notice belatedly, barely touch the floor. 'Sailors are disappearing off Aeaea,' he says, as though remarking on the weather. 'They arrive. They do not leave. What comes back instead is worse.' He folds his hands. 'Pour the white sap in her fire. The gods are watching.' When you look up from the vial, he is already gone — but through the mist of Misthaven, the smell of salt air and cedar smoke drifts in from somewhere that is not here." — Read aloud at Misthaven, as Emeron departs

📜 Papyrus Note (tied to the Vial)

"Against the witch's power: anoint thyself, pour the rest in her fire. The gods watch."

Key NPCs

🪶

Emeron

Emeron · Quest Giver · Chaotic Neutral (Divine) — A silver-tongued traveler in worn merchant's clothes, sandals that float a hair above the floor. He slides the vial across the table before he has been asked to sit. Speaks about Aeaea the way a person talks about weather — factual, slightly amused, interested in whether the information will be used. He is gone before the mist settles. Secret: He is Hermes. DC 20 Insight or Religion during the meeting to notice the divine tells — floating sandals, a walking stick that is not quite a caduceus, a smile that is older than the building around him. He will neither confirm nor deny it if pressed. The party will understand eventually.

🐺

Demetrios

Demetrios · Optional Ally · Neutral Good — The alpha of the wolf pack on the beach, larger than the others and watchful in a way animals are not. He was an Achaean hoplite before Circe caught him, and some of that training persists in his instincts — he circles, he holds a flank, he does not waste aggression. Calming him earns a fierce and loyal ally for the rest of the session. Secret: He knows the grove path and has been to the palace once, which he communicates in body language and terrain-marking. A DC 12 Animal Handling check translates his guidance — he knows where the nymph patrols are and which side of the palace wall has a breach. If Circe surrenders, she restores him as part of her terms — she considers him a successful experiment, and demonstrates it.

⚔️

Philemon

Philemon · Optional Ally · Neutral Good — Bound to a ritual stake in the grove, mid-transformation, with a soldier's grip still trying to form hands that are becoming something else. Freeing him stops the transformation immediately; he is grateful, capable, and angry in the focused way of someone who has been doing nothing but planning revenge for six hours. He fights with improvised weapons until gear is found; treat his attacks at −1 to hit if unarmed. Secret: He knows two things about the palace — the location of a guard armory near the east wing (improvised weapon upgrade path), and that Circe's handmaidens are not loyal. They are afraid. DC 14 Persuasion on any handmaiden in Enc. 3 may earn a moment of deliberate inattention.

🌿

Circe

Circe · Final Boss · Lawful Neutral — Daughter of Helios and Perse. Bronze-haired, composed, and genuinely curious about whether the party will manage to be interesting. She views transformation as a form of generosity — she is improving clay into something more honest about what it is. She is not cruel for sport, but she is absolutely confident that she is right, and that confidence is what makes her dangerous. She cannot be permanently slain by mortal weapons; her form disperses and reforms on Aeaea within a day. Surrender is the only true end-state. She will surrender when the cauldron is destroyed, when she reaches 0 HP, or when someone makes an argument she cannot immediately refute — DC 18 Persuasion, and she asks a genuine question back before she decides.

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
Moly Seed CharmWhite-flower seed charm that steels the mind against witchery.End Circe's curse; the poured vial leaves a single moly seed as keepsake.

Creature / Enemy List

CreatureCREasyMediumHardEncounter
Enchanted War-Wolf 1246 1 (shore); 3 (harder scaling)
Enchanted Lion-Guard 2123 1 (shore); 3 (harder scaling)
Forest Nymph 1234 2 (grove)
Ritual Naiad Sorceress 4011 2 (grove)
Circe, Enchantress of Aeaea 8—11 3 (palace boss)
Handmaiden Enchantress 3122 3 (palace)

Major Beats

  • Misthaven. Emeron slides a clay vial across the table and disappears before the party can ask the right question. Investigation DC 14: moly is mentioned in three different divine-antidote texts but has never been known to work on the one who created the enchantment — it would have to be used against the source. DC 16: ships have gone silent near Aeaea for forty years, which means whatever Circe is doing, the gods have not stopped her. DC 18 on Emeron himself: this was a carefully arranged scenario, and the vial was prepared well in advance of the party arriving at Misthaven.
  • Enc. 1 — The Bewitched Shore. Black volcanic sand, the ship grounding, and immediately shapes at the tree line — war-wolves with soldiers' bearing, lion-guards holding the flanks. They circle without charging. The alpha (Demetrios) watches with unmistakably human eyes. Calming the pack, fighting past it, or retreating and slipping the eastern tidepools are all viable. Calming earns an ally who knows the island. Killing earns nothing but regret.
  • Enc. 2 — The Ritual Grove. Deeper in the cedar forest, a clearing holds an active transformation ritual: four sailors bound to stakes, forest nymphs chanting in rotation, a golden censer ticking down time between steps. Stealth, disruption, or combat can resolve it; each approach has costs. Philemon is mid-transformation when found — freeing him stops the change and earns a capable ally.
  • Enc. 3 — The Hall of Aeaea. The marble palace doors open at a touch. The Great Cauldron stands at the hall's center, filled with something that is not quite light. Circe descends from her throne to meet the party. Pour the moly and the cauldron shatters — every transformation on Aeaea ends. Fight her to 0 HP and she surrenders. She cannot be killed by mortal hands; surrender or the cauldron are the only wins.
  • Resolution. Circe, bound by the moly or by her own terms, releases all transformations. Demetrios returns to human form if recruited. The island does not become safe — it becomes empty of Circe's attention, which is different. The party escapes on the tide before she reconsiders.

Act 1 — The Bewitched Shore

The ship grounds on black volcanic sand, and the fog rolls back just enough to show the cedar tree line. The party has taken five steps inland when shapes emerge from the shadow — war-wolves in a loose pack, flanked by lion-guards holding the flanks. They do not charge. They circle. Their eyes are wrong: too focused, too sad, too much like the eyes of soldiers waiting for an order that isn't coming.

Encounter 1 — The Bewitched Shore

Hard  ·  ~30–40 min (combat) or ~15–20 min (non-combat)  ·  ~4–5 rounds if fought

Overview

The party's vessel beaches on Aeaea's black volcanic sand. The tree line is thick with ancient cedar. Before they can take five steps inland, shapes emerge from the shadows: Enchanted War-Wolves in a loose pack, flanked by two massive Enchanted Lion-Guards. They do not charge immediately — they circle, watching, with eyes that are sad and human.

  • Style: Skill challenge / avoidable combat
  • Win Condition: Drive off, destroy, or calm the beasts — or simply push past them and reach the forest path without lethal engagement
  • Skip Condition: Party may bypass combat entirely with successful Animal Handling/Insight checks (see Mechanics)

Creatures (Baseline)

  • 6× Enchanted War-Wolf — CR 2 (450 XP ea.)
  • 3× Enchanted Lion-Guard — CR 3 (700 XP ea.)

XP Budget (Baseline)

  • Raw XP: 4,800
  • Adjusted (×2.5, 9 monsters): ~12,000
  • 6× Level 10 Hard threshold: ~10,800
  • Verdict: Hard

🗺 Terrain & Features — Black Sand Beach · 90×60 ft

  • Black Sand (whole area): Normal terrain. Footprints are visible; Stealth checks made while retreating have disadvantage.
  • Driftwood Barricade (near waterline): Rough logs — half cover (+2 AC/DEX saves). Creatures can duck behind it as a Bonus Action.
  • Cedar Tree Line (north edge): Dense, counts as difficult terrain to enter. War-wolves lurk here initially. Ranged attackers can take half cover from trees.
  • Tide Pools (east flank, 15 ft wide): Difficult terrain; DC 12 Athletics to move through at full speed or fall prone.
  • The Ship's Gangplank (south edge): A chokepoint — creatures engaged here have a +2 effective AC from tight quarters (DM discretion).
Scaling
Easier: Remove both Lion-Guards; 3 War-Wolves only. The pack flees if 2 are downed.
Harder: Add 1 extra Lion-Guard and give the alpha war-wolf (Demetrios) full HP of 38 instead of 26.

Mechanics

Non-Combat Options
  • Calming the Pack: The animals do not immediately attack if the party does not advance aggressively. Each round that no PC attacks, a PC may spend their action on an Animal Handling check. On a success, that individual creature backs down and becomes neutral for 2 rounds (3 rounds for the alpha).
  • Tactical Retreat: If the party backs onto the ship and delays 10 minutes, the animals withdraw to the tree line. Party can then slip around the beach's eastern edge through the tide pools (DC 12 Athletics, difficult terrain). This skips combat entirely but costs 10 minutes and no XP.

Skill Checks — Echo of Humanity

  • DC 12 Insight — Notices the deep, human-like sorrow in a beast's eyes. Recognizes it was once a person. Grants advantage on the subsequent Animal Handling check to calm it.
  • DC 13 Animal Handling — Calms one War-Wolf; it backs down and holds position. Requires no attack against it this round.
  • DC 15 Animal Handling — Calms one Lion-Guard. Advantage if the PC holds or has visibly used the Vial of Moly (the scent of moly resonates with the divine curse binding them).
  • DC 14 Arcana or Religion — Identifies the magical nature of the transformation and that the Vial's scent is calming the animals. Granting advantage on subsequent Animal Handling checks if the vial is present.
Combat Behaviour
  • War-Wolves use Pack Tactics — always try to position 2 on a single target. They prioritize the PC holding the Vial of Moly (Circe's curse makes them instinctively hostile to its scent if they are NOT calmed first).
  • Lion-Guards hold the tree line for Round 1, then Pounce on the nearest PC in Round 2.
  • If 3+ of 6 beasts are downed or calmed, the remaining ones make a DC 14 Wisdom check at the start of their turn — on a success they flee into the forest.
  • Killing a beast is possible; the party should not be punished for it. However, an NPC crew member (if present) quietly says: "Those eyes… those weren't animals' eyes."
Vial of Moly — Early Use
  • A PC who reads the papyrus note and uses a Bonus Action to anoint themselves with a drop of moly gains Advantage on WIS saves vs. enchantment and polymorph for 24 hours. This does NOT deplete the vial — only a full pour into a cauldron empties it.
  • The vial can be shown or waved near beasts to give advantage on Animal Handling checks (the moly's divine scent briefly soothes the enchantment).

Resolution

Combat Victory
Beasts are downed or fled. Party may loot one beast corpse to find a corroded bronze ring (a former sailor's signet ring, worth 5 gp, and suggests to clever players that Circe has been doing this for years). Proceed to Encounter 2.
Peaceful Resolution (All Calmed)
The beasts lower their heads and mill around the party passively. The forest path is open. Grant 400 XP to the party as a skill-challenge reward. Proceed to Encounter 2 at full resources.
Tactical Retreat (Beach Bypass)
Party slips around via the tide pools. No XP, but no resources spent either. The forest path is reached intact.
Recruitment — Demetrios
  • The alpha war-wolf (the largest, with a broken sword-hilt fused to a scar on one forepaw) is Demetrios, a former Achaean hoplite. DC 13 Insight identifies him as unusually intelligent even for the pack.
  • If calmed (DC 13 Animal Handling with Insight advantage, or DC 15 without), he lowers his head submissively and holds position near the party — clearly choosing to follow them.
  • Demetrios follows the party for Encounters 2 and 3, fighting as an ally using his stat block. He obeys gestured commands (Sit, Attack, Guard, Stay).
  • He cannot be calmed if he was attacked and took more than 10 damage from the party.
Reward: 4,800 XP (combat) or 400 XP (full peaceful bypass). Signet ring loot if combat. Demetrios ally if calmed.

Creature Cards

🐺

Enchanted War-Wolf

Medium Beast, Unaligned (enchanted) · CR 2 (450 XP)

AC 14 (natural armor)  |  HP 45 (7d8+14)  |  Speed 40 ft.

14 (+2)STR
15 (+2)DEX
14 (+2)CON
8 (−1)INT
12 (+1)WIS
7 (−2)CHA

Skills: Perception +3, Stealth +4  |  Senses: Darkvision 30 ft., passive Perception 13  |  Languages: Understands Common (cannot speak)

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of its allies is within 5 ft. of that creature and isn't incapacitated.

Echo of Humanity. A creature that succeeds on a DC 12 Insight check notices the deep human sorrow in this beast's eyes and recognizes it was once a person. This grants advantage on Animal Handling checks to calm it. Showing the Vial of Moly also grants advantage.

Bite. +5 to hit, reach 5 ft. Hit: 9 (2d6+3) piercing damage. The target must succeed on a DC 12 Strength saving throw or be knocked prone.

🦁

Enchanted Lion-Guard

Large Beast, Unaligned (enchanted) · CR 3 (700 XP)

AC 14  |  HP 68 (8d10+16)  |  Speed 50 ft.

17 (+3)STR
15 (+2)DEX
13 (+1)CON
8 (−1)INT
12 (+1)WIS
8 (−1)CHA

Skills: Perception +3, Stealth +4  |  Senses: passive Perception 13

Keen Smell. Advantage on Perception checks using smell. Detects the Vial of Moly at up to 60 ft.

Pounce. If the lion moves at least 20 ft. toward a creature and hits with a Claw attack, the target must succeed on a DC 13 Strength save or be knocked prone. If prone, the lion can make a Bite attack as a Bonus Action.

Echo of Humanity. As War-Wolf, but DC 14 Animal Handling to calm. Showing the Vial of Moly grants advantage.

Multiattack. One Claw and one Bite.

Claw. +6 to hit, reach 5 ft. Hit: 9 (1d10+3) slashing damage.

Bite. +6 to hit, reach 5 ft. Hit: 11 (2d6+3) piercing damage.


Act 2 — The Ritual Grove

The cedar forest thickens into a grove that is too quiet — no birds, no wind, the only sound a low rhythmic chanting from somewhere ahead. The clearing opens onto four sailors bound to carved stakes in a circle, their skin mottled and shifting where the ritual has already touched them. Three forest nymphs move in slow rotation around a golden censer. One of the bound figures is still wholly human — a soldier by his bearing, hands curled against rope he cannot break.

Encounter 2 — The Ritual Grove

Hard  ·  ~35–45 min  ·  ~4–6 rounds (combat)  ·  ⏱ 5-Round Timer if approaching via Stealth

Overview

The forest path opens onto a moonlit clearing. Four sailors are bound upright against cedar stakes inside a white chalk circle. A Ritual Naiad Sorceress conducts the ceremony from a stone altar, flanked by three Forest Nymphs chanting in slow circles. The men's skin ripples and shifts — the transformation has begun but is not yet complete.

  • Style: Timed infiltration / avoidable combat
  • Win Condition: Free all 4 captives before 5 rounds elapse OR neutralize the Ritual Naiad (disrupts the ritual permanently)
  • Skip Condition: Full stealth approach + disruption of the ritual circle avoids combat entirely (see Mechanics)

Creatures (Baseline)

  • 1× Ritual Naiad Sorceress — CR 6 (2,300 XP)
  • 4× Forest Nymph — CR 2 (450 XP ea.)
  • 1× Enchanted Lion-Guard — CR 3 (700 XP) · ritual guardian

XP Budget (Baseline)

  • Raw XP: 5,500
  • Adjusted (×2.0, 6 creatures): ~11,000
  • 6× Level 10 Hard threshold: ~10,800
  • Verdict: Hard

🗺 Terrain & Features — Moonlit Forest Clearing · 80×80 ft

  • Ritual Circle (center, 40 ft diameter): White chalk on the ground. Entering the circle without disrupting it first triggers the nymphs' attention — the Sorceress makes a free Perception check. Inside the circle, all saves vs. enchantment have disadvantage for non-nymphs.
  • Stone Altar (north edge of circle): AC 17, 30 HP. Destroying it immediately ends the ritual but triggers a backlash (see Mechanics).
  • Ritual Stakes (4 around circle): Each is a Simple Object — AC 8, 10 HP; or a PC adjacent to a stake can snap it with a DC 14 Athletics check (Action). Frees one captive.
  • Dense Forest Edge (full perimeter): Difficult terrain. Forest Nymphs have advantage on Stealth here. Can provide half cover for PCs.
  • Torch Braziers ×4 (corners): Bright light in clearing. Knocking one over (DC 12 Athletics, bonus action while adjacent) creates a 10 ft zone of difficult terrain (burning oil) and reduces visibility to dim light in half the clearing — giving Stealth-based approaches an edge.
Scaling
Easier: Reduce nymphs to 2; the Sorceress is distracted by the ritual for the first 2 rounds (disadvantage on Perception). Timer is 7 rounds instead of 5.
Harder: Add 1 extra Forest Nymph. The chalk circle also functions as a Wall of Force (can't be entered or crossed until disrupted or the Sorceress is downed).

Mechanics

Transformation Timer
  • At the end of each round the Ritual Naiad is alive and conscious, one random captive's transformation advances. On round 5, all incomplete transformations finish — captives become animals and are permanently lost until Circe herself reverses them (she will not do this willingly).
  • Downing or incapacitating the Ritual Naiad immediately stops the timer and arrests all ongoing transformations.
  • Disrupting the ritual circle (see below) stops the timer for 2 rounds while the Naiad re-establishes it.
Non-Combat Options
  • Stealth Approach: Party approaches forest edge without lighting torches or engaging. DC 13 Stealth (group check). On success, they are undetected and can act before initiative.
  • Disrupt the Ritual Circle: A PC can spend their Action to smear/disrupt a 5 ft. section of the chalk circle (DC 11, no check needed if adjacent). Disrupting 4 sections (or one full round of 2 PCs acting) stops the ritual timer for 2 rounds. This triggers the Sorceress to notice immediately.
  • Persuasion (Desperate): If the party announces themselves peacefully and a PC makes a DC 20 Persuasion check invoking Hermes' name or showing the Vial of Moly (DC drops to 16), the Sorceress halts the ritual to parley. She will agree to stop the transformations and release the captives only if the party agrees to leave Aeaea immediately — an offer that prevents getting to Encounter 3, so use sparingly or as a false option.

Skill Checks

  • DC 13 Stealth (group) — Approach undetected; party gets a surprise round.
  • DC 14 Athletics — Snap a ritual stake as an Action (frees 1 captive).
  • DC 12 Medicine — Stabilize a captive mid-transformation; buys them an extra round before their transformation completes even if the timer runs out.
  • DC 15 Arcana — Identifies the altar's backlash property before it is destroyed (warns party).
  • DC 14 Insight — Senses one Forest Nymph is less committed to Circe (she joined reluctantly); opens a Persuasion option to send her fleeing without combat (DC 14 Persuasion).
Altar Backlash
  • If the Stone Altar is destroyed (reduced to 0 HP), the ritual ends immediately — but all creatures within 20 ft. (friend and foe) must make a DC 14 CON save. Failure: 21 (6d6) psychic damage and Stunned until end of their next turn. Success: half damage, not stunned.
  • A PC who succeeded on DC 15 Arcana can warn the party and allow everyone to move out of range before the final blow.
Combat Behaviour
  • Ritual Naiad stays at the altar for the first 2 rounds (Ritual Focus — disadvantage on Perception but she will not move). On round 3 she engages actively.
  • Forest Nymphs use Thorn Lash to drag PCs toward the circle's edge, then try to force them inside (inside = enchantment saves at disadvantage).
  • If 2+ Forest Nymphs are downed, the remaining one(s) flee into the forest on their next turn.
  • The Sorceress uses Misty Step to stay away from melee and targets whoever is closest to the altar.

Resolution

All Captives Freed (Timer Beat)
All 4 sailors revert to normal. They are disoriented but grateful. Philemon (see Recruitment) immediately offers to fight with the party. The others huddle at the forest's edge and wait.
Partial Rescue (1–3 Captives Freed)
Freed captives recover; remaining ones complete transformation into animals and wander off. Philemon is freed if the party prioritizes his stake (DM call — he's the northeast stake). The animals may appear later in Encounter 3 as passive background detail.
Sorceress Downed (Combat Victory)
Ritual halted. All captives can be freed at leisure. The chalk circle fades. Loot from the altar: a bronze key to the palace's inner sanctum (reduces Encounter 3 setup time; the party arrives before Circe expects them, granting a surprise round on her).
Stealth Disruption (No Combat)
Party circles the clearing, disrupts the chalk, frees captives. Nymphs and Sorceress scatter in confusion without identifying the intruders. Grant 800 XP as skill-challenge reward. Party retains full resources for Encounter 3.
Recruitment — Philemon
  • Philemon is a former Athenian hoplite; his transformation was only 20% complete (his hands have slight animal fur — he is otherwise fully human). He is articulate, composed, and visibly furious at Circe.
  • He will fight alongside the party in Encounter 3 if freed. No check required — his gratitude is absolute.
  • He fights with improvised weapons (a snapped stake as a spear, a bronze bowl as a shield) until he can salvage proper gear. If the party gives him a weapon, he uses his full stat block.
Reward: 5,500 XP (combat victory) or 800 XP (stealth bypass). Bronze key to inner sanctum (grants surprise round in Encounter 3). Philemon ally if freed.

Creature Cards

🌊

Ritual Naiad Sorceress

Medium Humanoid (Nymph), Neutral Evil · CR 6 (2,300 XP)

AC 16 (flowing robes)  |  HP 97 (13d8+39)  |  Speed 30 ft., Swim 30 ft.

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

Saves: INT +5, CHA +6  |  Skills: Arcana +5, Deception +6, Persuasion +6  |  Resistances: Psychic

Ritual Focus. While conducting the transformation ritual, the Sorceress has disadvantage on Perception checks and will not willingly move from the altar. If she takes damage, she must succeed on a DC 12 Constitution save or the ritual is interrupted (timer resets to current round; she can restart it on her next turn with a Bonus Action).

Enchanting Presence. On initiative count 20, all creatures within 15 ft. make a DC 15 WIS save or are Charmed until the start of their next turn.

Multiattack. Two Arcane Bolt attacks.

Arcane Bolt. +7 to hit, range 60 ft. Hit: 15 (3d8+3) force damage.

Charm Person (2/Day). One creature within 30 ft. makes DC 15 WIS save or is Charmed for 1 hour (ends immediately if attacked).

Ritual Surge (Recharge 5–6). 20 ft. cone originating from the altar. DC 14 CON save. Fail: 14 (4d6) psychic damage + Poisoned until end of next turn. Success: half damage only.

Misty Step (2/Day). Teleport up to 30 ft. to an unoccupied visible space.

🌿

Forest Nymph

Medium Humanoid (Nymph), Neutral Evil · CR 2 (450 XP)

AC 14 (natural)  |  HP 38 (6d8+11)  |  Speed 30 ft.

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

Skills: Perception +3, Stealth +5 (advantage in forest terrain)

Forest Camouflage. Advantage on Stealth checks in forested terrain.

Thorn Lash. +5 to hit, reach 10 ft. Hit: 7 (1d8+3) piercing damage. The target is pulled up to 10 ft. toward the nymph.

Glamour Gaze (Recharge 5–6). One creature within 30 ft. makes a DC 12 WIS save. On a failure, the target has disadvantage on their next attack roll or saving throw.


Act 3 — The Hall of Aeaea

The marble palace stands at the island's heart, white and cold, the bronze doors open. She already knows the party is here. The great hall is lit by torchlight that casts amber across white stone floors and the enormous bronze cauldron at the room's center — filled with something luminescent and slowly moving. Circe descends from the far dais unhurried, hands at her sides. Her handmaidens flank her in practiced stillness. She looks at the vial in someone's hand and smiles the way a teacher smiles at a wrong answer they find interesting.

Encounter 3 — The Hall of Aeaea (Boss)

Deadly  ·  ~50–60 min  ·  ~6–8 rounds  ·  ⚠ Without optional allies this approaches Deadly — recruit Demetrios and Philemon

Overview

The bronze doors of Circe's marble palace open at a touch. The hall within is vast and torch-lit, dominated by an enormous stone cauldron at its center, ten feet across, steaming with something that smells of honey and rot. Circe sits on a high ivory throne at the far end, flanked by two Handmaiden Enchantresses. She watches the party enter with an expression between amusement and hunger.

  • Style: Boss combat with dual win conditions
  • Win Condition (A): Reduce Circe to 0 HP — she surrenders. She cannot be permanently slain; her divine heritage prevents it.
  • Win Condition (B): A PC uses their Action to pour the Vial of Moly into the Great Cauldron (requires adjacency). This triggers Circe's Moly Vulnerability and may force surrender at reduced HP.
  • Both: Combining B with fighting her down dramatically increases the chance of a fast surrender and is the most satisfying narrative resolution.

Creatures (Baseline)

  • 1× Circe, Enchantress of Aeaea — CR 10 (5,900 XP) · 168 HP
  • 2× Handmaiden Enchantress — CR 5 (1,800 XP ea.)

XP Budget (Baseline)

  • Raw XP: 9,500
  • Adjusted (×1.75, boss + elites): ~16,625
  • 6× Level 10 Deadly threshold: ~16,800
  • Verdict: Deadly (Hard with both allies recruited)

🗺 Terrain & Features — Palace Throne Room · 100×60 ft

  • Great Cauldron (center, 10 ft diameter): Object — AC 17, 60 HP. Destroying it also breaks Circe's enchantment power but triggers a violent magical eruption (DC 16 DEX save, 8d10 force damage, 30 ft. radius). Poured with the moly vial = no explosion, controlled effect (see Circe's Moly Vulnerability trait).
  • Ivory Throne (far north end): Raised 5 ft. on a dais. Circe gains half cover while seated (+2 AC/DEX saves). She descends at Phase 2.
  • Torch Sconces ×8 (walls): Circe's Shadow Step works from any sconce as an origin point. Players who douse a sconce (Action, ranged attack vs. AC 10) eliminate one teleport node.
  • Tapestries ×4 (walls): Each 10×15 ft. A creature can pull one down (Action, DC 12 Athletics). Fallen tapestry = 15×10 ft difficult terrain zone. Can also be used to restrain (grapple/throw on top = Restrained condition, DC 14 STR to escape).
  • Marble Pillars ×6 (flanks): Three-quarter cover for creatures behind them. Cannot be toppled.
  • Side Doors ×2 (east and west walls): Lead deeper into the palace. Handmaidens may retreat through these if bloodied and commanded to flee.
Scaling
Easier: Reduce Circe's HP to 90; she surrenders when reduced to 30 HP rather than 0. Handmaidens flee after losing half their HP.
Harder: Add 2× Enchanted Lion-Guards positioned at the throne dais. Circe begins with Legendary Resistance already used once (only 2 remaining).

Mechanics

Opening — Circe Speaks First
  • Circe does not roll initiative immediately. She makes a brief speech (see read-aloud below) and sizes up the party. This is not a combat round — it is flavor and gives PCs a chance to act before initiative if they state intentions clearly.
  • If a PC successfully hid the Vial of Moly (DC 14 Sleight of Hand vs. Circe's passive Perception 13), Circe does not immediately focus the vial-holder. On a failure or if the vial is visible, Circe opens with Transformation Curse targeting the vial-holder in round 1.
"Oh, how thoughtful. You brought my larder a little gift." She tilts her head at the vial. "Hermes, I imagine. He always did send interesting toys." She descends one step from the throne. "Still — a gift is a gift. I'll make very good use of all of you." — Read aloud as Circe spots the party. Then roll initiative.
Phase 1 — Circe on the Throne (Full HP → 84 HP)
Phase 1
  • Circe remains on the dais (half cover). Uses Wand of Aeaea ranged attacks and Legendary Actions freely.
  • She prioritizes the vial-holder with Transformation Curse (Recharge 5–6) and uses Whispered Hex on whoever is flanking a Handmaiden.
  • Handmaidens use Enchanting Aura passively and Charming Touch on the highest-damage PCs. They obey Circe's Command Thrall Legendary Action.
  • Circe uses Shadow Step to stay at range, teleporting between torch sconces. She prefers staying within 10 ft. of the Cauldron for Sorceress's Focus (+2 spell save DC to 18).
Phase Trigger

Circe drops to 84 HP or fewer, OR the Vial of Moly is poured into the Cauldron.

Phase 2 — Circe Descends (84 HP → 0 HP / Surrender)
Phase 2
  • Circe descends from the throne dais. She can no longer use dais half cover but gains freedom of movement.
  • She begins using Cauldron Pulse Legendary Action (Cost 2) aggressively — staying close to the Cauldron to keep it active.
  • If Moly was poured: Circe takes 55 (10d10) psychic damage immediately, loses Sorceress's Focus, and cannot use Transformation Curse again. If this drops her below 30 HP, she surrenders on her next turn (see Resolution). Otherwise, she enters Phase 2 in a rage.
  • Handmaidens attempt to use Slumber Draught (Recharge 6) on high-damage threats.
  • If both Handmaidens are downed, Circe uses Enchanting Goblet (1/Day) in desperation — targets the nearest PC in melee.
The Great Cauldron — Moly Pour
  • Requires adjacency to the Cauldron and uses the PC's full Action. No check needed — it's not contested if Circe is not adjacent (she prioritizes stopping this with a reaction or Legendary Action if she is aware of it).
  • If Circe is within 30 ft. and has not used a Reaction, she may use Counterspell (1 use) to attempt to negate the pour — this represents her instinctively blasting the vial away (contested CHA +9 vs. the PC's action; if she succeeds, the vial is knocked across the room, DC 13 Athletics to retrieve as an Action).
  • If successfully poured: Circe takes 55 (10d10) psychic damage as the magic backlashes. All transformed creatures on the island immediately and permanently revert to human form. The cauldron cracks and goes cold.
Ally Integration
🐺
Demetrios
⚔️
Philemon
  • Demetrios (if recruited): Acts on initiative 15. Uses Bite to apply Pack Tactics with adjacent PCs. Positions between Circe and the vial-holder when possible. Has immunity to Circe's Transformation Curse (already transformed; cannot be re-transformed).
  • Philemon (if recruited): Acts on initiative 10. Uses Shield Bash to knock Handmaidens prone, breaking Enchanting Aura adjacency. Shouts encouragement — each PC within 30 ft. may add +2 to their first WIS save each round (his presence bolsters resolve).

Resolution

Circe Reduced to 0 HP (Combat Victory)
She crumples to the floor but does not die — her divine heritage prevents it. Her eyes go cold. "You fought well," she says flatly. "What do you want?" She will agree to release all transformations on the island, allow the party safe passage, and not pursue them. She will NOT agree to leave Aeaea or swear off magic.
Moly Poured into Cauldron (Ritual Victory)
The cauldron cracks. Green-white light bursts from every crack in the stone and dies. Every transformed creature on Aeaea reverts to human form instantly — including Demetrios (if not already reverted). Circe screams once, then is silent. Her transformation magic is bound for a generation. She will honour surrender terms as above, and with considerably less dignity.
Both (Combat + Moly)
Most satisfying resolution. Circe, badly wounded and stripped of her signature power, surrenders without negotiation. She gestures weakly toward the door. "Go." The island's mist parts, and a clear sea path opens toward home.
Aftermath
  • Demetrios reverts to human form if the cauldron is destroyed or Circe agrees to release him — he is a broad-shouldered man in his forties with a broken sword scar on one hand. He has little to offer except sincere, tearful gratitude.
  • Philemon (and any freed sailors from Encounter 2) can now safely leave Aeaea and have passage home.
  • Circe's palace contains considerable treasure (DM discretion): spell components, rare herbs, and a library of transformation scrolls — the knowledge within could be dangerous in the wrong hands.
  • If the party asks Circe about other threats at sea, she answers with one cryptic, accurate hint about a future danger — a narrative hook for the DM's next session.
Reward: 9,500 XP (combat) or 2,650 XP (moly-only). Palace loot (DM discretion). Narrative: Demetrios and Philemon returned home; Circe bound; the island mist lifts. One cryptic navigation hint from Circe as a future hook.

Creature Cards

🌿

Circe, Enchantress of Aeaea

Medium Humanoid (Demigoddess), Chaotic Neutral · CR 10 (5,900 XP)

AC 17 (robes of divine weaving)  |  HP 168 (22d8+66)  |  Speed 30 ft.

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

Saves: INT +8, WIS +7, CHA +9  |  Skills: Arcana +8, Deception +9, Insight +7, Persuasion +9

Immunities: Poison; Charmed, Frightened  |  Senses: Truesight 30 ft., passive Perception 13

Legendary Resistance (3/Day). If Circe fails a saving throw, she can choose to succeed instead.

Divine Lineage. Daughter of Helios. Her enchantment magic cannot be dispelled by mortal means. Spells that would remove charm or polymorph effects require DC 20 Arcana to function against her castings.

Sorceress's Focus. While within 10 ft. of her Great Cauldron, Circe's spell save DC is 18. Otherwise it is 16.

Moly Vulnerability. If the Vial of Moly is poured into the Great Cauldron while Circe is within 20 ft., she immediately takes 55 (10d10) psychic damage, loses Sorceress's Focus for the rest of the encounter, and cannot use Transformation Curse again. If this reduces her to 30 HP or fewer, she surrenders on her next turn.

Multiattack. Two Wand of Aeaea attacks, or one attack and uses Transformation Curse (if available).

Wand of Aeaea. +10 to hit, range 60 ft. Hit: 18 (2d10+7) psychic damage. DC 17 WIS save or Charmed until end of next turn.

Transformation Curse (Recharge 5–6). One creature within 60 ft. makes DC 16 WIS save. Fail: polymorphed into a pig for 1 minute (no concentration required from Circe; repeat save at end of each turn). Advantage on save if the creature has been anointed with the Vial of Moly.

Enchanting Goblet (1/Day, Melee). Circe presses a goblet to a creature's lips within 5 ft. (opposed: Circe CHA +9 vs. target's Athletics or Acrobatics). On a loss, the target is polymorphed into a pig for 1 hour.

Shadow Step. Circe teleports up to 30 ft. to an unoccupied space she can see, provided she is within 5 ft. of a torch sconce or the Great Cauldron at the start of the teleport.

Counterspell (3/Day). Reacts to a spell being cast within 60 ft. Automatically counters spells of 3rd level or lower. For 4th level or higher, opposed check: Circe's CHA +9 vs. DC (10 + spell level).

Whispered Hex (Cost 1). One creature within 60 ft. makes DC 14 WIS save or has disadvantage on its next attack roll or saving throw.

Command Thrall (Cost 1). One Handmaiden Enchantress or Enchanted Guard within 60 ft. immediately makes one attack against a target of Circe's choice.

Cauldron Pulse (Cost 2). Usable only while within 10 ft. of the Great Cauldron. All creatures within 20 ft. make DC 15 WIS save. Fail: 21 (6d6) psychic damage + Frightened until end of next turn. Success: half damage only.

✨

Handmaiden Enchantress

Medium Humanoid (Nymph), Neutral Evil · CR 5 (1,800 XP)

AC 15 (natural armor)  |  HP 78 (12d8+24)  |  Speed 30 ft.

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

Saves: WIS +3, CHA +6  |  Skills: Arcana +4, Deception +6, Persuasion +6  |  Resistances: Psychic

Enchanting Aura. A creature that starts its turn within 10 ft. of a Handmaiden must succeed on a DC 14 WIS save or be Charmed by her until the start of its next turn. Charmed creatures cannot make attacks against her.

Multiattack. Two Charming Touch attacks.

Charming Touch. +6 to hit, reach 5 ft. Hit: 9 (1d10+4) psychic damage. DC 14 WIS save or Charmed until end of the Handmaiden's next turn.

Slumber Draught (Recharge 6). Ranged spell attack, +6 to hit, range 30 ft. Hit: Target makes DC 14 CON save or falls Unconscious for 1 minute (ends on damage or if a creature uses an Action to rouse them).

Disengage. The Handmaiden takes the Disengage action as a Bonus Action.


⚖️ 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. Click any tag-link in the document to open a popup version of these cards.

Creature Cards

🐺

Enchanted War-Wolf

Medium Beast, Unaligned (enchanted) · CR 2 (450 XP)

AC 14 (natural armor)  |  HP 45 (7d8+14)  |  Speed 40 ft.

14 (+2)STR
15 (+2)DEX
14 (+2)CON
8 (−1)INT
12 (+1)WIS
7 (−2)CHA

Skills: Perception +3, Stealth +4  |  Senses: Darkvision 30 ft., passive Perception 13  |  Languages: Understands Common (cannot speak)

Pack Tactics. Advantage on attacks against a creature if at least one non-incapacitated ally is within 5 ft. of that creature.

Echo of Humanity. DC 12 Insight reveals human sorrow in the beast's eyes; grants advantage on DC 13 Animal Handling to calm it. Showing the Vial of Moly also grants advantage.

Bite. +5 to hit, reach 5 ft. Hit: 9 (2d6+3) piercing damage. DC 12 STR save or knocked prone.

🦁

Enchanted Lion-Guard

Large Beast, Unaligned (enchanted) · CR 3 (700 XP)

AC 14  |  HP 68 (8d10+16)  |  Speed 50 ft.

17 (+3)STR
15 (+2)DEX
13 (+1)CON
8 (−1)INT
12 (+1)WIS
8 (−1)CHA

Skills: Perception +3, Stealth +4  |  Senses: passive Perception 13

Keen Smell. Advantage on Perception checks using smell. Detects the Vial of Moly at up to 60 ft.

Pounce. If the lion moves 20+ ft. toward a creature and hits with Claw, DC 13 STR save or knocked prone. If prone, Bite as a Bonus Action.

Echo of Humanity. DC 12 Insight reveals human sorrow; DC 14 Animal Handling to calm. Showing the Vial of Moly grants advantage.

Multiattack. One Claw and one Bite.

Claw. +5 to hit, reach 5 ft. Hit: 7 (1d8+3) slashing.

Bite. +5 to hit, reach 5 ft. Hit: 8 (2d4+3) piercing.

🌊

Ritual Naiad Sorceress

Medium Humanoid (Nymph), Neutral Evil · CR 6 (2,300 XP)

AC 15  |  HP 65 (10d8+20)  |  Speed 30 ft., Swim 30 ft.

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

Saves: INT +5, CHA +6  |  Skills: Arcana +5, Deception +6, Persuasion +6  |  Resistances: Psychic

Ritual Focus. While conducting the ritual, disadvantage on Perception. Takes damage → DC 12 CON save or ritual interrupted (timer resets to current round).

Enchanting Presence. On initiative 20, all creatures within 15 ft. make DC 15 WIS save or Charmed until start of their next turn.

Multiattack. Two Arcane Bolt attacks.

Arcane Bolt. +7 to hit, range 60 ft. Hit: 15 (3d8+3) force damage.

Charm Person (2/Day). DC 15 WIS save. One creature within 30 ft. Charmed for 1 hour (ends if attacked).

Ritual Surge (Recharge 5–6). 20 ft. cone from altar. DC 14 CON save. Fail: 14 (4d6) psychic + Poisoned until end of next turn. Success: half.

Misty Step (2/Day). Teleport up to 30 ft. to a visible unoccupied space.

🌿

Forest Nymph

Medium Humanoid (Nymph), Neutral Evil · CR 2 (450 XP)

AC 13  |  HP 22 (4d8+4)  |  Speed 30 ft.

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

Skills: Perception +3, Stealth +5 (advantage in forest terrain)

Forest Camouflage. Advantage on Stealth in forested terrain.

Thorn Lash. +5 to hit, reach 10 ft. Hit: 7 (1d8+3) piercing. Target pulled 10 ft. toward the nymph.

Glamour Gaze (Recharge 5–6). One creature within 30 ft. DC 12 WIS save or disadvantage on next attack or saving throw.

🌿

Circe, Enchantress of Aeaea

Medium Humanoid (Demigoddess), Chaotic Neutral · CR 10 (5,900 XP)

AC 17 (robes of divine weaving)  |  HP 168 (22d8+66)  |  Speed 30 ft.

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

Saves: INT +8, WIS +7, CHA +9  |  Skills: Arcana +8, Deception +9, Insight +7, Persuasion +9

Immunities: Poison; Charmed, Frightened  |  Senses: Truesight 30 ft., passive Perception 13

Legendary Resistance (3/Day). If Circe fails a saving throw, she chooses to succeed instead.

Divine Lineage. Her enchantment magic cannot be dispelled by mortal means. Spells removing charm/polymorph require DC 20 Arcana to function against her castings.

Sorceress's Focus. Within 10 ft. of her Great Cauldron, Circe's spell save DC is 18. Otherwise 16.

Moly Vulnerability. If the Vial of Moly is poured into her Great Cauldron while she is within 20 ft.: immediately takes 55 (10d10) psychic damage, loses Sorceress's Focus for the encounter, cannot use Transformation Curse again. If reduced to 30 HP or fewer by this, she surrenders on her next turn.

Multiattack. Two Wand of Aeaea attacks, or one attack and Transformation Curse (if available).

Wand of Aeaea. +9 to hit, range 60 ft. Hit: 16 (2d10+5) psychic. DC 16 WIS or Charmed until end of next turn.

Transformation Curse (Recharge 5–6). One creature within 60 ft. DC 16 WIS save. Fail: polymorphed into a pig for 1 minute. Repeat save at end of each turn. Advantage if anointed with the Vial of Moly.

Enchanting Goblet (1/Day, Melee). Opposed check: Circe CHA +9 vs. target Athletics or Acrobatics. Target loses: polymorphed into a pig for 1 hour.

Shadow Step. Teleport up to 30 ft. to a visible unoccupied space, provided Circe is within 5 ft. of a torch sconce or the Great Cauldron.

Counterspell (3/Day). React to a spell within 60 ft. Auto-counters 3rd level or lower. Higher: opposed check CHA +9 vs. DC (10 + spell level).

Whispered Hex (Cost 1). One creature within 60 ft. DC 14 WIS save or disadvantage on next attack or save.

Command Thrall (Cost 1). One Handmaiden or Enchanted Guard within 60 ft. makes one attack immediately.

Cauldron Pulse (Cost 2). Must be within 10 ft. of Cauldron. All creatures within 20 ft. DC 15 WIS save. Fail: 21 (6d6) psychic + Frightened until end of next turn. Success: half.

✨

Handmaiden Enchantress

Medium Humanoid (Nymph), Neutral Evil · CR 5 (1,800 XP)

AC 15 (natural armor)  |  HP 78 (12d8+24)  |  Speed 30 ft.

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

Saves: WIS +3, CHA +6  |  Skills: Arcana +4, Deception +6, Persuasion +6  |  Resistances: Psychic

Enchanting Aura. Creatures that start their turn within 10 ft. make DC 14 WIS save or are Charmed until start of their next turn. Charmed creatures cannot attack the Handmaiden.

Multiattack. Two Charming Touch attacks.

Charming Touch. +6 to hit, reach 5 ft. Hit: 9 (1d10+4) psychic. DC 14 WIS save or Charmed until end of Handmaiden's next turn.

Slumber Draught (Recharge 6). Ranged spell attack +6, range 30 ft. DC 14 CON save or Unconscious for 1 minute (ends on damage or if roused by an Action).

Disengage. Takes the Disengage action.

NPC & Ally Cards

🪶

Emeron (Hermes in Disguise)

Quest Giver · Misthaven Tavern

See the full profile: Hermes, Gods & Immortals

Appearance. Silver-tongued merchant in a deep-grey travelling cloak. Winged sandals that float a hair's breadth above the floor. Walking stick carved in the shape of two intertwined serpents that disappears when he departs.

Motivation. The gods have grown tired of Circe's excess. Hermes seeks to have her power curtailed without direct divine intervention — mortals must do what gods cannot be seen to do.

Secret. He is Hermes. DC 20 Insight or Religion during the meeting notices the divine tells. He will neither confirm nor deny it if asked, only smile and change the subject.

"A merchant? Yes. That is what I am. Now — do you want the vial, or would you prefer to debate my footwear?"

The Vial of Moly. His exact parting words: "Pour the white sap in her fire. The gods are watching." Then he is gone.

🐺

Demetrios, Wolf-Bound Hoplite

Medium Beast, Unaligned (enchanted) · Optional Ally · Encounter 1

AC 13  |  HP 32 (uses 4d8+8, alpha variant)  |  Speed 40 ft.

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

Languages: Understands and can respond to Common (growls, whines, head gestures)  |  Senses: Darkvision 30 ft., passive Perception 13

Pack Tactics. Advantage on attacks against a creature when an ally is within 5 ft. of it.

Transformation Immunity. Already transformed; cannot be re-transformed by Circe's Transformation Curse.

Loyal Guardian. While fighting alongside a creature that calmed him, Demetrios has advantage on attack rolls and cannot be Charmed.

Reversion. If Circe is defeated and releases her enchantments (or the cauldron is destroyed), Demetrios reverts to his human form — a broad-shouldered Achaean hoplite in his forties, with a broken sword scar on one palm.

Bite. +4 to hit, reach 5 ft. Hit: 8 (2d4+3) piercing. DC 12 STR save or knocked prone.

DC 12 Insight identifies him as unusually intelligent. DC 13 Animal Handling (advantage with Insight success or Vial of Moly present) to calm and recruit. Cannot be recruited if he took more than 10 damage from the party.

⚔️

Philemon, Freed Hoplite

Medium Humanoid (Human), Neutral Good · Optional Ally · Encounter 2

AC 16 (scale armour, if found) or 12 (improvised)  |  HP 38 (7d8+7)  |  Speed 30 ft.

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

Skills: Athletics +5, Perception +3  |  Languages: Common, Attic Greek

Brave. Advantage on saving throws against Frightened.

Grateful Resolve. While fighting alongside the party that freed him, Philemon has advantage on his first attack roll each round and shouts encouragement — each PC within 30 ft. adds +2 to their first WIS save each round.

Spear. +5 to hit, reach 5 ft. or thrown 20/60 ft. Hit: 6 (1d6+3) piercing. (−1 to hit if improvised weapon.)

Shield Bash. +5 to hit, reach 5 ft. Hit: 5 (1d4+3) bludgeoning. DC 13 STR save or knocked prone.

Automatic — Philemon joins the party without a check if freed from the ritual stakes in Encounter 2.

Item Cards

◈

Vial of Moly

Wondrous Item · Handed to party by Emeron · Session MacGuffin

Appearance. A small clay vial, stoppered with black wax, containing milky-white sap from the divine herb moly. A strip of papyrus is tied around the neck.

Papyrus Note (17 words). "Against the witch's power: anoint thyself, pour the rest in her fire. The gods watch."

Anoint (Bonus Action). Touch a willing creature with a drop from the vial. The creature gains advantage on Wisdom saving throws against enchantment and polymorph effects for 24 hours. Does not deplete the vial; only a pour empties it.

Calm Beast (Situational). Holding the vial near Enchanted War-Wolves or Lion-Guards grants advantage on Animal Handling checks to calm them (the divine scent resonates with the curse binding them).

Pour into Cauldron (Action, Depletes Vial). Requires adjacency to a magical cauldron. The PC pours the entire vial in. Against Circe's Great Cauldron, this triggers her Moly Vulnerability (55 psychic damage, strips Sorceress's Focus, ends Transformation Curse permanently, and may force surrender). All transformed creatures on Aeaea revert to human form. The cauldron cracks and goes cold.

The vial cannot be depleted by anointing — only by the pour. Multiple PCs can be anointed over the course of the session. Smart players who anoint early have advantage on WIS saves throughout. The pour is the primary win condition of the session; reward players who remember and use it creatively.

Reward Cards

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

◈

Moly Seed Charm

Reward · Wondrous · 1/Long Rest

Mechanics. Once per long rest, as a bonus action, anoint yourself or an ally within 5 feet: that creature has advantage on Wisdom saving throws against being charmed or transformed for 10 minutes. Once per short rest, while holding the charm near a beast that was magically altered, you have advantage on Wisdom (Animal Handling) checks to calm it.

Appearance. A single milk-white moly seed set in a bronze bead, smelling of crushed garlic and sea-wind.

Lore. What remained after the Vial of Moly was poured into Circe's cauldron — a seed for future witch-isles.

Quote. "Anoint early. Pour last." — Hermes' counsel on Aeaea

Earn when: End Circe's curse; the poured vial leaves a single moly seed as keepsake.