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Phaethon's Reins

One-Shot · 6 PCs Lvl 12 · ~3.5 hrs · Aerial chase · Calm four horses, not a boss
Style: Outfit under fire → sky-road chase → four-horse calming contest.
Win: Rein looped through the yoke + all four sun-horses calmed (or three + Phaethon's consent) before Scorch 4.
Lose: Scorch Track hits 4 and the third city burns — or the chariot is destroyed (it is an object; 0 HP = instant loss).
Maguffin: Spare Golden Rein · Ally: Aello, Wind-Harness Rider (+ optional Pegasus) · QG: Heliope, Singed Dawn-Priest · Boss: Kaustra, First Fury of Typhon
"One hand guides pride. Two hands guide terror. Three true names guide the fire home." — Spare Golden Rein

Major Beats

  1. Six rounds on a burning temple roof. Four stations compete for every action: the falling, the sandals, the vestiary, the pegasi.
  2. Helios helps but will not touch his own runaway car. He sends Medea's dragon-drawn chariot instead — automatically, if the party can't fly.
  3. The chase: 6 Lengths, nine pursuit checks, harriers whose job is to stop you rolling them.
  4. Phaethon isn't driving. He's apologizing to the horses.
  5. The chariot is the floor. The horses are the objective. The Furies of Typhon are the fight.

Flight & Fire Loadout (all optional)

PathHow (Enc. 1)Gives
Talaria (winged sandals)Herm of Hermes · Religion 14 / Sleight 16 / Persuasion 13 · 1 pair per success, max 6Fly 40 ft · immune to falling damage · no prone airborne
Chrism & Chlamys of the UnburntVestiary · Athletics 14 / Tools 15 / any water (auto) · sort jars 133 cloaks fire resist · 4 doses 10-min fire immunity · 1 dose auto-calms Pyrois
Pegasi + PegasusFree 4 tangled mounts, Animal Handling 10–12 · courtesy calls the sire4 mounts fly 90 ft, riders never fall · Pegasus carries 1 courteous rider
Dragon-Drawn ChariotHeliope's petition, any time · automatic if <4 PCs can flyParty platform, fly 90 ft, nobody falls, +1 Length/driven round · won't near the horses
Loadout audit before Enc. 2: count Talaria + pegasi + spells. Fewer than four PCs airborne → Helios's car arrives unbidden. Never run the chase with a grounded party.

Creature / Enemy List

CreatureEnc · CountJob
Solar Spark Swarm1 · 3 (+2)CR 4 · cold/prayer disperses
Ash-Wing Vulture1–2 · 2CR 6 · grapple = no pursuit check
Aithousa, Cinder-Nymph2–3 · 2→3CR 5 · Goad stacks +2 DC · vuln. cold
Pyrois, the Fiery3 · 1CR 6 · lead-left · cold / Chrism
Eous, the Dawn3 · 1CR 6 · lead-right · hymn / steady light
Aethon, the Blazing3 · 1CR 6 · trace-left · speared; healing
Phlegon, the Burning3 · 1CR 6 · trace-right · re-panics others; last
Kaustra, First Fury of Typhon3 · 1CR 12 · BOSS · reskinned erinyes
Aello / Pegasi / Pegasus1–3Allies · −3 calming DC/round · mounts
Phaethon3 · 1Not a combatant · consent = −2 all DCs

Difficulty

TierAdjust
As Written ★6 PCs · APL 12 — Enc 1–2 Hard, finale Deadly (~21,800 XP)
Library Standard6 PCs · APL 8 — Kaustra HP 120 / 2 LA / Rekindle 14; 2 nymphs, Goad +1; horses HP 70, DC 13 (Phlegon 15); chase 4 Lengths; all DCs −2; one free short rest
EasierAPL 10–11: Kaustra HP −15%, −1 LA; Scorch ceiling 5; calming DCs −1; grant the dragon chariot outright
HarderAPL 13–14: add Deiope (HP 110, no LA); Kaustra HP +15%, Rekindle 18; Goad 60 ft; dead horse = 2 panicked. Do not raise calming DCs.

KEY ITEMS

Spare Golden Rein — MAGUFFIN

Sun-warm braided gold, too light to fall and too bright to look at

Remember

ENC 1 — First City in the Heat-Haze

Hard · ~45 min · Six rounds, four stations · 3× Solar Spark Swarm (+1 per rescue failure, max 5) · 2× Ash-Wing Vulture on the third failure · Roof 80×40 ft, three bell-towers, updraft columns (Perception 12), burning awnings below

1 · Civilian Rescue

  • Athletics / Acrobatics / Medicine 13, one action each. 5 successes before 3 failures.
  • Success = 1 Cooling Token (max 5). Failure = new Swarm, or a messenger drops (Dex 14 reaction to catch, no token).
  • Third failure → 2 Ash-Wing Vultures arrive.
  • Rein: one auto-success, no action.

2 · Herm of Hermes — Talaria

  • Religion 14 / Sleight 16 / Persuasion 13 w/ Heliope. One pair per success, max 6.
  • Rein slips the knot once free.
  • 2nd failure here: a Swarm burns the rack, 2 pairs lost.
  • Worn: fly 40 ft, immune falling damage, no prone airborne, until dawn.

3 · Vestiary of the Unburnt

  • Open: Athletics 14 / Tools 15 / any cold-water (auto).
  • Sort chrism vs. lamp-oil: Arcana/Nature/Religion 13. Fail → one jar is oil: 3d6 fire on first fire damage taken.
  • 3× Chlamys = fire resistance + adv. vs. Scorching Wake. 4 doses Chrism = 10 min fire immunity.
  • 1 dose on Pyrois's muzzle in Enc. 3 = auto-calm.
  • Neither stops radiant.

4 · Aello & the Pegasi

  • Free a pegasus: Animal Handling 12 (two badly tangled) / 10 (two trapped). Rein auto-frees one.
  • Recruit Aello: free 2+ pegasi, or accept her 3 terms (no solo splits, no killing Phaethon, her command aloft). Refuse one → Persuasion 14.
  • All 4 freed = 4 mounts (fly 90 ft, riders never fall).
  • Pegasus: all 4 freed + (Aello recruited / Humble Bridle / ask-don't-command 16). One courteous rider only; refuses anyone who wounded a horse.
Helios's answer: from end of Enc. 1, Heliope can petition for the Dragon-Drawn Chariot (Medea's old car, two winged serpents). Automatic if <4 PCs can fly. "They may carry you. They may not touch the yoke. My son's hands must be opened by mortal ones."

ENC 2 — The Sky-Road Chase

Hard / Chase · ~60 min · Gap = 6 Lengths, six rounds · 2× Ash-Wing Vulture (rd 1), 2× Aithousa (rd 3) · Sky-road 120×30 ft, three cracked spans, 20-ft storm gap, sun-javelin in the wreckage (Perception 13 · 60 ft · 2d6+3 radiant)

Pursuit menu — once per option, per PC

  • Athletics 14 · hard-row the air
  • Acrobatics 14 (12 in Talaria) · thread a collapsing arch
  • Survival 13 · ride the updrafts (adv. if spotted in Enc. 1)
  • Arcana 15 · plot the solar arc, cut the corner
  • Animal Handling 13 · mounted/aboard only
  • Perception 13 · spot the pennant-line → next boarding auto
  • Insight 14 · read Phaethon's panic, anticipate the veer
  • Persuasion 15 (12 w/ Aello) · banks Phaethon's Name (−3 consent DC)
  • Performance 14 · banks the Dawn-Hymn (Eous auto-calms once)

Complications (d6, rd 2+)

  • 1 Falling bronze sign — Dex 14 or 2d10 + lose 1 Length
  • 2 Cross-draft — Str/Dex 13 or disadv. on this round's pursuit check
  • 3 Ember hail — 2d6 fire, no save; Chlamys/Chrism ignore
  • 4 Collapsing arch — group Acro/Ath 13, 4 before 3; fail = −2 Lengths
  • 5 Signal-runner stranded — one action (auto if flying) → +1 Cooling Token
  • 6 Pennant-line — reaction Dex 15: close 2 Lengths, take 2d6 fire, next boarding auto
Six rounds gone: the chariot crosses the second city. Scorch Track starts at 1; chase continues at all DCs −2 until they board. Never a hard fail — they board, it just costs.

NPCs

Heliope, Singed Dawn-Priest (QG)

  • Motivation: keep Helios's name from becoming a curse — save the cities before divine punishment stops being avoidable.
  • Secret: she let Phaethon into the stables, and she still half believes a mortal hand could have proved worthy.
  • Hard rule: open his hands, don't stop his heart.
  • The Petition: she can call Helios's dragon-drawn chariot from the end of Enc. 1.
  • Name-history: if the party asks about Phaethon, she tells them — automatic consent in Enc. 3.

Phaethon, Son of Helios

  • AC 13, HP 44, no initiative, no attacks, never moves. Sixteen, sun-blistered, both hands welded to the strut by terror.
  • Consent: Persuasion 15 · 12 w/ Aello · −3 if his name was shouted in the chase · −2 if the dragon chariot is docked in view · auto if Heliope told them his name-history. → he opens his hands and names the horses: all calming DCs −2.
  • Damage him: +5 to all calming DCs and Aello leaves the deck.
  • He holds on because he believes letting go kills him. Give him somewhere safe to fall.
  • Persistence: he lives. The Heliades come for him at the sky-road's end.

Aftermath

ENC 3 — Hands on the Burning Yoke (Boss)

Deadly · ~90 min · 1× Kaustra (CR 12) · 3× Aithousa (minus any killed in the chase) · 4× sun-horse (objectives) · Deck 40×20 ft: four yoke stations, yoke strut front-center, wheel rims E/W (14 bludg./turn), burning pennants, open sky everywhere else. Falling is the deadliest thing here.
The chariot is an OBJECT. AC 19 · HP 210 · threshold 15 · immune fire/radiant/poison/psychic · no initiative, no turns, no attacks. At 0 HP it breaks apart in the air: instant loss. Say this out loud before round 1.

Scorch Track (0–4)

  • End of each round: +1 per two horses still panicked (round down). Dead horse = permanently panicked. No other trigger.
  • 4 panicked → +2 · 3 → +1 · 2 → +1 · 1 → +0 · 0 → the yoke answers
  • Cooling Token (action, 1/round): −1 Scorch
  • Scorch 4 = third city burns. Overran the chase? Start at 1.

Calming a horse

  • Action adjacent to its station · Animal Handling 15 (Phlegon 17)
  • −2 Rein looped · −2 Phaethon consented · −3 one check/round if Aello is aboard
  • Advantage if grappled/restrained (Athletics vs. +7)
  • +2 per Aithousa goading that horse — they stack
  • Damage never helps. 0 HP = Scorch +1 now and +3 to all remaining calming DCs.
HorseStationDCIts true answer (skips the check)
Pyrois, the FieryLead-left15Cold/water without hostility → 12; 1 dose Chrism over the muzzle = auto
Eous, the DawnLead-right15Performance 13 dawn-hymn (auto if banked); Light/Daylight held steady 1 round = auto
Aethon, the BlazingTrace-left15 disadv. while spearedMedicine 14 draws the spar → then 12; any 2nd-level+ heal = auto
Phlegon, the BurningTrace-right1712 once the other three are calm; 10 if Phaethon speaks his name
Rein insertion (action at the yoke strut): loop it through and speak the three city names — no roll. While looped: every calming check +2, a re-panicked horse saves with advantage, Kaustra has disadvantage within 10 ft of the strut. WIN GATE: the chariot cannot be turned without it. Warn the party one round before that becomes tragic.
Phaethon's consent — Persuasion 15: 12 if Aello coaches · −3 if his name was shouted in the chase · −2 if the dragon chariot is docked where he can see it · auto if Heliope told them his name-history. He opens his hands and names the four horses aloud: all calming DCs −2. Damage him and it's +5 instead, and Aello walks.

Running the Furies

OutcomeWhat happens
Win — 4 calmed, Rein inThe nose lifts; the third city passes untouched. Kaustra screams once and is gone east. Phaethon says nothing — his silence is the point.
Win — 3 calmed + consentPhaethon takes the fourth rein himself. Costs him his hands (scars, no mechanical penalty). Let him choose it aloud.
Loss — Scorch 4Third city burns; Helios blamed; Kaustra sits on the rim to watch. Don't kill the party for it — land them, and let them see it.
Loss — chariot destroyed0 HP: the car comes apart, everyone falls, the sun goes out at noon. Warn twice before allowing it.

KEY ITEMS (cont.)

Talaria (Winged Sandals) — up to 6 pairs

  • Enc. 1 herm: Religion 14 / Sleight 16 / Persuasion 13; Rein frees one pair.
  • Worn: fly 40 ft, immune to falling damage, no prone airborne, until dawn.
  • Enc. 2: boarding auto; Acrobatics pursuit 12. Enc. 3: act from open air; the fall stops mattering.
  • Votives, not loot — return them to a crossroads herm.

Chrism & Chlamys of the Unburnt

  • Vestiary: Athletics 14 / Tools 15 / any water (auto). Sort 13 or one jar is lamp-oil (3d6 fire on first fire damage).
  • 3 Chlamys: fire resistance + adv. vs. Scorching Wake.
  • 4 doses Chrism: action to anoint, 10 min fire immunity. One dose = auto-calm Pyrois.
  • Neither stops radiant damage.

Chariot of Helios, Dragon-Drawn (fallback)

  • Medea's old car; serpents Phlox and Anthelia (AC 16, HP 60 ea., fly 90 ft; never bolt, never attack).
  • Heliope's petition any time from end of Enc. 1; automatic if <4 PCs can fly.
  • Enc. 2: driver's action Animal Handling/Arcana 12 → +1 Length. Nobody aboard can fall. Athletics & Acrobatics pursuit options unavailable aboard; serpents won't close the last Length.
  • Enc. 3: docked 20 ft off the flank — a falling creature makes Dex 12 to land in it; re-board the deck Athletics 10; Phaethon's consent DC −2.
  • Serpents won't come within 20 ft of a sun-horse, and won't touch the yoke.

The Chariot of Helios (Runaway) — OBJECT

  • Huge object · AC 19 · HP 210 · threshold 15 · immune fire/radiant/poison/psychic.
  • No initiative, no turns, no attacks. Cannot be calmed, charmed, or frightened. It is not the boss — it is the floor.
  • Scorching Wake (Init 20): Con 15 or 4d6 fire.
  • Bucking Wheel: a horse dies, or a panicked horse starts its turn with an empty station → deck-wide Dex 14 or prone; fail by 5+ = slide 10 ft to the rim.
  • 0 HP = instant loss. The car comes apart, everyone falls, the sun goes out at noon.

STAT BLOCKS

Kaustra, First Fury of Typhon — CR 12 BOSS

Large Fiend (fury), CE · reskinned erinyes · wants the city, not you

AC 18 | HP 189 | 30 ft, fly 60 ft (hover) | LR 3/day

STRDEXCONINTWISCHA
sc md sv18 +4 +420 +5 +1020 +5 +1014 +2 +216 +3 +818 +4 +4

Con +10, Wis +8 · truesight 60 ft

Immune fire · Resist cold, poison, nonmagical B/P/S

  • Watch It Burn. Always prefers Rekindle over damage while a calmed horse exists.
  • Sun-Hater. Disadv. on attacks within 10 ft of the strut while the Rein is looped.
  • Multiattack. 2× Ash-Cord, or Ash-Cord + Rekindle.
  • Ash-Cord. +10, reach 20 ft, 2d8+4 slashing + 3d6 fire; Str 18 or pulled 15 ft (off the deck = falls).
  • Rekindle. One calmed horse in 60 ft: Wis 17 (adv. w/ Rein) or panicked again.
  • Ashfall (R5–6). 30-ft cone Dex 18, 10d6 fire, half on save; fail = blinded 1 rd.
  • BA Etna's Patience. Fly half speed, no OA. RXN Spite (1/rd): a horse is calmed in 60 ft → fly toward it.
  • LA (3): Cord (1) · Rekindle (2) · Goad (1, order a nymph).
  • Driven off: 4th horse calmed → 10d6 radiant; at ≤half HP she flees to Etna.

Aithousa, Cinder-Nymph — CR 5 (×3)

Medium Fiend (nymph of ash), CE · reskinned barbed devil, winged

AC 15 | HP 78 | 30 ft, fly 50 ft

STRDEXCONINTWISCHA
sc md sv12 +1 +118 +4 +714 +2 +210 +0 +012 +1 +116 +3 +3

darkvision 60 ft

Immune fire · Vulnerable cold

  • Ember Body. Melee attacker takes 1d6 fire.
  • Doused. Any cold damage ends her Goad now; can't Goad until end of her next turn.
  • Multiattack. 2× Spark-Lash +7, reach 10 ft or 40 ft range, 2d6+4 fire.
  • Goad the Yoke. Instead of attacking: one horse in 30 ft has calming DC +2 until end of her next turn. Stacks.
  • BA Cinder Step. Fly 25 ft, no OA.

The Four Sun-Horses — CR 6 each

Large Celestial (solar horse), N · objectives, not villains

AC 16 | HP 105 | 60 ft, fly 120 ft

STRDEXCONINTWISCHA
sc md sv20 +5 +514 +2 +218 +4 +46 −2 −212 +1 +414 +2 +2

Immune fire · Resist radiant

  • Held Still. Grappled/restrained (Ath. vs. +7) → calming has advantage.
  • Damage never helps. 0 HP: Scorch +1 now, +3 to all remaining calming DCs.
  • Pyrois — Flare Hoof +9 (2d8+5 + 2d8 fire) · Flare Rear R5–6 cone Dex 15 7d6 fire · Ignition: pennants catch, 3 fire to adjacent.
  • Eous — Rearing Hoof +9 (2d8+5 + 1d8 radiant) · Sunburst Snort R6 Con 15 blind · Dawnward Bolt: deck slides 10 ft east, Dex 14 · attacks from the east have disadv.
  • Aethon — Lame Kick +9 (2d8+5) · Thrash R5–6 Dex 14 3d8 + push 5 ft · Speared: calming has disadv.; bleeds 5/turn.
  • Phlegon — Bite +9 (2d10+5 + 2d6 fire) · Sear-Trample R6 30 ft path Dex 15 4d8 fire + push 10 ft · Contagious Terror: end of turn, one calmed horse in 30 ft Wis 14 (adv. w/ Rein) or panicked again.

Ash-Wing Vulture — CR 6 (×2)

Large Monstrosity · Enc. 1 escalation / Enc. 2 harrier

AC 16 | HP 88 | 20 ft, fly 60 ft · Resist fire

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +216 +3 +34 −3 −312 +1 +18 −1 −1
  • Snatch +8, reach 10 ft, 2d8+5 slashing + grappled (escape 15). Grappled = no pursuit check.
  • Beak +8, 1d10+4 piercing. Drop: releases a grappled creature over open sky.
  • Adv. vs. creatures in shadow; goes for isolated flyers, prefers riders to mounts.
  • Driven off: 2 coordinated bright signals 14, or one flash of the Rein (free) → retreats 3 rounds.

Solar Spark Swarm — CR 4 (×3–5)

Medium Elemental (living embers) · Enc. 1

AC 15 | HP 66 | 30 ft, fly 30 ft (hover)

STRDEXCONINTWISCHA
sc md sv14 +2 +216 +3 +312 +1 +13 −4 −411 +0 +010 +0 +0
  • Flare Lash +7, 3d6 fire; ignites an unattended flammable item.
  • Immune fire, poison · Vulnerable cold · harmless to stone.
  • Dispersed, not killed: any cold, deep shade, or a Wis-based dawn prayer scatters one. Nature 14 to pull cold air down an updraft: all swarms in 30 ft attack at disadv. 1 round.

Allies — quick lines

  • Aello, Wind-Harness Rider — AC 16, HP 72, Animal Handling +7. Storm javelin +8, 2d6+4 + 2d6 lightning. Wind-Signals: 1/rd an ally has adv. on a pursuit check. Herd-Speaker: 1/rd one calming DC −3. Catch: 1/rd a falling creature within 60 ft takes no falling damage.
  • Pegasus, the Cloud-Sired — CR 6, AC 15, HP 110, fly 120 ft. One courteous rider, his pick; refuses anyone who wounded a horse. Rider never falls. Skyward Surge R5–6: fly 120 ft, rider gets one pursuit check with adv. Never dies here (0 HP → returns next round at half).
  • Wind-Harness Pegasus ×4 — CR 2, AC 12, HP 59, fly 90 ft. Rider never falls (Dex 10 when the chariot bucks). Fire from the Wake → rider Animal Handling 12 or the mount breaks off 1 round.

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