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Theronauts

Consolidated printer-friendly DM reference — 43 sessions
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Maenad Midnight · 1/4

Maenad Midnight

A level 8 civic escort through a god-touched midnight riot.
Style: Urban escort under ecstatic pressure, built for restraint, disguise, and mercy.
Win: Deliver the prince to the dawn treaty, keep the revelers alive, and prove the city can honor Dionysus without becoming his casualty.
Lose: The prince breaks sobriety or dies, the riot becomes a massacre, and the god's mask follows the party into future feasts.
Maguffin: Dry Cup of Ariadne · Ally: Thyia, Exhausted Maenad · QG: Prince Lykon the Unwined
"A clay cup sealed with wax and ivy. Inside is dry air, not wine; it rings softly when a lie is toasted nearby."

Major Beats

  1. The palace wants quiet extraction; the street wants every secret sung aloud.
  2. Thyia proves the revelers are victims, witnesses, and obstacles at once.
  3. The prince is tempted with one perfect cup that would make every fear vanish.
  4. Dawn judges restraint as much as speed.

Difficulty

TierAdjust
As Written ★6 PCs · APL 6
Library Standard6 PCs · APL 8 — Raise key enemy HP ~+25% and damage +1 per attack die; social/skill DCs +1–2. Boss legendary actions as written or +1/round.
EasierAPL 4–5: −1 enemy/wave; DCs −1; ally auto-recruits if approached peacefully.
HarderAPL 7–8: use Library Standard (6×L8).
Prince Lykon the Unwined hooks the party. Maguffin Dry Cup of Ariadne pays off in the finale against Midnight Chorus of Dionysus . Recruit Thyia, Exhausted Maenad along the way. Escort a sober prince through a Dionysian riot without killing the god-touched revelers.

Creature / Enemy List

CreatureCounts / Notes
Ivy-Mad Revelersmed · hard · CR 4 · Hazardous crowd, charm pressure, and moral constraint
Panpipe Trickstermed · hard · CR 6 · Fey misdirector and stealth antagonist
Bacchic Bull-Maskmed · hard · CR 7 · Possessed champion blocking narrow streets
Midnight Chorus of Dionysusmed · hard · CR 11 · Boss swarm-avatar of divine revel, not the god himself
Thyia, Exhausted Maenad1 · 1 · Recruit Enc. Encounter 1 or 2

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Maguffin detail

Dry Cup of Ariadne

Ally snapshot

Thyia, Exhausted Maenad

Maenad Midnight · 2/4

Encounter 1 — Masks at the Palace Gate

Servants, guards, and masked celebrants crowd the palace gate as Prince Lykon must leave unseen for the dawn treaty house.

Encounter 2 — The Alley That Keeps Dancing

The route bends through streets that rearrange under fey music, forcing the escort to choose between speed, secrecy, and mercy.

Encounter 3 — The Sober Hush

At the treaty amphora, the Midnight Chorus surrounds the prince with ecstatic doubles and dares the party to win without turning celebration into slaughter.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Maenad Midnight · 3/4

STAT BLOCKS

Thyia, Exhausted Maenad

Medium Humanoid, Neutral · Recruitable Ally · Inside guide who remembers tomorrow

AC 15 | HP 68 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Encounter 1 or 2). Return her lost thyrsus-ribbon, promise not to shame the revelers, or let her name the safe alleys.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Thyrsus +7 to hit, 2d6+4 bludgeoning; can shove without damage.

Ivy-Mad Revelers CR 4

Medium Creature · Hazardous crowd, charm pressure, and moral constraint

AC 13 | HP 60 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Treat as nonlethal unless the party escalates; dispersed by music or truth.

Attack. Grappling surge +6 to hit, restrained; no damage unless trampled.

Panpipe Trickster CR 6

Medium Creature · Fey misdirector and stealth antagonist

AC 16 | HP 82 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Prefers illusions, swapped masks, and splitting the escort.

Attack. Reed knife +7 to hit, 2d6+4 piercing plus 2d6 psychic if target is charmed.

Bacchic Bull-Mask CR 7

Medium Creature · Possessed champion blocking narrow streets

AC 17 | HP 110 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. The mortal inside survives if reduced to 0 by nonlethal damage.

Attack. Horned mask +8 to hit, 2d10+5 bludgeoning; DC 15 Wis save or frightened.

Midnight Chorus of Dionysus CR 11

Large Creature · Boss swarm-avatar of divine revel, not the god himself · Boss

AC 17 | HP 205 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. Defeat by sobering, dispersing, or out-singing; do not kill a god.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Many-voiced command +9 to hit, 4d8 psychic; target must move or dance 10 ft.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Dry Cup of Ariadne

Maenad Midnight · 4/4

NPC / ALLY

Prince Lykon the Unwined

Thyia, Exhausted Maenad

Remember

Enable Background graphics when printing.

The Night of Open Jars · 1/4

The Night of Open Jars

One-Shot · 6 PCs · Lvl 12 · 2 Acts · Halloween Haunt · ~3–3.5 hrs
Style: Festival → rescue fight → trapped descent → Boss  |  Win: Save the town, follow the dead home, close the Jar (Pandora need not die)  |  Setting: Elpida, Isle of Anemos, last night of Anthesteria.

Signature: the Lamp-Count — 6 grin-lamps (tea lights), 1 per PC, lit by Dios at the gate. Fear, traps and the dead snuff them; honesty and the Lantern of Elpis relight them. Each lit lamp in the sanctum = 1 Hope.

"Hope was the last light in the jar. Keep it burning through the dark. At the source, say the old words: Out, Keres." — Lantern note (23 words).

Major Beats

  1. Invitation: Archon Kleio invites the party; Dios (Zeus) lights a lamp for each guest at the gate.
  2. Act I · Festival: 4 games (Heroic Inspiration each); Phaedon's story, True Stories, Closing Words; Dios gives the Lantern to the kindest guest.
  3. The Haunting: midnight — Shades, Wraiths, Keres (+ghouls rd 3) crash the feast. Save 20 villagers.
  4. The Archon's Offer: 1,500 gp + 3,000 gp on success; the Jug of First Wine (steel bites spirits).
  5. Act II · The Way Down: 2 clues → Acantha's ash grove → 3 traps → Kyros at the Door That Asks.
  6. The Open Jar: Pandora + Twin Sorrows (Geras, Nosos) + 4 Hollow Heroes (statues; lamps decide how many wake); d12 each turn; Circles / Closing Words / appeals / force.

Creature List

CreatureActEMHNotes
Hungry ShadeI6810Takes villagers
Unfed WraithI–II233Breath snuffs lamps
KerI–II244+Haunting · Jar
Graveyard GhoulI246Round 3 backup
Kyros, Hollow WardenII111Riddle / gift / show
Geras & NososII122Twin Sorrows; return until sealed
Hollow HeroII0–11–24Haunted armor; possesses
Shadow / SpecterII—2+4+Pandora's summons
PandoraII111Boss; need not die
Jar-Wyrm (Dracolich)II—0–10–1Jar d12 = 12 only

Lamp-Count

LitStateEffect
6–4QuietCold only; no Omens
3–2HushRoll d8 Omen each scene / each snuffed lamp
1HauntingWay Down: 2 Ker + 1 Wraith + 2 Shadow
0Dark+2 Ker; sanctum: 0 Hope, all awake
Unlit PC: disadv. on saves vs Frightened; undead have adv. to hit them; no Hope. Snuffed: fail Breath of the Grave · fail Dirge-Cry by 5+ · 0 HP · a villager group wiped · trap failed by 5+ · Lantern out of hands at round end · bad Omen. Relit: Lantern touch (action) · True Story (1/PC/Act) · offering (1/scene) · 18+ villagers saved · good Omen.

On the Table

Act I: 4 water elementals = Keres · 2 spectres + 1 ghost = Unfed Wraiths · 8 ghosts = Hungry Shades · 4 zombies/skeletons = ghouls · 4 villager tokens (groups of 5). Act II: minotaur skeleton = Kyros · 2 spectres = Geras & Nosos · 4 haunted armors = Hollow Heroes (all placed as statues) · humanoid = Pandora · ghosts = Shadows/Specters · water elementals = Keres · Huge figure = Jar-Wyrm.

Trackers

Lamps lit   True Stories   Villagers saved ____ / 20   Wine
Hope   Circles Pestilence Despair Strife   Appeals   Heroes awake
Jar d12 R1 ___ · R2 ___ · R3 ___ · R4 ___ · R5 ___ · R6 ___   Pitch   Hope escapes

Difficulty

TierAdjust
EasierAPL 10: Pandora 160 HP; Sorrows 100 HP, DC 15; Heroes 75 HP; DCs −1; −1 Wraith; min 2 Hope
Library Std ★
(6 PCs, L8)
Act I 6 Shade/2 Wraith/2 Ker/2 ghoul; traps −2 DC, ½ dmg; Kyros 120 HP; Pandora 140 HP, DC 16; Nosos only (90 HP); −1 Hero; Circles 14; Persuasion 15 (12)
APL 12As written: Haunting Hard · Open Jar Deadly
HarderPandora +20% HP; Sorrow cones recharge 4–6; +1 Wraith, +1 Ker; Circles 18; Hope max 4; Curiosity's Price too
The Night of Open Jars · 2/4

ACT I — The Feast of the Dead

Hard · ~70–80 min  |  Agora 80×80 ft: hearth (bright 20 ft) · wine stalls (½ cover) · swings · procession cart (¾ cover) · temple doors (pitched: no dead cross) · cemetery gate

ACT II — The Way Down

Hard · ~30–40 min  |  Fail a trap save by 5+ = lose your lamp

START OF THE SANCTUM

Lit lamps = Hope. Always: Pandora + Geras + Nosos. 6–5: Heroes stay statues · 4–3: +1 Hero +1 Shadow · 2–1: +2 Heroes +2 Shadows · 0: +4 Heroes +2 Shadows +2 Keres, 0 Hope.

ACT II — The Open Jar (Pandora)

Deadly · ~60–75 min  |  60-ft round sanctum, dim · Jar AC 13 / 25 HP (destroyed = 6d10 psychic, 30 ft, CON DC 18 half; Path D only)

WHAT COMES OUT OF THE JAR (d12, start of Pandora's turn)

Each sealed Circle steps the die down: d10 → d8 → d6. Spend 2 Hope = reroll. Skipped turn = lid stays shut. Effects last to her next turn. Variant (Curiosity's Price): first creature to attack her each round rolls instead.
  1. Hope escapes: free short rest in stopped time; relight all lamps (+Hope). 1/enc.
  2. Feast of the dead: PCs regain 4d8+4 HP; Frightened ends.
  3. Lid slips: no Vessel / legendary actions.
  4. Long shadows: all creatures enlarged.
  5. Silence, 20 ft on the Jar (no appeals or Closing Words inside).
  6. Darkness, 15 ft on the Jar (Lantern light suppresses).
  7. Whispers: WIS DC 17 or Frightened of the Jar.
  8. A Hollow Hero wakes (all awake: 2 Shadows rise).
  9. Grave-rot: 30 ft, CON DC 17, 6d6 poison + Poisoned.
  10. Possession: WIS DC 17 or reaction-attack nearest creature.
  11. 2 Keres rise (ignore cap).
  12. Jar-Wyrm (dracolich): claw on the lip; emerges next turn unless the Jar closes first.
The Night of Open Jars · 3/4

CREATURE STAT BLOCKS — ACT I & THE DOOR

Hungry Shade — Act I

Medium Undead (Unfed Dead), Neutral Evil · CR 1 (200 XP)

AC 12 | HP 33 (6d8+6) | Speed 0 ft., Fly 30 ft. (hover)

STRDEXCONINTWISCHA
sc md sv6 −2 −214 +2 +212 +1 +16 −2 −210 +0 +08 −1 −1

Resistances: Cold; nonmagical B/P/S · Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10 · Languages: understands Ancient Greek

The Unfed. One of the town's own dead, come for the honey-cakes and panspermia every Anthesteria — and this year the Jar is open, so they came hungry. At the end of each round, a Hungry Shade adjacent to a villager group takes one villager (see Act I: The Crowd). Offered food (an action), it eats instead and does nothing else that turn.

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Starving Touch. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) necrotic, and the target can't regain HP until the start of the shade's next turn.

Unfed Wraith — Acts I–II

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

AC 13 | HP 67 (9d8+27) | Speed 0 ft., Fly 60 ft. (hover)

STRDEXCONINTWISCHA
sc md sv6 −2 −216 +3 +316 +3 +312 +1 +114 +2 +215 +2 +2

Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S

Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 12 · Languages: Ancient Greek

Lord of the Unfed. The town's oldest unburied dead. Hungry Shades within 30 ft. of it have advantage on attack rolls.

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. Disadvantage on attack rolls and Perception checks in sunlight.

Actions

Life Drain. +6 to hit, reach 5 ft. Hit: 21 (4d8+3) necrotic. The target makes a DC 14 CON save or its HP max is reduced by the damage taken until it finishes a long rest.

Breath of the Grave (Recharge 5–6). 15-ft cone. Each creature makes a DC 14 CON save, taking 18 (4d8) necrotic damage on a failure (half on a success). A PC who fails has their grin-lamp snuffed.

Graveyard Ghoul — Act I · round 3

Medium Undead, Chaotic Evil · CR 1 (200 XP)

AC 12 | HP 22 (5d8) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv13 +1 +115 +2 +210 +0 +07 −2 −210 +0 +06 −2 −2

Immunities: Poison; Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10 · Languages: Ancient Greek

Backup Wave. Clawing up out of the old cemetery at the edge of the festival from round 3. They go for the villagers first.

Actions

Multiattack. One Bite and one Claw.

Bite. +2 to hit, reach 5 ft. Hit: 9 (2d6+2) piercing.

Claw. +4 to hit, reach 5 ft. Hit: 7 (2d4+2) slashing. A creature other than an undead makes a DC 10 CON save or is paralyzed for 1 minute, repeating the save at the end of each of its turns.

Ker — Acts I–II

Medium Undead (Fate-Spirit), Chaotic Evil · CR 4 (1,100 XP)

AC 15 | HP 104 (16d8+32) | Speed 0 ft., Fly 50 ft. (hover)

STRDEXCONINTWISCHA
sc md sv8 −1 −118 +4 +414 +2 +28 −1 −114 +2 +212 +1 +1

Skills: Perception +4, Stealth +6

Vulnerabilities: Radiant · Resistances: Cold, Necrotic; nonmagical B/P/S

Immunities: Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 14 · Languages: understands Ancient Greek, cannot speak

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object. Suppressed while the Circle of Strife is sealed.

Light-Shy. While in the bright light of the Lantern of Elpis, the Ker has disadvantage on attack rolls and cannot use Dirge-Cry.

Scent of Ending. Advantage on attack rolls against creatures that are Frightened or at half their HP or fewer.

Bound to the Jar. When the Jar is sealed, or the Closing Words are spoken at the Jar, every Ker within 120 ft. vanishes.

Actions

Multiattack. Makes two Rending Claws attacks.

Rending Claws. +6 to hit, reach 5 ft. Hit: 9 (2d6+2) slashing plus 3 (1d6) necrotic.

Dirge-Cry (Recharge 5–6). 20-ft cone. Each creature makes a DC 14 WIS save, taking 10 (3d6) psychic damage and becoming Frightened until the end of the Ker's next turn on a failure, or half damage and no Frightened on a success.

Kyros, the Hollow Warden — Act II · the Door

Large Undead (Cursed Revenant), Lawful Neutral · CR 8 (3,900 XP)

AC 17 (Natural Armor) | HP 161 (17d10+68) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +511 +0 +018 +4 +712 +1 +116 +3 +612 +1 +1

Skills: History +4, Insight +6, Perception +6

Resistances: Necrotic · Immunities: Poison; Exhaustion, Frightened, Poisoned

Senses: Darkvision 60 ft., Passive Perception 16 · Languages: Common, Ancient Greek

Hollow. A scholar cursed into a minotaur's body, who went down to close the Jar four hundred years ago, died at its door and kept standing. Lamplight shows through his ribs; his own bones hang on him like armour, and his voice comes from somewhere behind them.

Charge. If Kyros moves 10+ ft. straight toward a target and hits with a Gore attack, the target takes an extra 13 (3d8) piercing and must succeed on a DC 17 STR save or be pushed 10 ft. and knocked prone.

Guardian's Challenge. On first contact, Kyros asks for a riddle answered, a gift, or a show rather than attacking. The lit Lantern of Elpis or the Sprig of Asphodel also makes him stand aside. If reduced below 40 HP, he offers the riddle again.

Unquiet (1/day). When reduced to 0 HP, Kyros makes a DC 10 CON save. On a success, his bones pull themselves back together and he drops to 1 HP instead.

Actions

Multiattack. Makes one Gore attack and two Greataxe attacks.

Gore. +9 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.

Greataxe. +9 to hit, reach 10 ft. Hit: 18 (2d12+5) slashing.

Reactions

Intercept. When an ally within 10 ft. of Kyros is targeted by an attack, he moves up to 10 ft. (no opportunity attacks) to interpose himself, becoming the target instead.

OMEN TABLE (d8, at Hush)

  1. Voice behind you: WIS DC 15 or Frightened.
  2. Cold breath: CON DC 14 or 2d10 cold.
  3. Wrong shadows lean toward Unlit PCs.
  4. Pale child: offering relights 1; ignored = gutters.
  5. Corpse-candles: Stealth DC 16 or no surprise.
  6. Open jar: pitch it = relight 1; leave it = snuff 1.
  7. Silence: DM relights 1 (or Lantern +10 ft).
  8. Hungry guest: Ker sits ahead; go around 30 ft.

KEY ITEMS & ALLIES

Lantern of Elpis · Jug of First Wine

  • Lantern: bright 20 / dim 20; relight a lamp (action); Shades/Shadows/Specters/Keres disadv. in its light; shown to Kyros = pass; Return the Flame (Path B, single use); Flare ends Frightened 30 ft but loses Path B.
  • Jug: 6 anointings (bonus action), magical until dawn, ignores B/P/S resistance & immunity.

Sprig · Amulet · NPCs

  • Sprig: Kyros pass; adv. vs undead charm. Amulet (attune): adv. vs Charmed/Frightened; Never Lost 1/day.
  • Phaedon reads the pedestal; adv. once on an appeal. Zeus reveals himself on A/B/C. Acantha stays above.

Remember

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The Night of Open Jars · 4/4

CREATURE STAT BLOCKS — THE OPEN JAR

Pandora, the Opened One — BOSS

Medium Humanoid (Divinely Crafted, Haunted), Chaotic Neutral · CR 13 (10,000 XP)

AC 17 (Veil of Sorrows) | HP 190 (20d8+100) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +220 +5 +1016 +3 +314 +2 +722 +6 +11

Skills: Arcana +8, History +8, Insight +7, Persuasion +11

Resistances: Psychic · Immunities (cond.): Charmed, Frightened (while the Jar is open within 30 ft.)

Senses: Truesight 30 ft., Passive Perception 12 · Languages: All

Two Thousand Years in the Dark. She is not dead; she has only forgotten how to be alive. Her feet do not quite touch the floor, her hair drifts as if under water, and in the wall of jars her reflection is a skeleton.

Vessel of Sorrows. While the Jar of Pandora is open and within 30 ft., Pandora can use her Bonus Action to summon one Shadow or Specter in an unoccupied space within 30 ft. Suppressed if all three Sealing Circles are sealed.

Sorrow's Embrace. Pandora has advantage on saving throws while she can see at least one summoned creature or Twin Sorrow within 30 ft.

Relentless Grief. When first reduced to 40 HP or fewer, Pandora enters her Lamentation Phase: she pleads aloud each turn but may still summon; the Persuasion DC drops from 17 to 14.

The Lid Lifts. At the start of each of her turns while the Jar is open, Pandora lifts its lid (no action) and the DM rolls on the What Comes Out of the Jar d12 table (Act II). Each sealed Circle steps the die down (d10, d8, d6). If she skips her turn, the lid stays shut that round.

Actions

Multiattack. Makes two Lament Bolt attacks, or one Lament Bolt and casts one spell of 3rd level or lower.

Lament Bolt. Ranged Spell Attack +11 to hit, range 90 ft. Hit: 22 (4d8+4) psychic. The target makes a DC 18 WIS save or is Frightened until the end of their next turn.

Spellcasting (CHA, DC 18, +11 to hit). Cantrips: Toll the Dead (3d12 vs. wounded), Vicious Mockery (3d6 + disadv.). 1st (4 slots): Charm Person, Inflict Wounds. 2nd (3): Hold Person, Misty Step. 3rd (3): Bestow Curse, Counterspell, Dispel Magic. 4th (3): Banishment, Compulsion. 5th (1): Hold Monster.

Bonus Actions

Vessel of Sorrows. Summons one Shadow or Specter in an unoccupied space within 30 ft. (see Trait; suppressed by all three Circles).

Reactions

Jar's Ward. When targeted by an attack or spell, if Pandora has a summoned creature or Twin Sorrow within 5 ft., she redirects the attack to that creature, which becomes the new target.

Legendary Actions (3 per round)

Lament (Cost 1). Makes one Lament Bolt attack.

Shade (Cost 1). Summons one Shadow in an unoccupied space within 30 ft. Only available while Vessel of Sorrows is active; unavailable if the Circle of Despair is sealed.

Wail of Ages (Cost 2). All creatures within 30 ft. make a DC 18 CON save. Fail: 14 (4d6) psychic damage and disadvantage on saving throws until the end of their next turn.

The Jar Exhales (Cost 2). A Ker rises from the Jar in an unoccupied space within 10 ft of it. No more than two Keres can exist at once. Only available while Vessel of Sorrows is active; unavailable if the Circle of Despair is sealed.

Shadow — Sanctum

Medium Undead, Chaotic Evil · CR 1/2 (100 XP)

AC 12 | HP 16 (3d8+3) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv6 −2 −214 +2 +213 +1 +16 −2 −210 +0 +08 −1 −1

Skills: Stealth +4 · Vulnerabilities: Radiant

Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S

Immunities: Necrotic, Poison; Exhaustion, Frightened, Grappled, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Amorphous. Moves through spaces as narrow as 1 inch without squeezing.

Shadow Stealth. In dim light or darkness, takes the Hide action as a Bonus Action.

Sunlight Weakness. Disadvantage on attacks, ability checks, and saves in sunlight.

Actions

Strength Drain. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) necrotic; the target's STR is reduced by 1d4. STR 0 = death. The reduction lasts until a short or long rest. Humanoids slain rise as new Shadows at next dusk. (Disadvantage on attack rolls while the Circle of Pestilence is sealed.)

Geras, Old Age (Twin Sorrow) — Twin Sorrow

Medium Undead (Evil of the Jar), Neutral Evil · CR 8 (3,900 XP)

AC 15 | HP 136 (16d8+64) | Speed 0 ft., Fly 40 ft. (hover)

STRDEXCONINTWISCHA
sc md sv6 −2 −216 +3 +318 +4 +812 +1 +116 +3 +716 +3 +3

Skills: Perception +7

Immunities: Necrotic, Poison; bludgeoning, piercing and slashing from attacks not anointed or magical; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 120 ft., Passive Perception 17 · Languages: understands all, speaks in the voice of whoever the listener lost

First Out of the Jar. One of the evils Pandora let out, the shape of every old age that ever came too soon — a stooped grey figure whose face is always a little familiar.

Returns to the Jar. While the Jar is open, Geras re-forms beside it at the start of Pandora's next turn with half its HP after being destroyed — unless the Circle of Despair is sealed.

Weight of Years. Creatures within 15 ft. of Geras regain only half as many HP from any healing.

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. Two Withering Touch attacks.

Withering Touch. +7 to hit, reach 5 ft. Hit: 18 (4d8) necrotic. The target makes a DC 16 CON save or gains 1 level of Exhaustion as its hair greys and its hands spot.

Years upon Years (Recharge 5–6). 30-ft cone. Each creature makes a DC 16 CON save, taking 36 (8d8) necrotic damage on a failure (half on a success). On a failure its speed is halved and it has disadvantage on Strength and Dexterity checks and saves until the end of its next turn.

Nosos, Sickness (Twin Sorrow) — Twin Sorrow

Medium Undead (Evil of the Jar), Neutral Evil · CR 8 (3,900 XP)

AC 15 | HP 136 (16d8+64) | Speed 0 ft., Fly 40 ft. (hover)

STRDEXCONINTWISCHA
sc md sv6 −2 −216 +3 +318 +4 +812 +1 +116 +3 +716 +3 +3

Skills: Perception +7

Immunities: Necrotic, Poison; bludgeoning, piercing and slashing from attacks not anointed or magical; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 120 ft., Passive Perception 17 · Languages: understands all, speaks in the voice of whoever the listener lost

First Out of the Jar. The other evil that left first: every fever and plague the world has known, a sweating, coughing shape that smells of a sickroom.

Returns to the Jar. While the Jar is open, Nosos re-forms beside it at the start of Pandora's next turn with half its HP after being destroyed — unless the Circle of Pestilence is sealed.

Contagion. A creature poisoned by Nosos that ends its turn within 5 ft. of an ally makes that ally roll a DC 16 CON save; on a failure the ally is poisoned too (same duration).

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. Two Fever Touch attacks.

Fever Touch. +7 to hit, reach 5 ft. Hit: 13 (3d8) poison plus 9 (2d8) necrotic. The target makes a DC 16 CON save or is poisoned until the end of its next turn; while poisoned this way it can't regain HP.

Plague Breath (Recharge 5–6). 20-ft cone. Each creature makes a DC 16 CON save, taking 36 (8d8) poison damage and becoming poisoned for 1 minute on a failure (save again at the end of each of its turns), or half damage on a success.

Specter — Sanctum

Medium Undead, Chaotic Evil · CR 1 (200 XP)

AC 12 | HP 22 (5d8) | Speed 0 ft., Fly 50 ft. (hover)

STRDEXCONINTWISCHA
sc md sv1 −5 −514 +2 +211 +0 +010 +0 +010 +0 +011 +0 +0

Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S

Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object. Suppressed while the Circle of Strife is sealed.

Sunlight Sensitivity. Disadvantage on attack rolls and sight-based checks in sunlight.

Actions

Life Drain. Melee Spell Attack +4 to hit, reach 5 ft. Hit: 10 (3d6) necrotic. The target makes a DC 10 CON save or its max HP is reduced by the damage dealt until a long rest. It dies if its max HP reaches 0.

The Jar-Wyrm (Dracolich) — Jar roll of 12

Huge Undead (Dragon), Chaotic Evil · CR 14 (11,500 XP)

AC 18 (Natural Armor) | HP 225 (18d12+108) | Speed 40 ft., Fly 60 ft.

STRDEXCONINTWISCHA
sc md sv25 +7 +710 +0 +523 +6 +1116 +3 +315 +2 +719 +4 +9

Skills: Perception +12, Stealth +5

Resistances: Necrotic · Immunities: Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22 · Languages: Ancient Greek, Draconic

The Oldest Thing in the Jar. A dragon that crawled into the Jar to die before the first woman was made. It appears only on a roll of 12 on the What Comes Out of the Jar table, climbing out at the start of Pandora's next turn.

Bound to the Jar. It cannot leave the sanctum. When the Jar closes, or the Closing Words are spoken at the Jar, it collapses into bone dust.

Undying While Open. If reduced to 0 HP while the Jar is open, it falls apart into bones. On a later roll of 12 it rises again from those bones with half its HP instead of a new one coming out.

Legendary Resistance (2/Day). If it fails a saving throw, it can choose to succeed instead.

Burned by Hope. When it takes radiant damage, or starts its turn in the Lantern of Elpis's bright light, it cannot use Grave Breath until the end of its next turn.

Actions

Multiattack. Uses Frightful Presence if available, then makes one Bite and two Claw attacks.

Bite. +12 to hit, reach 10 ft. Hit: 18 (2d10+7) piercing plus 14 (4d6) necrotic.

Claw. +12 to hit, reach 5 ft. Hit: 14 (2d6+7) slashing.

Frightful Presence. Each creature of its choice within 120 ft. that can see it makes a DC 17 WIS save or is Frightened for 1 minute, repeating the save at the end of each of its turns. A creature that succeeds is immune for 24 hours.

Grave Breath (Recharge 5–6). 60-ft cone. Each creature makes a DC 19 CON save, taking 63 (14d8) necrotic damage on a failure or half as much on a success. If any PC fails, the party loses 1 Hope.

Reactions

Tail Lash. When a creature it can see moves within 15 ft. of it: +12 to hit, reach 15 ft. Hit: 16 (2d8+7) bludgeoning, and the target makes a DC 20 STR save or is knocked Prone.

Hollow Hero — Sanctum

Medium Undead (Haunted Armor), Lawful Neutral · CR 5 (1,800 XP)

AC 18 (bronze panoply) | HP 93 (11d8+44) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +411 +0 +018 +4 +46 −2 −212 +1 +15 −3 −3

Resistances: Necrotic; nonmagical B/P/S · Immunities: Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Blindsight 60 ft. (blind beyond), Passive Perception 11 · Languages: understands Ancient Greek, cannot speak

Those Who Came Before. The empty panoply of a hero who came to close the Jar and failed. Four of them stand around the sanctum walls. Until one moves it is indistinguishable from a statue; a DC 15 Perception check catches lamplight moving behind the eye-holes of its helmet.

Possessor. When it drops to 0 HP, its spirit leaps into the nearest PC within 15 ft. who wears medium or heavy armor (or the nearest PC, if none does). That PC makes a DC 15 WIS save or is possessed until the end of its next turn: on that turn it attacks the nearest ally with its weapon. An ally who tells the possessed PC a True Story (action) ends it.

Stand Down. A PC within 10 ft. who tells it a True Story (an action; one to three honest sentences) reaches whoever is left inside: the Hollow Hero lowers its spear and kneels, and takes no actions until someone attacks it. Pandora watches every time.

Laid to Rest. When the Jar closes, every Hollow Hero kneels and falls apart into dull bronze.

Actions

Multiattack. Makes two Rusted Spear attacks.

Rusted Spear. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing plus 7 (2d6) necrotic.

Reactions

Shield Wall. When it is hit by an attack while another Hollow Hero is within 5 ft. of it, it adds 3 to its AC against that attack, possibly causing it to miss.

The Mill of Midas · 1/4

The Mill of Midas

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Cure the king if possible.
Style: Urban curse investigation where greed, panic, and quarantine are more dangerous than blades.
Win: Midas is cured or contained, the millstone is cracked, and the market keeps enough food and trust to recover.
Lose: The golden touch becomes a civic plague; bread, coin, and bodies turn beautiful and useless.
Maguffin: Clay Loaf of Pact-Breaking · Ally: Philon the Coin-Shaver · QG: Queen Damodice
"A flour-dusted receipt stamped with a gold thumbprint and a list of missing bakers."

Major Beats

  1. A child tries to trade a golden apple for bread no one can eat.
  2. Midas speaks through a door with both hands tied in linen.
  3. A market bell turns to gold mid-ring and keeps vibrating.
  4. The millstone whispers prices for every heroic compromise.

Difficulty

TierAdjust
As Written ★6 PCs · APL 7
Library Standard6 PCs · APL 8 — Slight bump: elite HP +15–20%, one extra minion in Enc. 1 or 2, DCs +1. Enc. 3 as written is near-parity.
EasierAPL 5–6: −1 elite; boss loses one recharge attack.
HarderAPL 8–9: +1 elite; boss recharge improves by 1 step.
Queen Damodice hooks the party. Maguffin Clay Loaf of Pact-Breaking pays off in the finale against Avarice in the Millstone . Recruit Philon the Coin-Shaver along the way.

Creature / Enemy List

CreatureCounts / Notes
Gilded Panic Mobmed · hard · CR 4 · Hazardous crowd
Auric Homunculusmed · hard · CR 3 · Curse scout
Goldmask Bread Wardensmed · hard · CR 5 · Elite quarantine enforcers
Avarice in the Millstonemed · hard · CR 9 · Boss, possessing curse engine
Philon the Coin-Shaver1 · 1 · Recruit Enc. Enc. 1 or Enc. 2

DM Tips

Ally snapshot

Philon the Coin-Shaver

The Mill of Midas · 2/4

Encounter 1 — Quarantine at the Saffron Gate

Navigate guards, frightened merchants, and gold-touched evidence without turning the street into a riot.

Encounter 2 — The Counting House Crawl

Slip through seized ledgers and guarded flour stores to learn how the curse spreads through trade.

Encounter 3 — Midas at the Grinding Stone

Contain the living curse while Midas begs not to touch anyone and the millstone tries to crown him forever.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

The Mill of Midas · 3/4

STAT BLOCKS

Philon the Coin-Shaver

Medium Humanoid, Neutral · Recruitable Ally · Fence, street guide, and reluctant public witness

AC 14 | HP 52 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Enc. 1 or Enc. 2). Protect his sister's stall, expose a profiteer, or promise amnesty for his quarantine smuggling.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Dagger +6 to hit, 6 piercing; Help as bonus action for Stealth, Investigation, or street Persuasion.

Gilded Panic Mob CR 4

Medium Creature · Hazardous crowd

AC 12 | HP 88 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Can be calmed; reducing to 0 means dispersal, not massacre.

Attack. Crush and grab, DC 15 Strength or Dexterity save or 18 bludgeoning and restrained.

Auric Homunculus CR 3

Medium Creature · Curse scout

AC 16 | HP 44 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Carries traces back to the cursed millstone.

Attack. Gold needle +6 to hit, 8 piercing plus DC 14 Constitution save or slowed by stiffening gold.

Goldmask Bread Wardens CR 5

Medium Creature · Elite quarantine enforcers

AC 17 | HP 95 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Will stand down if shown the queen's signet or proof of the true source.

Attack. Two spear attacks +7 to hit, 10 piercing each; net toss restrains on DC 15 Dexterity.

Avarice in the Millstone CR 10

Large Creature · Boss, possessing curse engine · Deadly · Boss

AC 18 | HP 210 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. It wants Midas alive as its hand, not dead.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Grinding aura and gold shards; DC 16 Constitution save or 28 force/radiant and partial golding.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Clay Loaf of Pact-Breaking

The Mill of Midas · 4/4

NPC / ALLY

Queen Damodice

Philon the Coin-Shaver

Remember

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The Sibyl's Last Page · 1/4

The Sibyl's Last Page

A burning oracle-run through the caves of Cumae.
Style: Claustrophobic prophecy chase for 6 level-8 PCs with investigation, hazards, and a hard escape finale.
Win: Recover the last page, interpret its true route, and escape before the cave seals in sacred smoke.
Lose: The page burns unread; Rome's future becomes a weapon for whoever controls the surviving ash.
Maguffin: Laurel-Ash Phial · Ally: Amelia the Younger Voice · QG: Lucius Varron of Misthaven
"When the seventh door exhales, carry the page through water, not flame, and believe the older voice."

Major Beats

  1. Lucius admits the mission is political only after the first false page crumbles.
  2. The caves answer lies with doors that open onto the party's memories.
  3. Amelia's young voice contradicts the official masks.
  4. The finale asks whether the future must be saved whole or carried as ash.

Difficulty

TierAdjust
As Written ★6 PCs · APL 7
Library Standard6 PCs · APL 8 — Slight bump: elite HP +15–20%, one extra minion in Enc. 1 or 2, DCs +1. Enc. 3 as written is near-parity.
EasierAPL 5–6: −1 elite; boss loses one recharge attack.
HarderAPL 8–9: +1 elite; boss recharge improves by 1 step.
Lucius Varron of Misthaven hooks the party. Maguffin Laurel-Ash Phial pays off in the finale against Cumaean Pyre-Voice . Recruit Amelia the Younger Voice along the way.

Creature / Enemy List

CreatureCounts / Notes
Smoke-Warden Acolytemed · hard · CR 3 · Ritual guard
Bronze Mask of the Old Kingsmed · hard · CR 4 · Possessing puzzle foe
Ember-Lamia Archivistmed · hard · CR 6 · Prophecy thief
Cumaean Pyre-Voicemed · hard · CR 9 · Boss hazard spirit
Amelia the Younger Voice1 · 1 · Recruit Enc. 2

DM Tips

Ally snapshot

Amelia the Younger Voice

The Sibyl's Last Page · 2/4

Encounter 1 — Seven Doors Under Cumae

Track the page through smoke-carved doors while false futures try to split the party.

Encounter 2 — The Masked Interpretations

Bronze masks recite mutually exclusive futures while Amelia begs the party to trust the living voice.

Encounter 3 — The Last Page Burns Forward

Carry, read, and protect a burning prophecy while the Pyre-Voice collapses the escape route.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

The Sibyl's Last Page · 3/4

STAT BLOCKS

Amelia the Younger Voice

Medium Humanoid, Neutral · Recruitable Ally · Cave-born oracle fragment

AC 13 | HP 54 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. 2). Choose her living interpretation over the bronze masks' official version.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Echo bolt +7 to hit, 16 thunder; reaction grants +1d6 to a prophecy skill check.

Smoke-Warden Acolyte CR 3

Medium Creature · Ritual guard

AC 15 | HP 67 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Drops a key phrase if captured or out-argued.

Attack. Censer chain +6 to hit, 11 bludgeoning plus 7 fire.

Bronze Mask of the Old Kings CR 4

Medium Creature · Possessing puzzle foe

AC 17 | HP 82 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Cannot cross running water cut into the cave floor.

Attack. Commanding gaze DC 15 Wis or forced 20 ft toward a false door.

Ember-Lamia Archivist CR 6

Medium Creature · Prophecy thief

AC 16 | HP 124 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Wants the page intact, so she bargains if the burn clock is low.

Attack. Scroll lash +8 to hit, 18 slashing plus 9 fire.

Cumaean Pyre-Voice CR 9

Large Creature · Boss hazard spirit · Boss

AC 17 | HP 178 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Defeat by naming the true prophecy and escaping, not by killing the Sibyl's echo.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Future flare DC 16 Dex, 31 fire/radiant and one failed death save on a downed target.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Laurel-Ash Phial

The Sibyl's Last Page · 4/4

NPC / ALLY

Lucius Varron of Misthaven

Amelia the Younger Voice

Remember

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Arena of the Labors · 1/4

Arena of the Labors

Six labors reborn on sacred sand — without the hero who first won them.
Style: Stadium · 6 waves · reuses Hydra / Stymphalian / Boar centerpieces · no Heracles
Win: Clear six labors (capture/pen OK)
Lose: Dragged out or Chant Clock 3
QG: Melanthios · Ally: Thaleia · Maguffin: Olive-Resin Club
"Not the hero's name — the sand's…"

Waves

  1. Nemean Lion — hide / pin
  2. Lernaean Hydra — heads + fire (tracker)
  3. Mares of Diomedes — recruit Thaleia
  4. Stymphalian Birds — thunder / nets
  5. Erymanthian Boar — capture preferred
  6. Cretan Bull — Hard · stake club

Difficulty

TierAdjust
Easier3-head hydra; fewer mares/birds; rest before Gate III
As Written ★6×L8
HarderOverlap Bull with Boar still up
Through Misthaven mist into Archon Melanthios 's Labor Games. The demigod who first beat these monsters is not present and must not be summoned. Six gates: Nemean Lion → Lernaean Hydra → Mares of Diomedes → Stymphalian Birds → Erymanthian Boar → Cretan Bull . Hydra, birds, and boar intentionally echo other library set pieces — staged here as arena waves.

Creature / Enemy List

CreatureCounts / Notes
Nemean Lion1 · 1 · Wave 1 · Labor I
Lernaean Hydra1 · 1 · Wave 2 · Labor II · heads
Mare of Diomedes2 · 3 · 4 · Wave 3 · Labor VIII
Bronze-Beaked Stymphalian4 · 6 · 8 · Wave 4 · Labor VI
Erymanthian Boar1 · 1 · Wave 5 · Labor IV
Cretan Bull1 · Wave 6 Hard · Labor VII
Stadium Gate-Hoplite0–2 · 2–4 · Optional
Thaleia of the Bit1 · 1 · Recruit Enc. 2

DM Tips

Arena of the Labors · 2/4

Encounter 1 — Gate I: Lion & Hydra

🗺 Terrain Stadium floor · 80×80 ft sand · 10-ft wall · four gates · two sand-pit traps (DC 14 Dex or prone) · braziers at each gate (lit; fire for cauterize) · mural ring of the Twelve Labors. · Two waves, 2–3 minute gate-reset (no short rest). Nemean Lion first, then the Lernaean Hydra — same multi-head puzzle the library uses elsewhere, compressed for the sand.

Encounter 2 — Gate II: Mares & Stymphalians

Short rest (~10 min) before Gate II. Mares from the East chute; then a Stymphalian flock from the open sky (same bronze-beak threat as Stymphalian Storm ). Thaleia is chained at the bit-rack during Wave 3.

Encounter 3 — Gate III: Boar & Bull (Boss)

Tusk Sweep (Recharge 5–6). Each creature within 10 ft. DC 16 Dex save or 18 (4d8) slashing and prone. · Water and a cheer only — no full rest. Erymanthian Boar (Calydon-scale quarry energy, capture-preferred labor) then the Cretan Bull Hard finale.

DM Callouts

Arena of the Labors · 3/4

STAT BLOCKS

Thaleia of the Bit

Medium Humanoid (human), Neutral Good · Recruitable Ally · Stablewright

AC 15 | HP 72 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +214 +2 +214 +2 +212 +1 +115 +2 +213 +1 +1

RECRUITMENT (Enc. 2). Free her from the bronze bit-rack before any mare is killed, or promise the mares will be driven to the holding pens rather than slaughtered for the crowd.

Horse-Sense. While recruited, allies within 10 ft. have advantage on saves against the mares' Panic Whinny and on Animal Handling checks to drive the Erymanthian Boar.

Net Hand. Carries 2 hunting nets. Can Ready a net against a diving Stymphalian (DC 14 Str save or restrained).

Lariat Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing. On a hit against a Mare of Diomedes, the mare is restrained until end of Thaleia's next turn (escape DC…

Nemean Lion (Arena Echo) CR 6

Large Beast · Wave 1 · Labor I

AC 17 | HP 136 | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +515 +2 +218 +4 +44 −3 −314 +2 +210 +0 +0

Hide That Will Not Cut. Immune to damage from nonmagical attacks that aren't bludgeoning. Magical piercing/slashing deals half. Bludgeoning, force, and the Olive-Resin Club ignore this trait.

Pounce. If the lion moves at least 20 ft. straight toward a creature and hits with a claw, the target must succeed on a DC 16 Strength save or be knocked prone. Bite as a bonus action.

Arena Echo. Slayable labor-echo. Same iconic threat as other lion hunts in the library — Heracles is not present.

Attack. Bite +9 to hit, 16 (2d10 + 5) piercing plus 7 (2d6) thunderous roar damage, or Claw +9 to hit, 14 (2d8 + 5) slashing. Multiattack: two claws or one bite.

Lernaean Hydra (Arena Echo) CR 8

Huge Monstrosity · Wave 2 · Labor II · Library centerpiece

AC 15 | HP 172 | Speed 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +120 +5 +52 −4 −410 +0 +07 −2 −2

Multiple Heads. While it has more than one head, advantage on saves vs. blinded, deafened, stunned, and charmed. Sever a head when a single hit deals 25+ damage, or a called shot after bloodied (DM fiat).…

Reactive Heads. One reaction per head — usually opportunity attacks.

Wakeful. While it has at least 2 heads, it cannot be surprised.

Regrow (unless cauterized). At the end of its turn, if a head was severed since its last turn and the stump was not dealt fire or acid damage (or a club cauterizing strike), it grows two heads (max 8). Same gimmick…

Mare of Diomedes CR 4

Large Beast · Wave 3 · Labor VIII

AC 14 | HP 76 | Speed 60 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +216 +3 +33 −4 −412 +1 +17 −2 −2

Pack Hunger. Advantage on attacks against a creature if another Mare is within 5 ft. of it.

Panic Whinny. When a Mare drops to 0 HP, each other Mare within 30 ft. can use a reaction to move half Speed without provoking, or make one bite against a creature that damaged the fallen mare.

Attack. Bite +7 to hit, 13 (2d8 + 4) piercing plus 5 (1d10) necrotic. Target creature: mare regains 5 HP.

Trample. Move up to Speed through enemy spaces (Medium or smaller). DC 15 Str/Dex save or 11 (2d6 + 4) bludgeoning and prone.

Session reminders

Maguffin

Olive-Resin Club

Arena of the Labors · 4/4

STAT BLOCKS (cont.)

Bronze-Beaked Stymphalian CR 3

Medium Monstrosity · Wave 4 flock · Labor VI · Library centerpiece

AC 15 | HP 45 | Speed 10 ft., fly 60 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +314 +2 +24 −3 −312 +1 +17 −2 −2

Flyby. Does not provoke opportunity attacks when it flies out of reach.

Bronze Plumage. Resistance to nonmagical slashing. Thunder or loud noise: disadvantage on attacks until end of its next turn.

Flock Tactics. Advantage on attacks if another Stymphalian is within 10 ft. of the target. Same bird threat as Stymphalian Storm — staged here as an arena wave.

Attack. Bronze Beak +6 to hit, 10 (2d6 + 3) piercing, or Razor Feather +6 to hit, range 60/120 ft., 8 (1d10 + 3) slashing.

Erymanthian Boar (Arena Echo) CR 8

Large Beast · Wave 5 · Labor IV · Library centerpiece kin

AC 17 | HP 168 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +118 +4 +43 −4 −412 +1 +17 −2 −2

Charge. If it moves ≥20 ft. straight then hits with gore, +13 (3d8) piercing and DC 16 Str save or pushed 15 ft. and prone.

Relentless (1/day). If reduced to 0 HP by an attack dealing ≤30 damage, drops to 1 HP instead.

Capture Labor. Mythic labor was capture alive. Preferred win: restrain / net / pen while bloodied (3 Athletics or Animal Handling DC 16) then drop the North portcullis. Same big-boar energy as Calydon —…

Arena Echo. Heracles absent. Slayable if the crowd demands blood.

Cretan Bull (Arena Echo) CR 9

Huge Beast · Wave 6 boss · Hard · Labor VII

AC 18 | HP 210 | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv22 +6 +1012 +1 +120 +5 +93 −4 −412 +1 +19 −1 −1

Siege Beast. Double damage to objects and structures.

Charge. If it moves ≥20 ft. straight then hits with gore, +18 (4d8) piercing and DC 18 Str save or pushed 15 ft. and prone.

Earth-Shatter Hooves. Sand within 10 ft. is difficult terrain for others.

No Demigod. Win: 0 HP, pen while bloodied (3× Athletics/Animal Handling DC 16 + portcullis), or club-stake setup. Heracles does not appear.

Stadium Gate-Hoplite CR 2

Medium Humanoid · Optional reinforcement

AC 16 | HP 45 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Crowd Control. Open pens / shield walls on Melanthios's order. Enter sand only if a beast breaches the stands.

Attack. Spear +5 to hit, 7 (1d8 + 3) piercing, or Shield Bash +5 to hit, 6 (1d6 + 3) bludgeoning and DC 13 Str save or prone.

NPC / ALLY

Archon Melanthios

Thaleia of the Bit

Remember

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Bellerophon's Bargain · 1/4

Bellerophon's Bargain

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Drive off the Chimera; pride is the trap.
Style: Mythic mountain chase about humility, teamwork, and staying mounted while fire fills the sky.
Win: Pegasus trusts mortal riders, the Chimera is driven from Lycia, and Bellerophon keeps his pride in check.
Lose: The hunt becomes a trophy boast; Pegasus bolts, the Chimera survives, and Lycia remembers vanity before rescue.
Maguffin: Humble Bridle · Ally: Half-Tamed Pegasus · QG: Melanippe of the Bridle Shrine
"A moon-silver bridle tag etched with 'borrowed wings return heavier than stolen ones.'"

Major Beats

  1. Pegasus watches from a ridge and judges every hand movement.
  2. Bellerophon smiles like a hero one compliment away from ruin.
  3. The Chimera's three heads argue over which rider smells proudest.
  4. The best victory is loud in the sky and quiet at the feast.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Melanippe of the Bridle Shrine hooks the party. Maguffin Humble Bridle pays off in the finale against Chimera of the Bragging Crag . Recruit Half-Tamed Pegasus along the way. Ride a half-tamed Pegasus to drive off a Chimera without claiming the kill for pride.

Creature / Enemy List

CreatureCounts / Notes
Goatfire Cultistmed · hard · CR 3 · Ranged fanatic
Ash-Mane Lionmed · hard · CR 5 · Pouncing brute
Serpent of the Thermal Ventsmed · hard · CR 6 · Terrain controller
Chimera of the Bragging Cragmed · hard · CR 10 · Boss, three-headed aerial terror
Half-Tamed Pegasus1 · 1 · Recruit Enc. Enc. 1 or Enc. 2

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Ally snapshot

Half-Tamed Pegasus

Bellerophon's Bargain · 2/4

Encounter 1 — The Bridle Shrine

Earn the shrine's blessing, find Pegasus's tracks, and learn why this bargain punishes vanity.

Encounter 2 — Lessons Above Lycia

Practice shared riding, rescue shepherds, and map the Chimera's thermals before the final ascent.

Encounter 3 — The Bragging Crag

Battle the Chimera amid volcanic updrafts while denying it the boast that feeds its legend.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Bellerophon's Bargain · 3/4

STAT BLOCKS

Half-Tamed Pegasus

Medium Humanoid, Neutral · Recruitable Ally · Aerial mount, proud ally, and moral compass

AC 16 | HP 104 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Enc. 1 or Enc. 2). Approach without weapons drawn, free it from thorn snares, and promise not to claim the kill.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Hooves +8 to hit, 13 bludgeoning; wing burst lets one rider move 40 feet without provoking.

Goatfire Cultist CR 3

Medium Creature · Ranged fanatic

AC 14 | HP 49 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Wants a hero to boast so the Chimera's legend grows.

Attack. Fire javelin +6 to hit, 9 piercing plus 7 fire.

Ash-Mane Lion CR 5

Medium Creature · Pouncing brute

AC 15 | HP 102 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. A Chimera-spawned omen; can be driven away with water, thunder, or superior high ground.

Attack. Bite +7 to hit, 15 piercing; pounce knocks prone on DC 15 Strength.

Serpent of the Thermal Vents CR 6

Medium Creature · Terrain controller

AC 16 | HP 118 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Coils around vents that launch flyers upward or burn grounded creatures.

Attack. Venom bite +8 to hit, 12 piercing plus 14 poison; vent flare recharges on 5-6.

Chimera of the Bragging Crag CR 10

Large Creature · Boss, three-headed aerial terror · Boss

AC 17 | HP 188 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. It can be slain as a monster, but best victory drives it off without a pride-claim.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Bite, horns, and claws; fire breath recharges on 5-6 for DC 16 Dexterity, 45 fire.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Humble Bridle

Bellerophon's Bargain · 4/4

NPC / ALLY

Melanippe of the Bridle Shrine

Half-Tamed Pegasus

Remember

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Judgment at Delphi · 1/4

Judgment at Delphi

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Do not kill Apollo.
Style: Sacred courtroom mystery that turns into a temple siege when the lie sheds its human voice.
Win: The false oracle is exposed, Apollo's shrine remains intact, and the Python-spawn is slain or banished as a monster.
Lose: Delphi accepts a counterfeit judgment; pilgrims riot, priests vanish, and the temple closes under living coils.
Maguffin: Sunlit Tripod Shard · Ally: Ion the Archive Acolyte · QG: Theoxena, Senior Pythia
"A wax tablet with two prophecies: one in clean hexameter, one with the same mistake repeated."

Major Beats

  1. Two prophecies rhyme until one word stains the wax black.
  2. A pilgrim begs for judgment while hiding a knife under laurel leaves.
  3. The tripod shadow points at a wall that starts breathing.
  4. The false voice uses the party's names before anyone speaks them.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Theoxena, Senior Pythia hooks the party. Maguffin Sunlit Tripod Shard pays off in the finale against Python-Spawn of the False Voice . Recruit Ion the Archive Acolyte along the way.

Creature / Enemy List

CreatureCounts / Notes
Laurel-Knife Zealotsmed · hard · CR 3 · Fanatic infiltrators
Vapor-Script Daemonmed · hard · CR 5 · Illusion and clue corrupter
Temple Coil Guardianmed · hard · CR 6 · Grappler defender
Python-Spawn of the False Voicemed · hard · CR 10 · Boss, prophetic serpent monster
Ion the Archive Acolyte1 · 1 · Recruit Enc. Enc. 1 or Enc. 2

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Ally snapshot

Ion the Archive Acolyte

Judgment at Delphi · 2/4

Encounter 1 — The Pilgrim Docket

Interview petitioners, compare prophecies, and keep the queue from becoming a faction riot.

Encounter 2 — Trial of the Crooked Verse

Present evidence before priests, pilgrims, and rivals while the false voice tries to rewrite testimony.

Encounter 3 — Coils Around the Omphalos

The false oracle reveals its serpent body and seals the inner temple while the party fights for the true tripod.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Judgment at Delphi · 3/4

STAT BLOCKS

Ion the Archive Acolyte

Medium Humanoid, Neutral · Recruitable Ally · Nervous researcher and witness handler

AC 13 | HP 46 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Enc. 1 or Enc. 2). Protect him from blame, validate his archive clues, or let him question a priest under supervision.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Bronze lamp +5 to hit, 5 bludgeoning; once per scene, cites a record for advantage on Religion or History.

Laurel-Knife Zealots CR 3

Medium Creature · Fanatic infiltrators

AC 15 | HP 58 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Believe the false oracle is an older, purer voice than Apollo's priests.

Attack. Curved knife +6 to hit, 8 slashing plus 7 poison.

Vapor-Script Daemon CR 5

Medium Creature · Illusion and clue corrupter

AC 14 | HP 90 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Dies into readable smoke if exposed by the Tripod Shard.

Attack. Smoke lash +7 to hit, 13 psychic; prophecy blur imposes disadvantage on one check.

Temple Coil Guardian CR 6

Medium Creature · Grappler defender

AC 16 | HP 125 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Animated scale and stone shed by the buried Python-spawn.

Attack. Constrict +8 to hit, 18 bludgeoning and grappled; bite adds 10 poison.

Python-Spawn of the False Voice CR 10

Large Creature · Boss, prophetic serpent monster · Boss

AC 18 | HP 196 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. May be slain as a monster without harming Apollo or his office.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Bite and constrict; oracle venom recharges on 5-6 for DC 16 Wisdom or stunned by false visions.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Sunlit Tripod Shard

Judgment at Delphi · 4/4

NPC / ALLY

Theoxena, Senior Pythia

Ion the Archive Acolyte

Remember

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Karkinos at the Keel · 1/4

Karkinos at the Keel

One-Shot · 6 PCs Lvl 8 · ~3–3.5 hrs · Single trireme · Sharks / Octopus / Nymph / Karkinos
Style: Beasts → Fey parley → Crab boss  |  Win: Defeat or drive off Karkinos (0 HP or ≤30 HP after Horn)

Ship: 40×50 +15 +25 = 90 ft · mast · 15 ft ram · no second ship.

"When the sacred crab climbs for blood that is not the sea’s, sound this horn — hunger hears the true feast." — Coral Feast-Horn

Major Beats

  1. Nereid herald + Coral Feast-Horn aboard mist-trireme.
  2. Enc. 1: 3 sharks + octopus on oars.
  3. Enc. 2: Thalassa parley / recruit (+ dolphin omen).
  4. Enc. 3: Karkinos climbs the ram; Horn payoff.

Creature List

CreatureE/M/HMini
Hunting Shark2/3/3×3
Giant Octopus0/1/1×1
Thalassa (Nymph)—/1/1Sea nymph
Sea Spirit0–5×5
Karkinos (Boss)1Cancer the Crab

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
A Nereid herald boards through Misthaven mist with the Coral Feast-Horn . Blood-chum in the water has drawn a sacred crab mad. All three encounters play on and around one hull — no enemy ship. Main deck 40×50 ft · raised bow +15 ft · raised stern +25 ft · 90 ft total length (tapered ends) · center mast/sail · 15 ft ram at bow. No second ship — water, sky, and creatures only. Place shark/octopus minis in water adjacent to hull; Karkinos climbs the ram or stern in Enc. 3.

Creature / Enemy List

CreatureCounts / Notes
Hunting Shark2 · 3 · 3 · Enc. 1
Giant Octopus0 · 1 · 1 · Enc. 1
Thalassa1 · 1 · Enc. 2 recruit
Sea Spirit0–2 · 0–3 · 0–5 · Optional
Karkinos1 adj · 1 · 1 · Boss

DM Tips

Karkinos at the Keel · 2/4

Encounter 1 — Blood in the Oar-Wash

Enc. 1–2. Action: blow once (1/short rest) — sharks or octopus within 30 ft. make a DC 13 Wisdom save or end their next turn moving away from the hull. · 3× Hunting Sharks and 1× Giant Octopus boil up from chum-stained water. Win: clear the beasts; keep oars usable (≥2 oar banks intact).

Encounter 2 — The Nymph’s Shoal

Thalassa rises with 3× Sea Spirits . She demands the false feast-horn the poachers used — the party has the true one. Calm her, return a pearl-net tangled on the ram, or fight briefly.

Encounter 3 — Karkinos Climbs (Boss)

Soft Underbelly. While prone, restrained, or after Coral Feast-Horn success: attacks have advantage; its AC is 15 until start of its next turn. · Karkinos heaves onto the bow via the 15 ft ram, then scuttles toward the mast. Optional: 1 shark remains in water (if Enc. 1 leftover).

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Karkinos at the Keel · 3/4

STAT BLOCKS

Hunting Shark CR2

AC 12 | HP 45 | Swim 40

STRDEXCONINTWISCHA
sc md sv18 +4 +413 +1 +115 +2 +21 −5 −510 +0 +04 −3 −3
  • Blood Frenzy · Bite +6 (2d8+4)

Giant Octopus CR1

AC 11 | HP 52 | Reach 15

STRDEXCONINTWISCHA
sc md sv17 +3 +313 +1 +113 +1 +14 −3 −310 +0 +04 −3 −3
  • Tentacles +5 grapple DC 16 · Oar Grapple · Ink R4–6

Thalassa CR3

Sea Nymph · recruitable

AC 14 | HP 58 · Spell DC 14

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +314 +2 +212 +1 +115 +2 +218 +4 +4
  • 2× Tidal Dart +5 · Charm 1/day · Enc3 Help/heal

Sea Spirit CR1/2

AC 12 | HP 22

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +211 +0 +011 +0 +013 +1 +114 +2 +2
  • Hide in spray · Recruit Pers DC 12 → no surprise Enc3

Karkinos CR9 BOSS

AC 18 | HP 168 | Climb 20 · LR 2

STRDEXCONINTWISCHA
sc md sv22 +6 +1010 +0 +018 +4 +84 −3 −312 +1 +16 −2 −2
  • 2× Claw +10 · Crush · Deck Slam · LA Scuttle

Delphinus

AC 12 | HP 27 | Swim 60

  • Rescue Breach reaction · Ram +4
Karkinos at the Keel · 4/4

KEY ITEM / NPC

Coral Feast-Horn

Nereid Herald

Ship Reminder

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Lightning on Dead Oars · 1/4

Lightning on Dead Oars

One-Shot · 6 Players · Level 8 · ~3–3.5 hrs · Ghost Galley Boarding · Undead & Storm Constructs
Style: Undead boarders → Storm constructs → Shade admiral  |  Win: Destroy Admiral Lysander’s Shade and break the ghost ship’s hold

Ship: Main 40×50 + bow 15 + stern 25 = 90 ft · 15 ft ram · 2nd ship ghost galley (~80×30) to port · optional Charybdis under both.

"Drive this nail into dead wood that still rows — lightning loses its master, and bones remember the grave." — Lodestone Nail of Auster

Major Beats

  1. Navigator Rhea + Lodestone Nail; mist clears mid-sea with ghost galley already to port.
  2. Enc. 1: Bone rowers + lochagos board the party deck.
  3. Enc. 2: Storm knights + Tempest Effigies — persuade or smash.
  4. Enc. 3: Admiral’s shade on ghost stern; optional Charybdis pressure.

Creature / Enemy List

CreatureEasyMedHardMini
Bone Rower (Skeleton)469×9
Bone Lochagos11–22×2
Storm Knight123×3
Tempest Effigy234×4
Admiral Shade (Boss)adj11Captain + crown staging
Lesser Charybdis—opt1×2 (use 1)

Difficulty Scaling

TierAdjust
EasyFewer skeletons; 1 knight; Admiral HP 110, no Mast Arc
Medium ★As written; Charybdis optional rd 3+
HardAll 3 knights; Charybdis from rd 1; Admiral LR 3
Navigator Rhea delivers the Lodestone Nail . A storm-cursed galley runs silent under blue lightning. Dead rowers board; empty storm-hoplites still think they serve a living admiral. Drive the nail — and end Lysander’s shade. Main deck 40×50 ft · raised bow +15 ft · raised stern +25 ft · 90 ft total length (tapered ends) · center mast/sail · 15 ft ram at bow. Board supports up to 2 additional ships . Ghost galley (~80×30) to port, often grappled. Optional whirlpool under both if Charybdis escalates.

DM Tips

Maguffin detail

Lodestone Nail of Auster

Lightning on Dead Oars · 2/4

Encounter 1 — Bone Boarders

6× Bone Rowers + 1× Bone Lochagos leap from the ghost rail. Win: clear the party deck.

Encounter 2 — Knights of Empty Thunder

Thunder Step (1/day). Teleport 30 ft.; each within 5 ft. of start/end Dex DC 13 or 2d6 thunder. · 2× Storm Knights + 3× Tempest Effigies teleport/board amidships.

Encounter 3 — Admiral of Dead Oars (Boss)

Mast Arc (1/day). Line 60 ft. along mast/boom; Dex DC 16; 36 (8d8) lightning. · Admiral Lysander’s Shade on the ghost stern + remaining captain + 2× Effigies + 3× skeletons (reuse minis).

Quick combat reference

Additional DM notes

Pacing helpers

Lightning on Dead Oars · 3/4

STAT BLOCKS

Bone Rower CR1/4

AC 13 | HP 13

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +215 +2 +26 −2 −28 −1 −15 −3 −3
  • Oar Gang +1 AC · Shortsword/bow +4 · Vuln bludgeoning

Bone Lochagos CR3

AC 15 | HP 52

STRDEXCONINTWISCHA
sc md sv14 +2 +214 +2 +214 +2 +210 +0 +011 +0 +012 +1 +1
  • Marshal +1 atk to skeletons ≤30 · 2× Longsword +4 · Rattle Order R5–6

Storm Knight CR4

AC 18 | HP 68 · Immune lightning

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +116 +3 +310 +0 +012 +1 +114 +2 +2
  • Aura 1d6 lit · Spear +6 (+1d6 lit) · Thunder Step 1/day

Tempest Effigy CR2

AC 15 | HP 40 | Hover 20

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +23 −4 −410 +0 +01 −5 −5
  • Slam +4 (+ lit) · Static Burst R5–6 Dex DC 12 · Nail grounds

Admiral Shade CR9 BOSS

AC 17 | HP 142 | Fly 30 · LR 2

STRDEXCONINTWISCHA
sc md sv16 +3 +314 +2 +216 +3 +312 +1 +114 +2 +216 +3 +3
  • 3× Spear +8 · Raise Rowers · Mast Arc · LA Spear/Order/Gale

Lesser Charybdis CR8

Optional pressure

AC 14 | HP 126 | Swim 40

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +018 +4 +43 −4 −412 +1 +16 −2 −2
  • Whirlpool init 20 · Bite +9 · Engulf Surge R5–6
Lightning on Dead Oars · 4/4

KEY ITEM / NPC

Lodestone Nail of Auster

Navigator Rhea

Ship Reminder

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Stymphalian Storm · 1/4

Stymphalian Storm

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Enc. 3 is Hard.
Style: Heroic lake-clearing hunt with noisy tools, risky improvisation, and a final airborne brawl.
Win: The flock breaks, the lake reopens, and the last bronze feathers are claimed before they seed a wider plague.
Lose: The birds scatter into farms and roads; the lake survives, but every nearby roof and field becomes a target.
Maguffin: Thunder-Net of Stymphalos · Ally: Itys of the Whistling Reeds · QG: Alkippe Reed-Warden
"Three thunderstones, two weighted nets, and a bad sketch of a reed island marked 'queen nest?'"

Major Beats

  1. A bronze feather punches through a shield like a thrown spear.
  2. Villagers argue for fire while children hide under reed mats.
  3. Thunder answers at exactly the wrong moment.
  4. The matriarch's shadow turns the whole lake black.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Alkippe Reed-Warden hooks the party. Maguffin Thunder-Net of Stymphalos pays off in the finale against Storm Matriarch . Recruit Itys of the Whistling Reeds along the way.

Creature / Enemy List

CreatureCounts / Notes
Bronze-Beaked Stymphalianmed · hard · CR 3 · Fast skirmisher
Razor-Feather Flockmed · hard · CR 5 · Area denial swarm
Nest Sentinel of Aresmed · hard · CR 6 · Armored bruiser
Storm Matriarchmed · hard · CR 9 · Boss, aerial controller
Itys of the Whistling Reeds1 · 1 · Recruit Enc. Enc. 1 or Enc. 2

DM Tips

Ally snapshot

Itys of the Whistling Reeds

Stymphalian Storm · 2/4

Encounter 1 — Reeds Under Siege

Evacuate fishers, learn why the flock returned, and choose bait, thunder, or stealth for the hunt.

Encounter 2 — Thunder, Nets, and Bad Ideas

Cross the lake under aerial harassment while setting a storm lure before the flock can scatter.

Encounter 3 — The Bronze Rookery

At initiative 20, wind shifts: DC 15 Strength or Dexterity save or slide 10 feet toward water or spikes. · Fight across a rocking nest-island as the matriarch calls lightning and tries to launch the rookery skyward.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Stymphalian Storm · 3/4

STAT BLOCKS

Itys of the Whistling Reeds

Medium Humanoid, Neutral · Recruitable Ally · Local net-runner and bird-call mimic

AC 15 | HP 58 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Enc. 1 or Enc. 2). Save his skiff, forgive his theft of bronze bait, or let him lead the reed-maze route.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Reed spear +6 to hit, 7 piercing; once per fight, mimic call imposes disadvantage on one bird dive.

Bronze-Beaked Stymphalian CR 3

Medium Creature · Fast skirmisher

AC 15 | HP 45 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Use in pairs or as minion flights during dives.

Attack. Bronze beak +6 to hit, 10 piercing; flyby avoids opportunity attacks.

Razor-Feather Flock CR 5

Medium Creature · Area denial swarm

AC 14 | HP 92 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Disperses for 1 round if hit by thunder damage.

Attack. Feather storm, DC 15 Dexterity save or 21 slashing in a 20-foot burst.

Nest Sentinel of Ares CR 6

Medium Creature · Armored bruiser

AC 17 | HP 110 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Guards eggs and stolen bronze rather than fighting to the death.

Attack. Two talon strikes +7 to hit, 12 slashing each; shriek frightens on DC 15 Wisdom.

Storm Matriarch CR 9

Large Creature · Boss, aerial controller · Boss

AC 18 | HP 168 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. Bloodied at half HP, she tries to lift the whole nest into the storm.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Multiattack with beak and two wings; lightning screech recharges on 5-6 for 36 lightning/thunder.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Thunder-Net of Stymphalos

Stymphalian Storm · 4/4

NPC / ALLY

Alkippe Reed-Warden

Itys of the Whistling Reeds

Remember

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The Atlantean Toll · 1/4

The Atlantean Toll

One-Shot · 6 Players · Level 8 · ~3–3.5 hrs · Trireme + Enemy Galley · Atlantean Boarding
Style: Elemental skirmish → Galley clash → Deep-beast boss  |  Win: Break the false toll; defeat or drive off the Keto-Spawn

Ship: Main 40×50 + bow 15 + stern 25 = 90 ft · 15 ft ram · 2nd ship Atlantean galley (≈70×25) starboard, 5–10 ft gap / grappled.

"Show the true bronze when false kings claim the wave — the deep-beast bows to the stamp, not the spear." — Bronze Tithe-Token

Major Beats

  1. Clerk of the Blue Tithe + Tithe-Token; mist onto trireme mid-crossing.
  2. Enc. 1: Steam mephits boil from oar-ports as the galley signals.
  3. Enc. 2: Boarding — Atlanteans + Brine-Touched; recruit Wave-Caller via Token.
  4. Enc. 3: Keto-Spawn climbs the ram onto the bow deck.

Creature / Enemy List

CreatureEasyMedHardMini
Steam Mephit244×4
Atlantean (Sahuagin)244+wave×4
Brine-Touched (Kuo-toa)234×4
Triton Wave-Caller—11Caster ×1
Triton Guard (allies)00–20–2from ×10
Keto-Spawn (Boss)adj11Deep-sea monster

Difficulty Scaling

TierAdjust
Easy2 mephits; 2 Atlanteans; Keto HP 100, no LA
Medium ★As written
HardFull mini caps; Keto HP 170; swallow recharge 5–6
A Clerk of the Blue Tithe delivers the Bronze Tithe-Token . Atlantean reavers demand a sea-tax Poseidon never blessed. Their galley runs alongside the party trireme; a deep hybrid beast is their enforcer. Authenticate the bronze — or feed the ram. Main deck 40×50 ft · raised bow +15 ft · raised stern +25 ft · 90 ft total length (tapered ends) · center mast/sail · 15 ft ram at bow. Board supports up to 2 additional ships . Place Atlantean galley (≈70×25 ft) starboard, 5–10 ft gap / grappled.

Creature / Enemy List

CreatureCounts / Notes
Steam Mephit2 · 4 · 4
Atlantean2 · 4 · 4+wave
Brine-Touched2 · 3 · 4
Wave-Caller1 · 1
Keto-Spawnadj · 1 · 1

DM Tips

The Atlantean Toll · 2/4

Encounter 1 — Steam on the Water

4× Steam Mephits boil up from the oar-ports as the Atlantean galley signals. Soft opener; fog + scalding. Win: clear mephits; spot the galley (Perception DC 12). · 4× Steam Mephits boil up from the oar-ports as the Atlantean galley signals. Soft opener; fog + scalding. Win: clear mephits; spot the galley (Perception DC 12).

Encounter 2 — False Kings of the Wave

Grappling hooks. 4× Atlanteans + 3× Brine-Touched + Wave-Caller (hostile until Token shown).

Encounter 3 — Keto-Spawn at the Ram (Boss)

Thrash (2). Each creature within 5 ft. Dex DC 15 or 10 (3d6) bludgeoning and prone. · Keto-Spawn climbs the 15 ft ram onto the bow deck. Optional: 2 remaining Atlanteans snipe from their galley.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

The Atlantean Toll · 3/4

STAT BLOCKS

Steam Mephit CR1/4

AC 10 | HP 21 | Fly 30

STRDEXCONINTWISCHA
sc md sv5 −3 −311 +0 +010 +0 +011 +0 +010 +0 +012 +1 +1
  • Claws +2 · Breath R6 Dex DC 10 (1d8 fire) · Death Burst 5 ft

Atlantean (Sahuagin) CR1

AC 12 | HP 22 | Swim 40

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +112 +1 +110 +0 +011 +0 +09 −1 −1
  • Blood Frenzy · Bite + Spear +4 · Cap ×4 figures

Brine-Touched (Kuo-toa) CR1

AC 13 | HP 27

STRDEXCONINTWISCHA
sc md sv13 +1 +110 +0 +012 +1 +111 +0 +010 +0 +08 −1 −1
  • Spear +3 · Net · Slime Slap Con DC 11

Triton Wave-Caller CR4

Recruitable · Mini: Triton caster

AC 14 | HP 65 · Spell DC 13

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +214 +2 +212 +1 +115 +2 +216 +3 +3
  • Fog / Gust / Tidal Wave 1/day · Trident +4 · Lightning Lure

Triton Guard CR1

AC 13 | HP 27

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +113 +1 +111 +0 +013 +1 +112 +1 +1
  • Spear +4 · Conch Net DC 12 · Optional Enc. 3 allies (≤2)

Keto-Spawn CR8 BOSS

Deep-sea angler/shark hybrid

AC 16 | HP 136 | Swim 50

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +117 +3 +34 −3 −312 +1 +16 −2 −2
  • +9 Bite (grapple DC 15) + 2 claws · Swallow R6 · LA Thrash Dex DC 15
The Atlantean Toll · 4/4

KEY ITEM / NPC

Bronze Tithe-Token

Clerk of the Blue Tithe

Ship Reminder

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The Boar of Calydon · 1/4

The Boar of Calydon

A level 8 wilderness boss-hunt for six Theronauts.
Style: Mythic wilderness hunt with rival patrons, broken oaths, and a brutal quarry.
Win: Stop the boar, expose the curse feeding the hunt, and leave the Calydonian claimants alive enough to accept a shared trophy.
Lose: The hunters turn on each other, the boar scatters the villages, and Artemis marks the party as oath-breakers.
Maguffin: Moon-Black Bristle · Ally: Atalanta, Unwanted First Spear · QG: King Oeneus of Calydon
"A bristle black as fired iron is tied with red wool. When moonlight touches it, the shadow points toward the hunter who lied most recently."

Major Beats

  1. Oeneus asks for heroes while hiding the divine insult that caused the hunt.
  2. Atalanta sees the true trail before the court agrees she is allowed to speak.
  3. The boar kills selectively, proving the quarry understands pride and politics.
  4. The final trophy must become a peace bond or Calydon bleeds after victory.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
King Oeneus of Calydon hooks the party. Maguffin Moon-Black Bristle pays off in the finale against Calydonian Boar . Recruit Atalanta, Unwanted First Spear along the way. Join a prideful hunt that turns on itself when the quarry starts choosing victims.

Creature / Enemy List

CreatureCounts / Notes
Razorback Soundermed · hard · CR 3 · Skirmishing beasts and living alarms
Pride-Drunk Huntermed · hard · CR 5 · Rival elite with a fragile oath
Calydonian Boarmed · hard · CR 11 · Boss quarry, curse engine, and terrain breaker
Atalanta, Unwanted First Spear1 · 1 · Recruit Enc. Encounter 1 or 2

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Maguffin detail

Moon-Black Bristle

Ally snapshot

Atalanta, Unwanted First Spear

The Boar of Calydon · 2/4

Encounter 1 — The Feast Before the Blood

The party enters a loud lodge where Meleager, Atalanta, uncles, priests, and trophy-seekers argue over who deserves command before the first horn sounds.

Encounter 2 — The Quarry Chooses

A false trail leads the hunting line through farms, sacred groves, and ravines while the boar begins isolating the loudest hunters.

Encounter 3 — Tusks in the Sacred Mire

At the moonlit mire, the Calydonian Boar bursts from reeds, using fallen hunters, sucking mud, and pride-curses to split the party.

DM Callouts

Extra Encounter Detail (from session guide)

The Boar of Calydon · 3/4

STAT BLOCKS

Atalanta, Unwanted First Spear

Medium Humanoid, Neutral · Recruitable Ally · Hunter ally and truth-teller

AC 17 | HP 76 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Encounter 1 or 2). Back her claim to the first blood or help her save a rival who insulted her.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Longbow +8 to hit, 150/600 ft., 2d8+4 piercing; marks one trail sign.

Razorback Sounder CR 3

Medium Creature · Skirmishing beasts and living alarms

AC 14 | HP 45 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Use as pressure, not slaughter; they flee if bloodied and uncornered.

Attack. Tusks +6 to hit, 2d8+4 slashing; DC 14 Str save or knocked prone.

Pride-Drunk Hunter CR 5

Medium Creature · Rival elite with a fragile oath

AC 16 | HP 78 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Can be talked down by naming their oath and offering public credit.

Attack. Spear +7 to hit, 2d6+4 piercing plus 1d6 if an ally threatens the target.

Calydonian Boar CR 11

Large Creature · Boss quarry, curse engine, and terrain breaker · Boss

AC 18 | HP 218 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. It chooses proud targets first and cannot be appeased by flattery.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Gore +10 to hit, 3d10+6 piercing; charge adds 4d8 and pushes 20 ft.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Moon-Black Bristle

The Boar of Calydon · 4/4

NPC / ALLY

King Oeneus of Calydon

Atalanta, Unwanted First Spear

Remember

Enable Background graphics when printing.

The Bronze Heart of Crete · 1/4

The Bronze Heart of Crete

One-Shot · 6 Players · Average Level 8 · Greek Mythology · ~3.5 hrs / 3 Encounters
Style: Infiltration & Shutdown-the-Colossus  |  Win Condition: Reach the Ichor Heart inside Talos and complete the shutdown sequence before the colossus reaches the harbor  |  Setting: The port village of Amnisos, Crete, and the animated interior of the Bronze Talos.

The party's trireme makes landfall at Amnisos just as the bronze colossus Talos, guardian of Crete, lurches to life and begins rampaging toward the coast. A disguised smith warns them its ichor-heart has been corrupted, and only someone who can reach the valve inside its chest can shut it down without destroying it forever.

"You smell the forge before you see the man — soot to the elbows, a burn-scarred grin. 'Kadmos,' he says, extending a hand like tempered iron. 'The giant on the ridge is not attacking Crete. Something is hurting it, and it doesn't know how to scream except with its fists. I need someone small enough to climb inside its chest and quiet its heart before it reaches the harbor.'"
Maguffin — The Aegis Pin: Kadmos presses a cold bronze nail into your palm, etched with spiraling script. Attached is a scrap of hide reading: "Seek the ichor-valve at heart or heel. Turn the pin thrice. The bronze giant will sleep, not die." (Full card, Page 4.)

Major Beats

  1. Trireme lands at Amnisos; party meets Kadmos (Hephaestus in disguise) at the dockside tavern, the Drowned Anchor.
  2. Kadmos explains Talos's ichor-heart has been corrupted and hands over the Aegis Pin.
  3. Encounter 1: Amnisos village is under attack by a rampaging Chalkotauros (bronze bull sentinel); scholar Ikara is trapped under rubble.
  4. Villagers point the party toward Talos's fallen heel-hatch, ground into the shoreline by its own weight.
  5. Encounter 2: Party climbs the internal clockwork shaft from heel to torso, past Bronze Sentries and steam hazards; may free the bound construct Kyros.
  6. Party reaches the torso access hatch and descends into the Ichor Heart chamber.
  7. Encounter 3 (Boss): Party defends the Ichor Valve from Legionnaire constructs and the Talos Overseer for 3 shutdown successes within 8 rounds.
  8. Success: Talos kneels and powers down on the shoreline, intact but dormant — Crete is safe, and legend gains a new chapter.

Creature / Enemy List

CreatureCREncounterNotes
Chalkotauros (Bronze Bull)41Avoidable via DC 15 Arcana/Investigation shutdown
Bronze Sentry22x2 (x3 at Hard scaling); avoidable via valve puzzle
Bronze Legionnaire23x2 standard soldiers
Keraunos Legionnaire (Lightning)33Discharge reaction at half HP
Pyrikaus Legionnaire (Fire)33Cinder Breath recharge 5–6
Talos Overseer53Mini-boss; buffs Legionnaires, Overcharge Core

Difficulty Scaling (APL 4 / 6 / 8[baseline] / 10)

EncounterAPL 4APL 6APL 8 (Baseline)APL 10
1 — Bull in the StreetsBull HP 55, no Trampling ChargeBull HP 70As written (HP 85)Add 2nd bull at half HP
2 — Clockwork Ascent1 Sentry only2 SentriesAs written (2 Sentries)3 Sentries + 1 elite Sentry
3 — Ichor Heart (Boss)Remove Overcharge Core; drop 1 LegionnaireDrop Pyrikaus LegionnaireAs written (Hard)+1 Bronze Legionnaire; Overseer HP +30
The Bronze Heart of Crete · 2/4

Encounters

Encounter 1 — The Bull in the Streets

Style: Skirmish w/ Non-Lethal Option  |  Win Condition: Stop the Chalkotauros and free Ikara  |  Difficulty: Moderate  |  Terrain: Amnisos village street, 80×60 ft; overturned carts/nets = difficult terrain & half cover; collapsed well pins Ikara.
Success — Bull disabled/destroyed and Ikara rescued: she joins as an ally (advantage on Investigation/Arcana in Encounters 2–3; skips one hazard in Encounter 2).
Partial — Bull defeated but Ikara not freed within 3 rounds: she survives but only gives info, does not join.

Encounter 2 — The Clockwork Ascent

Style: Environmental Hazard + Avoidable Guardian Skirmish  |  Win Condition: Reach the torso access hatch  |  Difficulty: Moderate  |  Terrain: Vertical gear shaft, 40 ft spiral gantry; steam vents erupt every 3 rounds (init count 20) — DC 13 Dex save or 2d6 fire; rotating gear-plate floor sections are difficult terrain.
Aftermath — Kyros freed: joins the party; in Encounter 3 it can auto-succeed one shutdown check (once) or grant advantage on the reaction vs. Overcharge Core. Sentries bypassed via valves: party gets a surprise round entering Encounter 3.

Encounter 3 — The Ichor Heart (Boss)

Style: Defend-the-Ritual  |  Win Condition: 3 cumulative shutdown-check successes at the Ichor Valve using the Aegis Pin within 8 rounds  |  Difficulty: Hard  |  Terrain: Circular vault, 60 ft diameter; rotating gear-plates (init 20, DC 12 Dex save or slide 10 ft); ruptured wall conduits deal 1d8 fire or lightning (DM's choice by color) on touch; central dais holds the Ichor Valve.
Success — 3 successes land within 8 rounds: Talos kneels and powers down on the shoreline, dormant but intact. All constructs go inert immediately.
Failure — 8 rounds elapse: Talos completes its lurch into the harbor, destroying the party's trireme and part of the docks. Party must flee the collapsing chamber — DC 13 Dex save each round or take 2d6 bludgeoning from falling debris. No deaths required, but stakes escalate for any sequel.
The Bronze Heart of Crete · 3/4

Creature Stat Blocks

Chalkotauros (Bronze Bull)

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +118 +4 +43 −4 −410 +0 +01 −5 −5
Large Construct, Unaligned · CR 4
AC 17 | HP 85 (10d10+30) | Speed 40 ft
Resist bludgeoning/piercing/slashing (nonmagical); Immune poison, psychic, exhaustion, charmed, frightened, paralyzed, petrified, poisoned; Darkvision 60 ft
Siege Monster. Deals double damage to objects/structures.
Multiattack. Two Gore attacks.
Gore. +8 to hit, reach 5 ft, 18 (2d10+7) piercing; Medium or smaller target: DC 16 Str save or knocked prone.
Trampling Charge (Recharge 5–6). Moves up to speed; adjacent creatures in its path take a bonus Gore attack.
Shutdown: Adjacent creature, action, DC 15 Arcana/Investigation disables it (provokes OA).

Bronze Sentry

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +116 +3 +33 −4 −48 −1 −11 −5 −5
Medium Construct, Unaligned · CR 2
AC 16 | HP 45 (6d8+18) | Speed 30 ft
Resist bludgeoning/piercing/slashing (nonmagical); Immune poison, psychic, exhaustion + conditions; Darkvision 60 ft
Multiattack. Two Bronze Fist attacks.
Bronze Fist. +5 to hit, reach 5 ft, 8 (1d10+3) bludgeoning.
Standby: Set dormant via valve puzzle (DC 14 Investigation/Arcana, 2 of 3 valves).

Bronze Legionnaire

STRDEXCONINTWISCHA
sc md sv16 +3 +313 +1 +117 +3 +35 −3 −310 +0 +01 −5 −5
Medium Construct, Unaligned · CR 2
AC 17 | HP 60 (8d8+24) | Speed 30 ft
Resist bludgeoning/piercing/slashing (nonmagical); Immune poison, psychic, exhaustion + conditions
Multiattack. Two Xiphos Strikes.
Xiphos Strike. +5 to hit, reach 5 ft, 9 (1d10+3) slashing.
Shield Bash (Bonus, 1/turn if it hit this turn). Target: DC 13 Str save or pushed 10 ft and knocked prone.

Keraunos Legionnaire (Lightning)

Medium Construct, Unaligned · CR 3
AC 17 | HP 70 (10d8+25) | Speed 30 ft
STRDEXCONINTWISCHA
sc md sv16 +3 +313 +1 +117 +3 +35 −3 −310 +0 +01 −5 −5
As Bronze Legionnaire; Resist lightning
Multiattack. Two Charged Blade attacks.
Charged Blade. +6 to hit, reach 5 ft, 10 (1d10+4) slashing plus 7 (2d6) lightning.
Discharge (Reaction, when reduced below half HP). 10-ft radius burst; DC 14 Dex save, 14 (4d6) lightning (half on success).

Pyrikaus Legionnaire (Fire)

Medium Construct, Unaligned · CR 3
AC 16 | HP 65 (9d8+27) | Speed 30 ft
STRDEXCONINTWISCHA
sc md sv16 +3 +313 +1 +117 +3 +35 −3 −310 +0 +01 −5 −5
As Bronze Legionnaire; Resist fire
Multiattack. Two Molten Fist attacks.
Molten Fist. +6 to hit, reach 5 ft, 9 (1d8+4) bludgeoning plus 7 (2d6) fire.
Cinder Breath (Recharge 5–6). 15-ft cone; DC 14 Dex save, 18 (4d8) fire (half on success). Ignites flammable objects.

Talos Overseer (Mini-Boss)

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +218 +4 +414 +2 +212 +1 +110 +0 +0
Medium Construct (Animus Core Avatar) · CR 5
AC 18 | HP 110 (13d8+52) | Speed 30 ft, hover 10 ft
Skills Arcana +5; Immune poison, psychic, exhaustion + conditions
Gearlock Sync. Start of turn: one Legionnaire within 30 ft gains resistance to all damage until Overseer's next turn.
Overcharge Core (Recharge 6). Undoes one banked shutdown success unless a PC reacts with DC 15 Arcana.
Multiattack. Two Arc Lash attacks.
Arc Lash. +7 to hit, reach 10 ft, 12 (2d6+5) force.
Command Legionnaires (no action cost, 1/round). One Legionnaire within 30 ft makes one weapon attack as a reaction.

Kyros, the Bronze Owl (Ally)

Tiny Construct, Unaligned · CR 1/2
AC 14 | HP 10 | Speed 10 ft, fly 40 ft
Skills Perception +6
Scout. Can fly ahead and report hazards/enemy positions.
Shutdown Assist (1/session). Auto-succeeds one shutdown check at the Ichor Valve in Encounter 3.
The Bronze Heart of Crete · 4/4

Item & NPC Reference

Key Item

The Aegis Pin

A cold bronze nail etched with spiraling script, given by Kadmos at the outset.

NPC Quick Reference

Kadmos (Hephaestus in disguise)

  • Role: Quest giver, dockside smith at the Drowned Anchor tavern in Amnisos.
  • Motivation: Wants Talos disabled, not destroyed — he forged it and refuses to let it be slain like a common beast.
  • Secret: He is Hephaestus in mortal disguise; reveals this only if directly confronted with divine-detecting magic or if the party succeeds a probing DC 18 Insight check.
  • Roleplay notes: Speaks plainly, undersells his own power, deflects gratitude with dry humor. Will not fight alongside the party — "a god's hand is heavier than it looks."
  • Stat line (if forced to act): Treat as a CR 10 humanoid with resistance to fire and an at-will heat metal-like touch; he will avoid combat whenever possible.

Ikara of Knossos

  • Role: Rescuable artificer-scholar, descendant of Daedalus's workshop apprentices; recruit from Encounter 1.
  • Motivation: Obsessed with proving her lineage's worth by saving Talos rather than watching it be destroyed.
  • Secret: She has partial, half-remembered schematics of Talos's interior — the source of her Encounter 2/3 assistance bonuses.
  • Roleplay notes: Anxious, talks fast when nervous, lights up when given a technical problem to solve.
  • Mechanical benefit: Grants advantage on Investigation/Arcana checks related to Talos's mechanisms in Encounters 2–3 if rescued.
The Clashing Gates · 1/4

The Clashing Gates

A boarding battle between rocks that hate ships.
Style: Kinetic trireme gauntlet for 6 level-8 PCs, mixing helm checks, boarding fights, and hard navigation choices.
Win: Thread the Symplegades with the ship intact enough to sail and the Titan-kin boarding rite broken.
Lose: The rocks learn the ship's name, crush the route shut, and leave survivors stranded on living stone.
Maguffin: Bronze Dove of Phineus · Ally: Kyane the Blue Oar · QG: Captain Philon of the Mist Trireme
"Send the dove first, count the heartbeat second, and trust the oar that pulls when the stones inhale."

Major Beats

  1. Philon's confidence cracks when the rocks answer the trireme's old name.
  2. The first omen is useful but not complete.
  3. Boarders attack the ship's timing more than its crew.
  4. The finale rewards choosing exactly when to fight and when to row.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Captain Philon of the Mist Trireme hooks the party. Maguffin Bronze Dove of Phineus pays off in the finale against Brontes Gate-Heir . Recruit Kyane the Blue Oar along the way.

Creature / Enemy List

CreatureCounts / Notes
Rock-Grappler Raidermed · hard · CR 3 · Boarding skirmisher
Tide-Ogre Bosunmed · hard · CR 5 · Deck breaker
Stone Scion of the Gatesmed · hard · CR 6 · Titan-kin controller
Brontes Gate-Heirmed · hard · CR 10 · Boss boarder
Kyane the Blue Oar1 · 1 · Recruit Enc. 1

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Ally snapshot

Kyane the Blue Oar

The Clashing Gates · 2/4

Encounter 1 — Dove Before Oars

Approach the breathing rocks, test the current, and decide whether to trust omen, crew, or speed.

Encounter 2 — Boarders From Both Stones

Titan-kin leap from both cliffs to pin the trireme in place while the gates start closing.

Encounter 3 — The Count Between Clashes

Run the final gap while Brontes lands on deck and the stones try to remember the ship forever.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

The Clashing Gates · 3/4

STAT BLOCKS

Kyane the Blue Oar

Medium Humanoid, Neutral · Recruitable Ally · Champion rower and boarding repeller

AC 16 | HP 83 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. 1). Let her call cadence during the first crush, or beat her honest in a rowing contest.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Oar-staff +7 to hit, 14 bludgeoning; grants one reroll on a failed ship check.

Rock-Grappler Raider CR 3

Medium Creature · Boarding skirmisher

AC 16 | HP 74 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Falls inert if shoved into open water between clashes.

Attack. Stone hook +6 to hit, 13 piercing and pulls target 10 ft toward a rail.

Tide-Ogre Bosun CR 5

Medium Creature · Deck breaker

AC 15 | HP 118 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Can be distracted by a shouted cadence contest.

Attack. Anchor maul +8 to hit, 20 bludgeoning and damages a ship zone.

Stone Scion of the Gates CR 6

Medium Creature · Titan-kin controller

AC 17 | HP 132 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Maintains the anchor chant that teaches the rocks the ship's name.

Attack. Shard hymn DC 16 Con, 24 thunder and speed halved.

Brontes Gate-Heir CR 10

Large Creature · Boss boarder · Boss

AC 18 | HP 210 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Victory can be cutting his anchor-chain and outrunning him through the clash.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Titan hammer +9 to hit, 24 bludgeoning plus 10 thunder to the deck.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Bronze Dove of Phineus

The Clashing Gates · 4/4

NPC / ALLY

Captain Philon of the Mist Trireme

Kyane the Blue Oar

Remember

Enable Background graphics when printing.

The Debt of Antaeus · 1/4

The Debt of Antaeus

A level 8 borderland boss-hunt against earthbound strength.
Style: Borderland arena survival where clever terrain control matters more than raw damage.
Win: Separate Antaeus from the earth long enough to break the cult's debt rite, freeing captives without claiming Gaia as an enemy.
Lose: The party is pinned into the soil, the cult collects another oath-debt, and the border road becomes a graveled arena.
Maguffin: Sky-Shackle Chain · Ally: Nesra, Caravan Wrestler · QG: Dymas of the Salt Caravan
"A clay debt tablet lists names in wet script. When lifted from the ground, the newest name fades; when set down, it rewrites itself."

Major Beats

  1. The road itself seems to enforce the cult's crooked contracts.
  2. Nesra reframes wrestling as leverage, position, and honor rather than damage.
  3. Every clue says the giant's strength is conditional: feet, soil, debt, repeat.
  4. Victory is the moment Antaeus has no ground to borrow from.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Dymas of the Salt Caravan hooks the party. Maguffin Sky-Shackle Chain pays off in the finale against Antaeus, Giant of the Debt-Ring . Recruit Nesra, Caravan Wrestler along the way.

Creature / Enemy List

CreatureCounts / Notes
Debt-Ring Grapplermed · hard · CR 5 · Cult wrestler and pin specialist
Clay-Blood Priestmed · hard · CR 6 · Ritual support and terrain controller
Earthbound Ogre Debtormed · hard · CR 7 · Heavy bruiser with reluctant loyalty
Antaeus, Giant of the Debt-Ringmed · hard · CR 12 · Boss wrestler empowered by earth contact
Nesra, Caravan Wrestler1 · 1 · Recruit Enc. Encounter 1 or 2

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Maguffin detail

Sky-Shackle Chain

Ally snapshot

Nesra, Caravan Wrestler

The Debt of Antaeus · 2/4

Encounter 1 — Names in the Road-Dust

At a half-buried toll shrine, travelers are forced to wrestle for their freedom while clay tablets record debts no one agreed to.

Encounter 2 — The Pit That Pulls Back

The cult tests the party in a sinking practice pit where every fall feeds the ground and every lifted stone reveals a captive.

Encounter 3 — No Ground Beneath the Giant

Antaeus enters the debt-ring laughing, healing through his soles whenever he touches earth and demanding the party's names for the clay tablet.

DM Callouts

Extra Encounter Detail (from session guide)

The Debt of Antaeus · 3/4

STAT BLOCKS

Nesra, Caravan Wrestler

Medium Humanoid, Neutral · Recruitable Ally · Grappling ally and captive advocate

AC 16 | HP 84 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Encounter 1 or 2). Dig her out, refuse to mock her loss, or beat a cultist by ring-out instead of bloodshed.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Clinching throw +8 to hit, 2d8+5 bludgeoning; target is grappled or moved 10 ft.

Debt-Ring Grappler CR 5

Medium Creature · Cult wrestler and pin specialist

AC 15 | HP 82 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Cannot regain morale if publicly thrown out of the ring.

Attack. Earthlock +7 to hit, 2d8+4 bludgeoning; target grappled, escape DC 15.

Clay-Blood Priest CR 6

Medium Creature · Ritual support and terrain controller

AC 16 | HP 95 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Break concentration by lifting their clay bowl off the ground.

Attack. Mud brand +7 to hit, 3d6 necrotic; target's speed reduced by 10 ft.

Earthbound Ogre Debtor CR 7

Medium Creature · Heavy bruiser with reluctant loyalty

AC 15 | HP 130 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Can be turned by proving the cult will never release its debts.

Attack. Stone maul +8 to hit, 3d10+5 bludgeoning; pushes target prone in dirt.

Antaeus, Giant of the Debt-Ring CR 12

Large Creature · Boss wrestler empowered by earth contact · Boss

AC 18 | HP 235 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. Win by lifting or separating him from earth, not by simple attrition.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Titan clinch +10 to hit, 3d12+6 bludgeoning; grappled target is restrained.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Sky-Shackle Chain

The Debt of Antaeus · 4/4

NPC / ALLY

Dymas of the Salt Caravan

Nesra, Caravan Wrestler

Remember

Enable Background graphics when printing.

The Ferry Overfull · 1/4

The Ferry Overfull

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Charon is not a kill target.
Style: Underworld disaster escort where the hardest fight is keeping order on a boat that must not sink.
Win: The living are turned back or delivered lawfully, Charon's ferry stays balanced, and the dead keep their road.
Lose: The barge capsizes into Styx; living names wash from memory while undead opportunists steal the crossing.
Maguffin: Balanced Obol Ledger · Ally: Myrto with the Blue Lantern · QG: Charon, Overworked Boatman
"A damp manifest with too many living names and only one column marked 'return fare.'"

Major Beats

  1. A living mother offers Charon every coin she has and the name of her last enemy.
  2. The dead mutter that the living always think grief is a ticket.
  3. The barge tilts when someone lies about who belongs aboard.
  4. A stolen name drips from the boss's hook like black ink.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Charon, Overworked Boatman hooks the party. Maguffin Balanced Obol Ledger pays off in the finale against The Fare-Thief in the Wake . Recruit Myrto with the Blue Lantern along the way. Hold Charon's barge steady while too many living souls try to buy a one-way crossing.

Creature / Enemy List

CreatureCounts / Notes
Desperate Living Petitionersmed · hard · CR 4 · Crowd hazard
Coin-Drowned Deadmed · hard · CR 5 · Boarding undead
Styx Memory-Eelmed · hard · CR 6 · River control monster
The Fare-Thief in the Wakemed · hard · CR 10 · Boss, undead smuggler
Myrto with the Blue Lantern1 · 1 · Recruit Enc. Enc. 1 or Enc. 2

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Ally snapshot

Myrto with the Blue Lantern

The Ferry Overfull · 2/4

Encounter 1 — The Queue That Should Not Breathe

Sort the living from the dead, spot forged fares, and keep panic from rushing the gangplank.

Encounter 2 — Midstream Weight

Keep Charon's barge balanced while living souls bargain, dead souls object, and the Styx starts listening.

Encounter 3 — Too Many Names in the Wake

Fight the undead smuggler and river horrors while holding the ferry steady and protecting passengers.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

The Ferry Overfull · 3/4

STAT BLOCKS

Myrto with the Blue Lantern

Medium Humanoid, Neutral · Recruitable Ally · Dead guide, crowd mediator, and honest witness

AC 13 | HP 55 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Enc. 1 or Enc. 2). Find her missing name-token, defend her place in line, or let her speak for frightened shades.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Lantern flare +6 to hit, 10 radiant to undead; grants advantage on one social check with dead passengers.

Desperate Living Petitioners CR 4

Medium Creature · Crowd hazard

AC 12 | HP 90 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Should be persuaded, restrained, or redirected; do not frame them as kill fodder.

Attack. Surge, DC 15 Strength or Charisma save or 16 bludgeoning and the Balance clock worsens.

Coin-Drowned Dead CR 5

Medium Creature · Boarding undead

AC 15 | HP 98 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Climb over the sides when forged fares are exposed.

Attack. Cold hands +7 to hit, 13 necrotic; stolen obol forces DC 15 Wisdom or frightened.

Styx Memory-Eel CR 6

Medium Creature · River control monster

AC 16 | HP 121 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Targets anyone overboard or leaning over the rail with the ledger.

Attack. Bite +8 to hit, 16 piercing plus 10 psychic; memory shock recharges on 5-6.

The Fare-Thief in the Wake CR 10

Large Creature · Boss, undead smuggler · Boss

AC 17 | HP 184 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. It forges living passages to overload Charon's law and steal the wreckage.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Oar-hook +8 to hit, 18 necrotic; name-theft gaze DC 16 Charisma or lose reactions and identity cues.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Balanced Obol Ledger

The Ferry Overfull · 4/4

NPC / ALLY

Charon, Overworked Boatman

Myrto with the Blue Lantern

Remember

Enable Background graphics when printing.

The Ford of Twin Spears · 1/4

The Ford of Twin Spears

One-Shot · 6 PCs · Level 8 · Amazon–Spartan Border · ~3–3.5 hrs · Enc. 3 has 3 branches
Style: Faction crisis → Parley → Branched Hard finale  |  Win: End the war without executing Atalanta or Leonidas  |  Setting: Misthaven mist → sacred ford between Amazon hunt-camp and Spartan column.

Sister Eirene gives the Twin-Seal of the Ford. Enc. 1 scout collision; Enc. 2 expose Mask of Discord; Enc. 3 = Amazons / Spartans / Peace+construct.

"When bow and spear both cry injustice, bind crescent to lambda at the ford-stone — or gift the face you trust in battle." — Twin-Seal (23 words).

Major Beats

  1. Misthaven — Eirene + Twin-Seal; mist to fordlands.
  2. Enc. 1: Amazon vs Spartan scout ambush; de-escalate; recruit Myrto and/or Doulos.
  3. Audiences with Atalanta & Leonidas.
  4. Enc. 2: Proof hunt; expose Mask; lock Branch A/B/C.
  5. Enc. 3: One finale only (see page 2).

Finale Branch Unlock

BranchUnlockEnc. 3
A AmazonsPledge to Atalanta; no Spartan allianceParty+Atalanta vs Leonidas host; Leonidas yields (nonlethal)
B SpartansPledge to Leonidas; no Amazon allianceParty+Leonidas vs Atalanta host; Atalanta yields (nonlethal)
C PeaceProof to both; expose MaskBoth allies vs Strife-Wrought Champion; seal bind

Creature List

CreatureEMHNotes
Amazon Archer346Enc1 / Br B
Amazon Outrider123Enc1 / Br B
Spartan Hoplite346Enc1 / Br A
Spartan Lochagos011Enc1 / Br A
Atalanta / Leonidas—11Iconic — no execute
Mask of Discord111Enc2
Strife-Wrought Championadj11Boss Br C

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
At a sacred river ford claimed by both Amazon hunters and a Spartan march column, pride and forged insults are hours from open war. The party arrives as envoys with a twin-faced seal — and must decide whether to stand with Atalanta , with Leonidas , or to bind both faces before a third voice of Discord finishes the slaughter for them. Meets the party in Misthaven (or aboard a mist-bound trireme). Hands the Twin-Seal . Begs them to stop a war that would curse the ford for a generation.

Creature / Enemy List

CreatureCounts / Notes
Amazon Archer3 · 4 · 6 · Enc. 1 / Branch B
Amazon Outrider1 · 2 · 3 · Enc. 1 / Branch B
Spartan Hoplite3 · 4 · 6 · Enc. 1 / Branch A
Spartan Lochagos0 · 1 · 1 · Enc. 1 combat / Branch A
Atalanta1 · 1 · Ally or oppose (nonlethal)
Leonidas1 · 1 · Ally or oppose (nonlethal)
Mask of Discord1 · 1 · 1 · Enc. 2 reveal / flee to Enc. 3
Strife-Wrought Champion1 adj. · 1 · 1 · Boss — Peace branch

DM Tips

The Ford of Twin Spears · 2/4

Encounter 1 — Fordfall Ambush

🗺 Terrain & Features Wooded slope → ford road — 100×60 ft ; stream (difficult terrain), fallen cedar (½ cover), two game trails. · Mist clears on a wooded approach to the ford. The party walks into a three-way mistake: Myrto 's Amazon scouts and Doulos 's Spartan runners each think the other side's reinforcements have arrived — and the PCs look like hired blades.

Encounter 2 — Parley at the Ford-Stone

🗺 Terrain & Features Ford-stone plaza — 80×80 ft shallow water, twin altars (crescent & lambda), rope bridges, spectator banks. · Both camps face each other across the sacred ford-stone. Atalanta and Leonidas trade accusations: burned tents, stolen standards, murdered scouts. The truth is the Mask of Discord — an Eris agent wearing both sides' faces. Enc. 2 is where the party gathers proof and locks the …

Encounter 3 — Three Paths at Dusk (Boss)

Ford 120×70 ft; shallow water DT; shield-wall starts on west bank. · Use the branch locked at the end of Enc. 2. All three are Hard. Remember: Atalanta and Leonidas are iconic — oppose to yield, never execute .

DM Callouts

The Ford of Twin Spears · 3/4

CREATURE STAT BLOCKS

Atalanta — Iconic

Medium Humanoid, CG · CR 8

AC 17 | HP 127 | Speed 40 ft. | DEX 20

STRDEXCONINTWISCHA
sc md sv16 +3 +320 +5 +918 +4 +412 +1 +114 +2 +613 +1 +1
  • 3× attacks: Longbow +9 (1d8+5 +2d6 psychic if target hit ally); Shortsword +9.
  • Pinning Shot (5–6): restrain Str DC 16.
  • LA: Move 20 / Shot / Call Hunt (2).
  • Oppose = nonlethal / banner / surrender only.

Leonidas — Iconic

Medium Humanoid, LN · CR 8

AC 20 | HP 136 | Speed 30 ft. | STR 20

STRDEXCONINTWISCHA
sc md sv20 +5 +914 +2 +218 +4 +812 +1 +114 +2 +616 +3 +3
  • 3× Spear +9 (1d8+5); Shield Bash prone Str DC 17.
  • Hold the Ford (1/rest): allies 15 temp HP.
  • LA: Command hoplite / +2 AC / Counterthrust (2).
  • Oppose = nonlethal / aspis break / yield only.

Amazon Archer

AC 15 | HP 39 | CR 2 · 2× Shortbow +5 (1d6+3)

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +314 +2 +211 +0 +013 +1 +112 +1 +1

Skirmish Step 10 ft after ranged atk

Amazon Outrider

AC 14 | HP 52 | CR 3 · 2× Spear +4 · Trample Dex DC 13

STRDEXCONINTWISCHA
sc md sv14 +2 +216 +3 +314 +2 +210 +0 +012 +1 +111 +0 +0

Spartan Hoplite

AC 18 | HP 45 | CR 2 · 2× Spear +5 · Shield Wall

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Spartan Lochagos

AC 19 | HP 75 | CR 4 · 3× Spear +6 · Order Advance

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +116 +3 +311 +0 +012 +1 +114 +2 +2

Mask of Discord

Medium Fey shapechanger · CR 5

AC 15 | HP 84 | DEX/CHA 18

STRDEXCONINTWISCHA
sc md sv10 +0 +018 +4 +414 +2 +214 +2 +212 +1 +118 +4 +4
  • 2× Dagger +7 (1d4+4 +2d6 psychic).
  • Discordant Whisper (4–6): Wis DC 15 attack ally.

Strife-Wrought Champion — BOSS

Large Construct · CR 9

AC 17 | HP 161 (120/200) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +120 +5 +56 −2 −210 +0 +08 −1 −1
  • Glaive +9 (2d10+5) ×2 + Shield-Slam prone Str DC 17.
  • War-Cry (5–6): Wis DC 15 fear cone.
  • LA: Advance / Glaive / Split the Line (2).
  • Seal bind: lose LA + 30 psychic once.
The Ford of Twin Spears · 4/4

KEY ITEMS

Twin-Seal of the Ford

NPC QUICK REFERENCE

Sister Eirene — Quest Giver

  • Motivation: Keep ford shrine unbloodied.
  • Secret: Suspects a third framer.
  • Roleplay: Calm, urgent; rewards proof over body counts.

Atalanta

  • Motivation: Justice for burned hunt-camp; protect Amazons.
  • Secret: Will accept truce if Spartan innocence proven.
  • If opposed: yield conditions only — never execute.

Leonidas

  • Motivation: Secure march route; avenge murdered runners.
  • Secret: Respects lawful challenge and kept oaths.
  • If opposed: yield / aspis break — never execute.

Myrto / Doulos — Scouts

  • Myrto: Amazon boots on “Spartan” messenger.
  • Doulos: forged wax on orders.
  • Both recruited → free Enc2 proof success.

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The Isle of Stonegaze · 1/4

The Isle of Stonegaze

One-Shot · ~6 Players · Average Level 8 · Greek Mythology · ~3–3.5 hrs / 3 Encounters
Style: Mythic Quest — Ship Combat / Marsh Skirmish / Cave Boss  |  Win Condition: Defeat Euryale (0 HP or pool self-petrify ×2) and retrieve the Eye of Medusa  |  Setting: Open sea aboard Ariadne's Thread → rocky shore → Mireweed Marsh → temple ruins → Cave of Euryale.

Scholarly merchant Theron of Corinth hires the party to recover the Eye from the Isle of Stonegaze. Midvoyage, harpies and compelled merfolk assault the trireme. On the island, survivors Pyrrha and Old Lysander guide the party through a cursed saltmarsh (recruit Maren), then into the cave of Euryale, the Stone Queen.

"Where serpents crown the stone queen, let her own gaze be her ruin — the still pool sees what mortal eyes dare not." — The Scroll of Theron (22-word handout; payoff = Still Pool in Enc. 3). Don't explain it — let players puzzle it out. Lysander confirms if shown (DC 13 Insight).

Major Beats

  1. Tavern briefing — Theron hires the party; Scroll of Theron handoff.
  2. 3-day voyage (optional sea RP) aboard Ariadne's Thread under Captain Kleon.
  3. Enc. 1 — Harpies Over the Ariadne's Thread: protect sails; free/recruit merfolk; Long vs Short Rest outcome.
  4. Beach landing; meet Pyrrha (guide) and Old Lysander (scroll interpreter + Blindfolds).
  5. Enc. 2 — Mireweed Marsh: lizardfolk patrol; recruit Maren for fire support.
  6. Temple ruins (no combat) — scavenge Polished Bronze Mirror, Blindfolds, Stonechill vials.
  7. Enc. 3 — Cave of Euryale: Lamia + Medusa Sentinel; Euryale enters round 3; Still Pool / mirror win path.
  8. Retrieve Eye of Medusa; return to Theron (optional moral / epilogue hook).

Creature / Enemy List

CreatureEasyMedHardNotes
Harpy234Enc. 1; Matriarch on Deadly
Corrupted Merfolk345Enc. 1; freeable / recruitable
Lizardfolk Warrior344Enc. 2 (Deadly: 5)
Lizardfolk Shaman111Enc. 2
Lamia2*21Enc. 3 (*Easy: Lamias only, no Medusa)
Medusa Sentinel011Enc. 3 (Deadly: 2)
Euryale (Boss)1 (adj.)11HP 100 / 140 / 168; Deadly 220
Maren—Recruitable ally Enc. 2 → Enc. 3

Difficulty Scaling — Session Overview

EncounterEasy (APL 4)Medium (APL 6)Hard (APL 8 ★)
1 — Ship2 Harpies, 3 Merfolk; sail HP 10; Song DC 9; harpies ignore sails until rd 33 Harpies, 4 Merfolk; sail HP 12; Song DC 114 Harpies, 5 Merfolk; full mechanics as written
2 — Marsh3 Warriors, Shaman HP 38 (2nd-lvl only); Maren helps mid-fight4 Warriors, 1 Shaman; Maren post-combat onlyBaseline + Fire Flasks / Enc. 3 support on recruit
3 — Cave2 Lamias only; no lair; Euryale HP 100, Gaze DC 13, enters rd 42 Lamias + Medusa; 1 LA/rd; HP 140, Gaze DC 151 Lamia + Medusa; full Euryale (168 HP, 3 LA, Gaze DC 17)
Deadly (APL 10): Enc.1 adds Harpy Matriarch (+2 atk/saves, HP 60, Song DC 13, 500 ft) + wave of 3 merfolk rd 4. Enc.2: 5 Warriors, Shaman 4th-lvl wall of fire, pre-cast Spike Growth. Enc.3: 3 Lamias + 2 Medusas; murky pool (clear: action, DC 14 Ath/Inv); toxic statue dust; Euryale HP 220, 4 LA, enters rd 2.
The Isle of Stonegaze · 2/4

Encounter 1 — Harpies Over the Ariadne's Thread

Medium · 45–60 min · 5–7 rounds  |  Terrain: Trireme deck 80×25 ft + sea surrounds

4× Harpies dive on sails while 5× Corrupted Merfolk board from both sides. Win: drive off/kill all harpies + defeat or free all merfolk.

Resolution: Harpies gone + merfolk defeated/freed. Freed merfolk stop fighting automatically.

Encounter 2 — Mireweed Marsh

Medium · 50–60 min · 4–6 rounds  |  Terrain: Boggy marsh + ruined hut, 100×80 ft

After shore RP with Pyrrha/Lysander: 4× Lizardfolk Warriors + 1× Shaman attack on sight. Maren shelters behind her hut — recruitable. Win: defeat all lizardfolk; proceed to temple ruins.

Resolution: Lizardfolk defeated → temple ruins scavenge (Mirror, Blindfolds, Stonechill vials) → cave descent.

Encounter 3 — The Cave of Euryale (Boss)

Hard · 60–75 min · 8–12 rounds  |  Terrain: Cave shrine 90×70 ft + 30 ft inner chamber

Petrified statues fill a green-brazier cave; Still Pool glows center. Baseline: 1× Lamia + 1× Medusa Sentinel; Euryale enters rd 3. Optional: Maren. Win: Euryale to 0 HP or pool self-gaze fail twice (fully petrified) → take Eye amulet.

Failure: TPK / full petrification without pool win — Eye remains with Euryale; Theron's quest fails.
Resolution: 0 HP or pool-petrify → retrieve Eye of Medusa (dark gem, gold amulet, faint purple glow). Powers unclear until Theron — epilogue hook on his true motives.
The Isle of Stonegaze · 3/4

Creature Stat Blocks

Harpy

Medium Monstrosity, CE · CR 1 (200 XP)

AC 11 | HP 38 (7d8+7) | Speed 20 ft., fly 40 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +113 +1 +112 +1 +17 −2 −210 +0 +013 +1 +1

PP 10 · Common

Multiattack. 2× Claws +3 (6, 2d4+1 slash).

Luring Song. 300 ft: DC 11 WIS or charmed (incapacitated, must approach). BA each turn to continue. Re-save end of turn; ends if harpy incapacitated / out of range.

Corrupted Merfolk

Medium Humanoid (Merfolk), N (Compelled) · CR 1/4 (50 XP)

AC 11 | HP 22 (4d8+4) | Speed 10 ft., swim 40 ft.

STRDEXCONINTWISCHA
sc md sv13 +1 +113 +1 +112 +1 +111 +0 +011 +0 +012 +1 +1

Perc +2 · Amphibious · Aquan, Common

Spear. +3, 5 ft or 20/60: 4 (1d6+1) / 5 (1d8+1) two-hand.

Free (Action, adj.): DC 15 Arcana/Insight/Religion → friendly. Guard ship: DC 14 Persuasion (≤3).

Lizardfolk Warrior

Medium Humanoid (Lizardfolk), N · CR 2 (450 XP)

AC 16 | HP 45 | Speed 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +310 +0 +015 +2 +27 −2 −212 +1 +17 −2 −2

Perc +3, Stealth +4, Survival +5

Hold Breath 15 min. Swamp Stride: shallow water ≤3 ft not DT.

Multiattack. Bite +5 (1d6+3) + Javelin +5 (1d6+3, 30/120). Reaction Clamping Jaws: OA hit → grappled (escape STR DC 13).

Lizardfolk Shaman

Medium Humanoid (Lizardfolk), N · CR 4 (1,100 XP)

AC 13 | HP 52 | Speed 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +210 +0 +014 +2 +212 +1 +116 +3 +38 −1 −1

Nature +4, Perc +6

Spellcasting WIS, DC 14, +6. Cantrips: poison spray, produce flame. 1st: fog cloud†, healing word, thunderwave. 2nd: spike growth†, hold person†. 3rd: call lightning†, conjure animals†.

Bite. +4 (1d6+2 pierce).

Lamia

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

AC 13 | HP 97 (13d10+26) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +313 +1 +115 +2 +214 +2 +215 +2 +216 +3 +3

Ins +4, Stealth +3 · DV 60

Innate (CHA DC 13, +5): at will disguise self, major image; 3/day charm person, mirror image, suggestion; 1/day geas.

Multiattack. Claws +5 (14, 2d10+3) + Dagger +5 (5, 1d4+3); may replace either with Intoxicating Touch +5 — 1 hr: disadv WIS checks/saves; can't concentrate.

Medusa Sentinel

Medium Monstrosity, LE · CR 6 (2,300 XP)

AC 15 | HP 127 (17d8+51) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +015 +2 +216 +3 +312 +1 +113 +1 +115 +2 +2

Ins/Perc +4, Stealth +5 · DV 60

Petrifying Gaze. Start turn ≤30 ft seeing eyes: CON DC 14. Fail → restrained; next fail → petrified; success ends. Avert: no save, disadv attacks vs her.

Multiattack. Snake Hair +5 (4 + 14 poison; CON DC 14 or poisoned 1 hr) + 2× Shortsword +5 (5, 1d6+2).

Euryale, the Stone Queen — BOSS

Large Monstrosity (Gorgon), LE · CR 12 (8,400 XP)

AC 17 | HP 168 (26d10+26) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +714 +2 +616 +3 +315 +2 +620 +5 +9

Skills Dec+9 Ins/Perc+6 Stealth+7 · Resist Poison · Immune Petrified (except own reflection) · DV 120, Truesight 30

Petrifying Gaze (aura). Start of her turn: each ≤30 ft seeing eyes CON DC 17. Fail by 5+ = instant petrify; fail = restrained (next fail = petrified). Avert = disadv attacks.

Mirror / Pool Vulnerability. Sees own reflection ≤30 ft (bright light / Still Pool LoS) → CON DC 17 vs own gaze (overrides immunity).

Multiattack. Snake Hair +7 (16 poison; CON DC 16 or poisoned 1 hr) + 2× Longsword +5 (10/11), or Focused Gaze (CON DC 17 disadv) + 2× Longsword.

Legendary 3/rd: Move (½ speed, no OA); Serpent Strike (1); Unleash Gaze (2) — force Gaze save. Lair: see Enc. 3.

The Isle of Stonegaze · 4/4

Key Items & McGuffins

📜 The Scroll of Theron

Handout · Given at tavern · 22 words

"Where serpents crown the stone queen, let her own gaze be her ruin — the still pool sees what mortal eyes dare not."

DM: Don't explain. Still Pool is the payoff. Lysander confirms if shown (DC 13 Insight to notice his reaction).

◈ Eye of Medusa

Session McGuffin · Worn as amulet on Euryale

Dark gem in golden setting; faint purple glow. Retrieved when Euryale is slain or pool-petrified.

Powers unclear until Theron evaluates — epilogue hook (he wants it to restore petrified daughter Callista).

🪞 Polished Bronze Mirror

Wondrous · Common · 1 hand · Temple ruins (collapsed altar)

Indirect Viewing: observe without LoS exposure to gaze. Gaze Deflection: viewing via reflection → adv on gaze saves.

Reflection (BA): angle toward medusa ≤30 ft of Still Pool — Sleight of Hand DC 14 → she saves vs own gaze. Pyrrha can point here (DC 14 Persuasion).

Blindfold of Apollo ×3

Wondrous · Common · From Lysander

While worn: Blinded, but Blindsight 15 ft + immune to gaze effects. Remove = BA. Lysander gives freely if party will enter the cave.

🔥 Fire Flask ×3

Improvised · From Maren on recruit

Action: throw 20 ft (+PB Dex) → 2d6 fire. BA: throw 10 ft → hit 2d6 / miss 1d6 splash. Sticky marsh-pitch flame; good vs lamia concentration.

Still Pool / Stonechill

Environmental · Enc. 3 center · 15×10 ft

Reflection = adv vs gaze. Gaze creature ≤30 ft + LoS → own-gaze save each turn start. Euryale avoids with Legendary Move.

Stonechill Water vials (urn near cave steps, per Pyrrha): Lysander once carried pool water out — flavor/loot; no separate combat stats.

NPC Quick Reference

Theron of Corinth

Questgiver · Neutral (suspected) · Tavern

Look: lean 50s, ink-stained fingers, merchant dress / scholar bearing.

Surface: wants Eye for academic study (reveals truths / pierces illusions).

Secret: daughter Callista petrified on a past expedition he funded — believes Eye can restore her. Won't volunteer this.

DC 14 Insight: hiding danger. DC 16 Persuasion / DC 13 Intimidation: admits "personal connection." DC 18 Investigation (notes): sketch + name Callista.

Kleon, Captain

Trireme Captain · LN · Enc. 1 helper

AC 13 | HP 45 | Speed 30 · STR 15 DEX 13 CON 14

Role: init 5 — spear +4 (1d6+2) or sail repair Athletics DC 12 (+10 HP to one sail).

RP: gruff, pragmatic, respects competence; no drama.

Pyrrha

Island Survivor · NG · Shore guide

Look: mid-30s, lean, scarred arm (lamia claws). Desperately wants off-island.

Knows: safe marsh route; Mirror (collapsed altar); Stonechill vials (urn by cave steps); "pool that glows like moonlight."

DC 12 Persuasion / rescue promise → guides marsh. DC 14 → item locations + lizardfolk timing (adv init Enc. 2).

Old Lysander

Blind Priest of Apollo · NG · Shore hermit

Look: ancient, milk-white eyes (lost sight glimpsing Euryale in the pool 20 yrs ago). Apollo pendant, sun-ray staff.

Gives: Blindfolds of Apollo; confirms scroll; cave layout from memory.

Line (scroll shown): "The pool is the secret. She will not look at it willingly. But you can make her look." — "Because I looked into it myself. And it showed me her."

Maren, the Marsh-keeper

Druid Hermit · NG · Recruitable Enc. 2 → Enc. 3 ally

Look: 40s, marsh-stained robes, reed-charm staff. Grateful but wary; hates the curse on her wetland.

Recruit: Persuasion DC 13 (Nature/Arcana DC 10 = adv; "marsh woman" = DC 8; vow = auto). Mid-fight: Fog Cloud on Shaman if adjacent.

Provides: 3× Fire Flask; Enc. 3 init 8 — Flaming Sphere (2d6 fire/turn), Heat Metal, Cure Wounds; fire lore vs Stone Queen guardians.

Aftermath / Hooks

Return Eye to Theron — he may finally admit Callista's fate; moral choice whether to trust him with it.

Pyrrha / Lysander / Maren may want passage off-island. Freed merfolk (if any) guard the ship during Enc. 2–3.

Petrified statues in the cave = prior adventurers/sailors — some may be restorable with greater restoration (DM discretion).

The Kraken's Toll · 1/4

The Kraken's Toll

One-Shot · 6 Players · Average Level 8 · ~3.5 Hours · Greek Mythology

SESSION SUMMARY

Hired by a blind sea oracle to deliver a sealed clay amphora to the Temple of Poseidon on Threnoi. The sea does not yield its prizes without a toll — something vast beneath the waves has been watching since they left port.

"Three days east-northeast, past the Siren's Shoals — you cannot miss them, the rocks sing at dusk. Do not anchor near them. Deliver the amphora to the high priest, speak only your names, and leave before nightfall on the second day. Take this." [Presses the Seal of the Deep into the party's hands.] "This medallion kept my family safe for four generations. If the depths themselves rise against you — and I pray they will not — cast it into open water and call Poseidon's name. He will remember what it cost my grandfather to earn it." — Kallinikos, at the docks

Major Beats

  1. Port: Kallinikos hands over amphora + Seal of the Deep with his warning — unhurried, certain they will need it.
  2. Day 1: Smooth sailing. Captain Theron + 6-man crew introduced. Theron studies the Seal nervously (DC 12 Insight) but won't explain unless pressed.
  3. Day 2, Midmorning: Storm from nowhere. Harpies descend; Aello leads — goal is the amphora in the hold. (Enc 1)
  4. Day 3, Dusk: Siren's Shoals ahead; helmsman's hands go slack; song drifts across the water. (Enc 2)
  5. The Warning: Peaceful Siren parley → whisper: "The thing the old man gave you is not yours to keep. When the sea itself rises — debts repaid in kind make calm the deepest waters."
  6. Night 3: Sea glassy still; stars vanish; first tentacle rises. (Enc 3)
  7. Escape or Sacrifice: Sever tentacles + build Escape Progress — or sacrifice the Seal to end it. Either way, the debt is paid.
  8. Threnoi: High priest opens amphora → Kallinikos's written oath of penance. Party was the instrument of a thirty-year promise.

Creature / Enemy List

CreatureEasyMediumHardNotes
Harpy246Enc 1 — swarm deck, lure crew overboard
Aello, Storm Harpy Queen—11 (buffed)Enc 1 boss; flees below 25 HP
Siren of the Shoals233Enc 2 — fully avoidable; combat only if party triggers
Sea Hag——1Enc 2 combat only (Hard); emerges if fighting starts
Kraken Tentacle34–56Enc 3; each active tentacle = +1 Grip Counter
The Kraken's Maw—Optional (Rnd 5)YesEnc 3 — unkillable; drama + Seal payoff target
Sahuagin Raider—2+24+4Enc 3 — boards rounds 2 and 4

Difficulty Scaling

APLEnc 1 — Harpy StormEnc 2 — Siren's ShoalsEnc 3 — Wrath of the Deep
5–62 Harpies; Aello no Leg. Actions, flees <40 HP; crew Wis DC 92 Sirens; all DCs −2; no combat trigger; parley auto3 tentacles (HP 30); no 6th; Sahuagin 1/wave; no Maw; Escape target 5
8Baseline: 4 Harpies + Aello fullBaseline: 3 Sirens; Sea Hag on combat triggerBaseline: Escape 6; Maw optional rnd 5
106 Harpies; Aello LR (2); hatch 12 HP; +2 Harpies rnd 4Sea Hag boards rnd 1 always; Siren DCs +2; wrong riddle = combat5 tentacles (HP 50); Sahuagin 3/wave; Maw rnd 3; Escape target 7
The Kraken's Toll · 2/4

ENCOUNTER 1 — The Harpy Storm

Hard · ~50–60 min · ~5–6 rounds · Day 2, open sea  |  Terrain: Trireme deck 60×20 ft · Theron at stern steering oar

4× Harpies + Aello (Storm Harpy Queen) spiral from a clear sky. Aello tracked the ship since port — goal is the sealed amphora in the hold. Win: drive off/destroy Harpies and force Aello to flee. Subgoal: keep ≥3 of 6 crew alive/aboard; each lost sailor → Enc 3 rowing DCs +1.

Resolution: Victory → standard Enc 3 DCs; Theron foreshadows. 1–3 crew lost → Enc 3 rowing DCs +1 each (max +3). Aello takes amphora: still sail to Threnoi empty-handed; Enc 3 Escape target 7; Maw surfaces rnd 4. Feather (80 gp): DC 12 Arcana → tethered below; show to Sirens → Persuasion DCs −3.

ENCOUNTER 2 — The Siren's Shoals

Avoidable / Hard if combat · ~30–40 min · Day 3 dusk  |  Terrain: 200 ft approach corridor, narrows to 40 ft · dusk (Perception disadv beyond 120 ft)

3× Sirens on rocks; helmsman fails automatically. Win: pass without grounding — combat never required. Trigger combat: party attacks first, or fails all 3 phases and grounds. Seal or Aello's feather → auto-respectful attention / parley.

Best: peaceful + warning (Seal payoff primed). Grounded: Enc 3 Escape target 5 (need 5 not 6). Combat done → pass, no warning.

ENCOUNTER 3 — Wrath of the Deep (Boss)

Deadly · ~60–75 min · Escape-based (no kill) · Night 3  |  Terrain: Trireme 60×20 ft · lanterns only (dim beyond 20 ft)

4 tentacles wrap hull at start; +1 rnd 3; +1 rnd 5. Sahuagin board rnds 2 & 4 (2 each). Win: Escape Progress 6 (or 5 if grounded Enc 2). Alt: Sacrifice Seal → instant escape. Kraken cannot be killed.

GripStatusEscape Progress Action
5–6 / 4Held fast / barely heldNo progress possible
3Slipping freeDC 15 Water Vehicles or Athletics → 1 Progress
2Almost freeDC 12 Water Vehicles or Athletics → 1 Progress
1One remainsAuto 1 Progress; may DC 10 for 2nd
0Free!Auto 2 Progress/round; escape next round
Resolution: Escape 6 → free; Maw stares then sinks (a test passed). Seal sacrificed → instant calm. 2+ PCs overboard at escape → circle back; dragged PC DC 14 Con or 1 exhaustion. Reward: 1,200 gp + Potion of Water Breathing each + Temple letter.
Failure notes: Amphora lost Enc 1 → priest disappointed but Seal "repayment enough." Escape target rises to 7 if amphora taken.
The Kraken's Toll · 3/4

CREATURE STAT BLOCKS

Harpy

Medium Monstrosity, CE · CR 1 (200 XP)

AC 11 · HP 38 (7d8+7) · Speed 20 ft., Fly 40 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +113 +1 +112 +1 +17 −2 −210 +0 +013 +1 +1

Senses: Passive Perception 10 · Languages: Common

  • Multiattack. Claws + Club.
  • Claws. +3, 5 ft. 6 (2d4+1) slashing.
  • Club. +3, 5 ft. 3 (1d4+1) bludgeoning.
  • Luring Song (BA maintain). 300 ft hear: DC 11 Wis or charmed + incapacitated; move toward Harpy. Success: immune 24 hrs.

Aello, Storm Harpy Queen

Large Monstrosity (Harpy), CE · CR 5 (1,800 XP) · BOSS

AC 14 · HP 97 (13d10+26) · Speed 20 ft., Fly 60 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +314 +2 +215 +2 +210 +0 +012 +1 +418 +4 +7

Saves: Wis +4, Cha +7 · Skills: Perception +4, Performance +7 · Immune: Lightning, Thunder · DV 60 ft · PP 14 · Auran, Common

Flock Commander. Harpies within 30 ft adv vs charmed/incapacitated. Legendary Resistance (1/Day).

  • Multiattack. 2× Talon +6, 10 (2d6+3) slashing.
  • Luring Song. 300 ft: DC 15 Wis or charmed + incap; move toward Aello; save end of turn. Success: immune 24 hrs.
  • Gale Shriek (5–6). 30-ft cone: DC 14 Con, 4d8 thunder + push 10 ft + prone (half, no push).
  • BA: Windborne Dash 20 ft no OA. Legendary (2/rd): Talon Strike (1); Rally the Flock (2) — Harpy within 60 ft flies 30 ft + 1 Claw free reaction.

Siren of the Shoals

Medium Fey (Siren), CN · CR 3 (700 XP)

AC 12 · HP 52 (8d8+16) · Speed 30 ft., Swim 40 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +214 +2 +214 +2 +214 +2 +420 +5 +7

Saves: Wis +4, Cha +7 · Perf +9, Dec +7, Perc +4 · DV 60 · PP 14 · Aquan, Common, Elvish

Amphibious. Alluring Presence. First attack vs Siren while seeing it: DC 13 Wis or disadv.

  • Siren's Song. 300 ft: DC 15 Wis or charmed 1 hr; move toward water. Dmg = new save. Success: immune 24 hrs.
  • Coral Strike. +4, 9 (2d6+2) piercing; disadv on next Wis save.
  • Bewitching Gaze (5–6). 30 ft: DC 15 Wis or stunned until end next turn.
  • Reaction Beguiling Deflection: attacker DC 13 Wis or disadv (before roll).

Sea Hag

Medium Fey, CE · CR 2 (450 XP) · Combat trigger / Hard only

AC 14 · HP 52 (7d8+21) · Speed 30 ft., Swim 40 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +313 +1 +116 +3 +312 +1 +112 +1 +17 −2 −2

DV 60 · PP 11 · Aquan, Common, Giant · Amphibious.

Horrific Appearance. First sight: DC 11 Wis or frightened 1 min. Success: immune 24 hrs.

  • Claws. +5, 10 (2d6+3) slashing.
  • Death Glare. Frightened target within 30 ft that sees her: DC 11 Wis or drop to 0 HP (success: 3 psychic).
  • Illusory Appearance. Looks beautiful. Dispel DC 14; Insight vs Deception (+5).

Kraken Tentacle

Huge Appendage (Kraken), NE · CR 3 / segment (700 XP)

AC 12 · HP 40 each · Speed 0 ft.

STRDEXCONINTWISCHA
sc md sv22 +6 +68 −1 −112 +1 +1———

Resist: Cold; nonmagical B/P/S · Immune: all conditions · Blindsight 30 ft

Mindless Appendage. Init 20. 0 HP = sever; Grip −1. Regeneration (Maw up): Maw LA Cost 1 regrows at 20 HP; Grip +1.

  • Slam. +8, reach 20 ft. 15 (2d8+6) bludgeoning; DC 16 Str or prone.
  • Seize. +8, reach 20 ft. 13 (2d6+6) + grappled (escape DC 16) + restrained.
  • Drag (grappled). DC 16 Str or dragged 20 ft toward sea (off edge = overboard).

The Kraken's Maw

Gargantuan Monstrosity (Partial Kraken), NE · Unkillable

AC 18 · HP 250 (cannot drop below 1) · Speed 0 ft. (head only)

STRDEXCONINTWISCHA
sc md sv30 +10 +148 −1 +325 +7 +1122 +6 +1018 +4 +820 +5 +9

Saves: Str +14, Dex +3, Con +11, Int +10, Wis +8, Cha +9 · Immune: Lightning, Thunder, nonmagical B/P/S · Cond Immune: frightened, paralyzed, prone · Truesight 120 · PP 18

Unkillable. Escape is the goal. Seal sacrifice ends encounter. LR (3/Day). Reactive (3 Reactions/round).

  • Multiattack. Bite + Thunderous Bellow.
  • Bite. +14, reach 10 ft. 29 (3d12+10) piercing. 0 HP → swallowed (blind/restrained; 21 acid/turn start).
  • Thunderous Bellow. 60 ft: DC 19 Con, 4d8 thunder + deafened 1 min (half, no deafen).
  • Legendary (3/rd): Tentacle Surge (1) regrow 20 HP / Grip +1; Crash Wave (2) deck DC 16 Dex 2d8 + prone; Ink Cloud (3, 1/Day) 60-ft heavily obscured.

Sahuagin Raider

Medium Humanoid (Sahuagin), LE · CR 1/2 (100 XP)

AC 12 · HP 22 (4d8+4) · Speed 30 ft., Swim 40 ft.

STRDEXCONINTWISCHA
sc md sv13 +1 +111 +0 +012 +1 +112 +1 +113 +1 +19 −1 −1

Skills: Perception +5 · DV 120 · PP 15 · Languages: Sahuagin

Blood Frenzy. Adv melee vs any creature not at full HP. Limited Amphibiousness. Must submerge 1 hr / 4 hrs or suffocate.

  • Multiattack. Bite + 2 Claw, or Trident + Bite.
  • Bite / Claws. +3, 3 (1d4+1) piercing / slashing.
  • Trident. +3, 5 ft or 20/60. 4 (1d6+1); 5 (1d8+1) two-handed.
The Kraken's Toll · 4/4

KEY ITEMS

🔱 Seal of the Deep

Wondrous Item (requires attunement) · Heirloom — Not for Sale · Given by Kallinikos

Palm-sized bronze medallion on fraying leather cord; trident encircled by waves. Always cool; smells of brine; hums near open water.

Aftermath Loot / Hooks

NPC QUICK REFERENCE

🧿 Kallinikos — Blind Sea Oracle & Questgiver

NPC · No combat block · Mid-70s harbormaster

  • Appearance: White beard braided with sea-glass; clouded white eyes (blind 30 yrs); navigates docks by touch/smell; brine + old cedar.
  • Motivation: Owes Poseidon's court — Nereid calmed a killing storm decades ago; half his crew died anyway. Amphora = written oath of penance. Kraken is Poseidon's test, not destruction.
  • Secret: Knew the Kraken would come; said nothing lest the party refuse. Ashamed. If confronted after: "I am sorry. I knew." Does not defend himself.
  • Roleplay: Measured, never raises voice. Nautical metaphors. Deflects with philosophy. "Some debts can't be reckoned until the tide turns."
  • Gives: sealed amphora, delivery contract, Seal of the Deep.

⚓ Captain Theron — Trireme Captain

NPC · Veteran CR 3 if combat · Wis +1

AC 17 (breastplate + shield) · HP 58 (9d8+18) · Speed 30 ft.

  • Personality: Gruff, practical, fiercely protective of ship/crew. Respects competence. Privately terrified of deep-ocean nights; bad dreams since leaving port.
  • Secret: Sailed Shoals twice; once listened to Sirens ~2 seconds before catching himself. Never told anyone. Recognizes their song; avoids eye contact. DC 13 Insight.
  • Enc 1: At stern oar. Own Wis save each round vs Luring Song; if charmed, ship drifts.
  • Enc 3: Commands rowers — BA grants +4 to one Escape Progress check/round (+2 if 4+ crew lost Enc 1 / demoralized). Fights Sahuagin near steering oar.
  • Combat: Multiattack 2× Shortsword +5 (1d6+3). Reaction Parry +2 AC vs one melee hit.
  • Line (post Enc 1 victory): "The sea doesn't send its children without a reason."

Crew (6 Sailors) — Quick Notes

Noncombat NPCs · Enc 1 stakes / Enc 3 rowing

  • Start within 10 ft of oar benches. Charmed → all movement toward nearest railing; do not fight back.
  • Overboard = drowning immediately. Keep ≥3 aboard for Enc 3. Each lost = Enc 3 rowing DC +1 (max +3); 4+ lost also demoralizes Theron (+2 flat to Enc 3 DCs).
  • Surviving charmed sailor may mutter Aquan: "The deep toll must be paid."

Session Throughline

DM reminder · Debt & toll

  • Every encounter tests whether the party pays the sea's toll — by skill, blood, or sacrifice.
  • Seal is the intended climax tool; Siren warning rewards attentive tables; invoke alone is a partial answer.
  • Kallinikos's apology (if they return) closes the moral loop: they were used, but the debt was real and Poseidon was watching.
The Shattered Pact of Ironstone Hills · 1/4

The Shattered Pact of Ironstone Hills

One-Shot · 6 Players · Average Level 8 · ~3.5 Hours · Greek Mythology · 3 Encounters (branching A/B/C)

SESSION SUMMARY

An ancient divine truce between armored Cyclopean clans and wild Dwarf-Satyr tribes has kept the hills at peace for three centuries — until someone secretly stoked their hatred. Kephira (Medusid Sorcerer) forged letters and shipped sacred iron ore to each side; once both are weakened she will claim the Forge-Shrine’s divine fire and petrify the region. The Bronze Pact Medallion (from Lykaon) reacts violently to her sorcery.

"The ancient pact between the Children of Kyklops and the Wild-Hoofed ones has kept these hills at peace for three hundred years — and something has poisoned that peace. Seek the source; it will not be where the anger points. Take this seal: it was struck in divine fire and carries Hephaestus's word as law. Let it speak where words fail you. And be wary — a serpent's tongue is sweetest when it tells you what you want to hear." — Lykaon of Delphi

Major Beats

  1. The Commission: Lykaon briefs the party, hands over the Bronze Pact Medallion; "serpent's tongue" foreshadows Kephira (DC 15 Arcana/History if asked).
  2. Crossroads Dispute (Enc 1): Thrakos vs Aireen over "stolen" ore — skill challenge / side choice / combat sets branch A/B/C.
  3. Contested Path (Enc 2): Unbefriended faction (or Centaurs) blocks the road — fully avoidable with roleplay or Medallion.
  4. Medallion Glows: Near the Shrine the seal pulses warm gold — Kephira’s residue; payoff of Lykaon’s hint.
  5. Fury at the Forge-Shrine (Enc 3): Boss + Rd 3 reinforcements; invoke Medallion to flip a duped boss or cripple Kephira.
  6. Aftermath: Both elders alive + truth exposed → re-sign the Pact; else victorious faction claims Shrine. Lykaon rewards regardless.

Creature / Enemy List

CreatureCREasyMedHardNotes
Cyclopean Warrior123–45Enc 1; Enc 2B; Enc 3B initial
Dwarf-Satyr½34–55+Enc 1
Human-like Satyr1234Enc 2A
Satyr Hoplite212–33Enc 2A; Enc 3A initial
Centaur2—33Enc 2C allies/obstacles
Cyclops (Brokhos)6—11+Enc 2B gatekeep
Agrios½—0–44–8Enc 3A/B optional minions
Minotaur Hoplite4—44Enc 3A Rd 3 reinf
Skeletal Minotaur3—33Enc 3B/C Rd 3 reinf
Skeletal Centaur3—22Enc 3C initial
Satyr War-Chief ★A6—11Enc 3 Branch A boss
Cyclopean Warlord ★B7—11Enc 3 Branch B boss
Medusid Sorcerer ★C8—11Enc 3 Branch C boss

Difficulty Scaling (baseline APL 8)

APLEnc 1 — CrossroadsEnc 2 — PathEnc 3 — Shrine
5–6 2 Warriors + 3 Satyrs; DCs −2; Thrakos never fights A: −1 Hoplite, DC 11 · B: no Cyclops · C: 2 Qs, DC 11/12 Boss −25% HP; reinf Rd 4; no optional Agrios; Kephira no LA
8 ★ As written. Medallion meaningful. Branch C hardest — pre-plan Petrifying Gaze targets.
10–12 4 War + 5 Sat + 1 Human-Satyr; Thrakos joins Rd 2; DCs +2 A: 4 H-Sat + 3 Hop · B: +Thrakos Warlord · C: +1 Minotaur guard; DCs +2 Boss +20 HP; reinf Rd 2; Kephira 4 LA; Branch A starts with 4 Agrios

Branch Cheat-Sheet & Aftermath

A: Ally Cyclopeans → Enc 2 Satyr Grove → Boss Pyrakios + Rd 3 Minotaur Hoplites

B: Ally Satyrs → Enc 2 Forge Gate (Brokhos) → Boss Molgos + Rd 3 Skeletal Minotaurs

C: Neutral/both hostile → Enc 2 Centaur trial → Boss Kephira + Skeletal Centaurs + Rd 3 Skeletal Minotaurs

Full victory: both elders alive + truth exposed → re-sign Pact at Shrine; Lykaon witnesses; both factions reward. Faction win: allied claims Shrine; Pact unrestored but violence ends. Kephira escapes: partial victory, sequel villain.

The Shattered Pact of Ironstone Hills · 2/4

ENCOUNTER 1 — The Crossroads Dispute

Skill Challenge / Medium if combat · ~30 min skill / ~45 min combat · 3–5 rds  |  Terrain: Hermes shrine crossroads 80×60 ft

Creatures: 3× Cyclopean Warrior + Thrakos (NPC) vs 4× Dwarf-Satyr + Aireen (NPC). Ore sacks center. Win: defuse (any Path A/B/C counts — path diverges, not difficulty).

Failure: Combat erupts; choose side or fight all.
Resolution: A — 3 Warrior escorts; Enc 2A; boss War-Chief · B — grove pass + 2 Satyr guides; Enc 2B; boss Warlord · C — no escort; Enc 2C Centaurs; boss Kephira. Loot: obsidian snake-shard (DC 14 Arcana = scrying focus); bootprints → Adv Survival Enc 2. XP ~400 combat / 300 skill.

ENCOUNTER 2 — The Contested Path

Roleplay / Skill · Moderate if combat · ~20–30 min · combat fully avoidable  |  Medallion begins faint pulse (DC 12 Arcana → petrification residue)

ENCOUNTER 3 — Fury at the Forge-Shrine (Boss)

Hard · Deadly (Branch C) · ~45–60 min · ~6–8 rds · reinf init 20 Rd 3  |  Terrain: Forge-hall 90×60 ft

Medallion hot + golden pulse on entry. Shared: Forge-Pit 10×10 (difficult; fall 14/4d6 fire; forced move DC 14 DEX) · 4 Brazier pillars (DC 16 Ath → 10-ft fire 7/2d6) · 6 Obsidian Mirrors AC 11 / 5 HP (BA destroy) · Anvil ¾ cover · Barricade east door DC 15 Ath (delay reinf 1 rd).

Resolution: Full = both elders reconcile, re-sign Pact · Faction win = allied claims Shrine · Kephira escape = half Lykaon reward + sequel. Loot A/B: 800 gp + +1 Spear or Gauntlets of Ogre Power + 200 gp ore · C: spellbook + 3 shards + Stone Shape scroll · All: 500 gp + divine favour (Adv 1 check/save/atk within 30 days).

KEY ITEMS

◈ Bronze Pact Medallion

Wondrous Item · Optional attunement · Given by Lykaon · Session McGuffin

Palm-sized dark bronze: Cyclopean eye one face, Satyr horns the other, Hephaestus lightning bolt between. Warm; goat-hair + copper cord.

Diplomatic Token (passive): Visibly held/worn — Cyclopean Warriors & Satyr-kind treat bearer as under the divine pact. Hostile of those types: DC 12 WIS (DC 15 if invoke aloud: "By the fire of Hephaestus and the wild of the Hills, I invoke the Pact of Ironstone") or indifferent until bearer attacks/deceives. Enc 1: showing grants free History/Religion success. Enc 2: auto-pass first avoidance check (A) / auto vs Warriors (B) / auto Q1 (C).

Serpent-Sense (detection): Pulses warm ≤200 ft of Kephira or active petrification magic; hot + gold glow ≤60 ft. Physical payoff of Lykaon’s "serpent's tongue" warning.

Pact Invocation (1/day, Action): A/B — boss DC 14 WIS or pause; then DC 14 Persuasion (Adv) ends aggression + redirects vs reinf for rest of fight. C — Kephira: Minor Illusion off; Gaze DC −2 (to 12); Disadv next Conc; Mirror Gaze suppressed until end of combat.

Obsidian Snake Shard (Enc 1 clue)

Hidden false bottom of one ore sack. Faint snake glyph. DC 14 Arcana → Medusid scrying focus. Auto-pass Centaur Q3 if shown. Trail NE toward Forge-Shrine.

The Shattered Pact of Ironstone Hills · 3/4

CREATURE STAT BLOCKS

Cyclopean Warrior

Medium Humanoid (Cyclops-Kin), LN · CR 1 (200 XP)

AC 15 (chain, shield) | HP 32 (5d8+10) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv17 +3 +310 +0 +015 +2 +28 −1 −19 −1 −17 −2 −2

DV 60

Poor Depth Perception. Disadv ranged. Iron-Blooded. Adv vs frightened.

Spear. +5, 5 ft or 20/60, 7 (1d6+3) pierc (ranged Disadv). Shield Bash. +5, 5 (1d4+3); DC 13 STR or pushed 5 ft prone.

Dwarf-Satyr

Small Fey, CN · CR ½ (100 XP)

AC 13 (leather) | HP 18 (4d6+4) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +015 +2 +213 +1 +111 +0 +012 +1 +114 +2 +2

Perc +3 Stealth +4 · DV 60

Magic Resistance. Adv vs spells. Bracing Ram. No move → Ram +1d4.

Ram. +2, 5 (1d10). Short Sword. +4, 5 (1d6+2). Panpipe Wail (R6): 20 ft hear DC 12 WIS or frightened until end next turn.

Human-like Satyr

Medium Fey, CN · CR 1 (200 XP)

AC 13 (leather) | HP 32 (5d8+10) | Speed 35 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +314 +2 +211 +0 +010 +0 +015 +2 +2

Perc +2 Stealth +5

Magic Resistance. Adv vs spells. Fleet-Hoofed. OA vs it at Disadv.

Shortbow. +5, 80/320, 6 (1d6+3). Short Sword. +5, 6 (1d6+3). BA Ram (moved ≥10 ft): +3, 3 (1d4+1); DC 12 STR or prone.

Satyr Hoplite

Medium Fey, LN · CR 2 (450 XP)

AC 15 (scale, shield) / 17 Shield Wall | HP 45 (7d8+14) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +313 +1 +114 +2 +210 +0 +011 +0 +012 +1 +1

Magic Resistance. Shield Wall. Adjacent ≥1 Hoplite → +2 AC.

Multiattack. 2× Spear +5, 8 (1d8+3) / 9 (1d10+3) 2H. Shield Slam. +5, 6 (1d6+3); DC 13 STR or stunned until end next turn. R: Brace — Spear vs creature entering reach.

Centaur

Large Fey, CG · CR 2 (450 XP) · Ally / Enc 2C

AC 12 | HP 45 (6d10+12) | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +214 +2 +29 −1 −113 +1 +111 +0 +0

Perc/Surv +3

Charge. Move ≥30 ft straight + Pike hit → +10 (3d6) pierc; DC 14 STR or prone.

Multiattack. Pike +6, 10 ft, 9 (1d10+4) + Hooves +6, 11 (2d6+4).

Cyclops (Brokhos)

Large Giant, CN · CR 6 (2,300 XP) · Enc 2B

AC 14 | HP 114 (12d10+48) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv22 +6 +611 +0 +018 +4 +48 −1 −18 −1 −17 −2 −2

Poor Depth Perception. Disadv attacks >30 ft. Unstoppable (1/combat): 0 HP from B/P/S → DC 15 CON or drop to 1 HP.

Multiattack. 2× Greatclub +9, 10 ft, 19 (3d8+6). Rock. +9, 30/120, 28 (4d10+6). R: Rock Catch DC 10 DEX → no dmg.

Agrios

Medium Humanoid (Wild Man), CN · CR ½ (100 XP) · Opt Enc 3A/B

AC 13 (hide) | HP 15 (2d8+6) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +116 +3 +38 −1 −17 −2 −210 +0 +0

Intim +2 · DV 60

Aggressive. BA move speed toward hostile. Use orc minis (8 available).

Greataxe. +5, 9 (1d12+3). Javelin. +5, 30/120, 6 (1d6+3).

Minotaur Hoplite

Large Monstrosity, LE · CR 4 (1,100 XP) · Enc 3A reinf

AC 16 (plate, shield) | HP 76 (9d10+27) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +017 +3 +38 −1 −110 +0 +09 −1 −1

Intim +3 · DV 60

Charge. ≥10 ft + Gore → +9 (2d8); DC 14 STR or push 10 prone. Phalanx. Adv vs prone; +1 atk if adj to another.

Multiattack. Gore +7, 14 (2d8+5) + Battleaxe +7, 16 (2d10+5). BA Shield Wall: adj allies +2 AC vs ranged until next turn.

Skeletal Minotaur

Large Undead, NE · CR 3 (700 XP) · Enc 3B/C reinf

AC 14 | HP 58 (7d10+21) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +016 +3 +33 −4 −48 −1 −14 −3 −3

Immune Poison/Exhaustion · Vuln Bludgeoning · DV 60

Bone Charge. ≥10 ft + Gore → +9 (2d8); DC 15 STR or push 10 prone. Mindless Aggression. Moves toward nearest creature each turn start.

Gore. +7, 13 (2d8+5). Greataxe. +7, 17 (2d12+5).

Skeletal Centaur

Large Undead, NE · CR 3 (700 XP) · Enc 3C initial

AC 14 | HP 52 (7d10+14) | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +215 +2 +24 −3 −38 −1 −15 −3 −3

Immune Poison/Exhaustion · Vuln Bludgeoning · DV 60

Bone Charge. ≥30 ft + Lance → +7 (2d6); DC 13 STR or prone. Undead Resilience (1/combat): 0 HP non-bludgeon/fire/radiant → CON DC 5+dmg; success → 1 HP.

Multiattack. Bone Lance +6, 10 ft, 9 (1d10+4) + Trampling Hooves +6, 11 (2d6+4); DC 13 STR or prone.

The Shattered Pact of Ironstone Hills · 4/4

Satyr War-Chief (Pyrakios) — ★A

Medium Fey, CE · CR 6 (2,300 XP) · Branch A Boss

AC 16 (scale, shield) | HP 91 (14d8+28) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv17 +3 +316 +3 +615 +2 +212 +1 +114 +2 +518 +4 +7

Intim/Perf+7 Perc+5

Magic Resistance. Aura of Frenzy. Satyr allies 30 ft crit 19–20; ends <45 HP. Oath-Breaker's Fury. Start: 1 creature 60 ft DC 15 WIS or frightened 1 min.

Multiattack. 2× Pact-Spear +6, 10 (2d6+3) + Headbutt +6, 8 (2d4+3); DC 14 STR or push 15. Panpipe Dirge (R5–6): 30 ft DC 15 WIS or incapacitated until end next turn. BA War Chant: Satyr allies Adv next atk. R Parry +4 AC.

Cyclopean Warlord (Molgos) — ★B

Large Humanoid (Cyclops-Kin), LN · CR 7 (2,900 XP) · Branch B Boss

AC 17 (plate) | HP 110 (13d10+39) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv22 +6 +910 +0 +017 +3 +612 +1 +114 +2 +213 +1 +1

Intim+4 Perc+5 · Resist Fire · DV 60

Poor Depth Perception. Disadv ranged >30 ft. Forge-Sworn. Fire Resist; immune frightened. Indomitable (2/day). BA push Brazier free.

Multiattack. 2× Warhammer +9, 15 (2d8+6) + Shield Bash +9, 11 (1d8+6); DC 17 STR or prone. Hurled Boulder (R5–6): DC 15 DEX 5-ft radius, 27 (4d10+5) + prone. BA Battle Roar: Cyclopean allies 30 ft move speed.

Medusid Sorcerer (Kephira) — ★C

Medium Monstrosity, NE · CR 8 (3,900 XP) · Branch C Boss

AC 15 | HP 105 (14d8+42) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +016 +3 +316 +3 +617 +3 +314 +2 +518 +4 +7

Ins/Perc+5 · Resist Poison · DV 60

Petrifying Gaze. Turn start: 1 creature 30 ft seeing her DC 14 CON. Fail <5: restrained until end next. Fail 5+: restrained, save again next start or petrified 1 min. Already restrained: Disadv. Serpent Sense. Auto-detect hidden/invis 30 ft. Spells DC 15/+7: at-will Minor Illusion, Poison Spray; 2/day Charm/Hold Person, Fear; 1/day Hypnotic Pattern, Dominate Person.

Multiattack. Gaze + 2× Snake Hair +6, 5 (1d4+3) pierc + 7 (2d6) poison; DC 13 CON or poisoned 1 min. R Redirect Gaze: melee hitter DC 14 CON or restrained. LA 3/rd: Move (½, no OA); Serpent Strike (1); Constricting Vision (2) — DC 14 WIS or frightened + restrained until end her next turn.

NPC QUICK REFERENCE

Lykaon of Delphi — Questgiver

Human Seer · NG · Non-combatant · Divine messenger

Look: ~70, white hair, silver-grey irises; plain linen chiton + bronze sun-disc. Soft-spoken, precise.

Motivation: Restore the Pact. Suspects outside manipulation. Cannot approach Forge-Shrine — Kephira’s petrification aura begins hundreds of feet out.

Secret: Knows Kephira exists and gave the Medallion specifically because it reacts to her — withheld full danger so the party would not refuse.

RP: Answers lore; will not fight. Clarify "serpent's tongue" → DC 15 Arcana/History recall Medusids. Quote: "A serpent's tongue is sweetest when it tells you exactly what you want to hear."

Reward: 500 gp + divine favour (Adv one check/save/atk within 30 days). Half if Kephira escapes.

Thrakos, Clan-Father — Cyclopean Elder

Faction Leader · LN · Enc 1 · Combat: Warlord − Indomitable, HP 80

Look: ~8 ft, scarred empty socket (lost eye decades ago); ceremonial forge-hammer. Voice like millstones. Furious but principled.

Motivation: Protect sacred iron mine & forge-rights. Believes Satyrs violated a 300-year trust. Capable of deep remorse once shown truth.

Secret: Ore delivered by masked "Satyr envoy" — never saw the face (Kephira’s spy). DC 14 Insight: angrier at himself for being fooled than at Satyrs.

RP: "Iron does not lie. Contracts sealed in fire do not lie. Something here has lied, and I intend to find it." Path A → grants 3 Warrior escorts.

Aireen, Grove-Elder — Dwarf-Satyr Elder

Faction Leader · CG · Enc 1 · Combat: Dwarf-Satyr HP 26, Panpipe DC 14

STRDEXCONINTWISCHA
sc md sv10 +0 +015 +2 +213 +1 +111 +0 +012 +1 +114 +2 +2

Look: Tiny, ancient; silver-white hair in ivy, golden hooves; cloudy but sharp eyes; crooked pipe that carves air-shapes. Speaks half-riddles that are literally true.

Motivation: Protect grove & spring feeding Shrine cooling channel. Restrain volatile young warriors. Privately terrified by visions.

Secret: Recurring vision of snake-haired woman at Forge-Shrine pressing palms to obsidian mirrors (= Kephira). Ask about visions/prophecy or DC 12 Insight discomfort → she reveals it.

RP: "Ask what is older than both [grove and pact] — ask what benefits from forgetting." Path B → grove passage + 2 Dwarf-Satyr guides.

The Theatre of Python · 1/4

The Theatre of Python

One-Shot · 6 Players · Level 10 · ~3–3.5 Hours · Rescue the True Pythia · Two-Phase Theatre Boss
Style: Sacred Way ambush → Oracle audience → Branching (Castalia ascent or Theatre trap) → Deadly two-phase boss.
Win: Rescue Kleodora (true Pythia) and defeat Python the Green Coil through its Shed-Bone phase in the Theatre of Delphi.
Lose: Kleodora dies or the Shed-Bone claims the omphalos — Delphi's prophecy falls silent under serpent-blood.
Maguffin: Castalian Coil-Charm · Ally: Philon · QG: Hierophant Menos / Kleodora
"Where Castalia's coil meets Apollo's light, bind the brood before the shed — or the navel drinks serpent-blood at dusk."

Major Beats

  1. Snake-cult ambush on the Sacred Way (Hard).
  2. Kleodora's prophecy: Python's blood returns; she urges Castalia.
  3. Revelation checks (DC 14–16) may reveal the brood already moves on the Theatre.
  4. Branch A: Climb to Castalia → plot reveal: empty shed skin → race back.
  5. Branch B: Trap the Theatre (materials / early Skene-Binders).
  6. Theatre finale: Green Coil sheds into Shed-Bone; protect the Pythia.
  7. Aftermath loot: Shedskin armor (fire/poison/acid resist) + bone/fang weapons; optional Iliada Jones' Whip gag.

Difficulty

TierAdjust
As Written ★6 PCs · APL 10 · Enc 1–2 Hard (~10,800) · Enc 3 Deadly (~16,800)
Library Standard6 PCs · APL 8 — reduce boss HP ~20–25%; cut one LA; DCs −1; drop one Enc. 1 wave
EasierAPL 8–9: Library Standard, then remove optional brood serpents in Enc. 3
HarderAPL 11–12: +1 LA each phase; Green Coil HP +20%; add 2 brood serpents

Creature / Enemy List

Pythonides = yuan-ti reskins (poison immune, magic resistance). Greek serpent-folk of Python's blood — not human cultists.
CreatureNotes
Pythonide HierophantEnc. 1 · CR 5–6 · Pythonide hierophant (yuan-ti)
Pythonide Coilborn ×4Enc. 1 · CR 2
Sacred Way Adder Swarm ×2Enc. 1 · CR 3
Cliff Viper / Pythonide SkoposEnc. 2A · mountain pressure (yuan-ti)
Pythonide Skene-BinderEnc. 2B · early theatre vanguard (yuan-ti)
Python the Green CoilEnc. 3 Phase 1 · CR 11 · Huge living serpent
Python the Shed-BoneEnc. 3 Phase 2 · CR 11 · bone-naga skeleton
Brood Coil-Serpent ×0–2Enc. 3 optional Deadly padding
Maguffin reminder: Castalian Coil-Charm stages the shed and binds legendary actions. Branch B primes stage-weight, oil, and sun-mirror.
The Theatre of Python · 2/4

Encounter 1 — Sacred Way Coils (Hard)

Harbor → Sacred Way switchbacks. Python-brood cult turns pilgrim stalls into dens.

Audience — Kleodora

Encounter 2A — Ascent to Castalia (Hard)

Encounter 2B — Trap the Theatre (Hard)

Encounter 3 — Theatre of Delphi (Deadly)

Orchestra (round stage + omphalos) · koilon seating 3 sides · 2-story skene with doors. Protect Kleodora.

Environmental Interactions (no instakills)

  1. Collapse seating: Athletics DC 15 → difficult terrain; Dex DC 14 or 3d8 + prone.
  2. Stage-weight drop: Dex DC 16 or 6d6 + stunned 1 round. Branch B: ready R1.
  3. Orchestra oil: difficult; Dex DC 14 prone. Branch B primed.
  4. Skene doors: half cover / lure for advantage on next attack.
  5. Apollo sun-mirror: Con DC 16 blind 1 round OR grant ally advantage.
  6. Orchestra stakes: +1 AC vs constrict while on center stage (1 setup action).
The Theatre of Python · 3/4

STAT BLOCKS

Python the Green Coil — Phase 1

STRDEXCONINTWISCHA
sc md sv22 +6 +1014 +2 +218 +4 +96 −2 −214 +2 +78 −1 −1

Skills: Perception +7, Stealth +7  | Resistances: poison; Immunities: poisoned

Huge Monstrosity · CR 11 · AC 17 · HP 220 · Speed 40 ft., climb 30 ft.
STR +8 · DEX +2 · CON +6 · WIS +2 · LR 2/day
Multiattack: Bite +12 (3d10+8 piercing + 3d6 poison) and Constrict +12 (3d8+8; grapple escape DC 18).
Coil Crush (Recharge 5–6): Grappled target 4d8 bludgeoning (Con DC 18 half).
Legendary (2): Detect (1); Tail Sweep 15 ft. Dex DC 16 or 2d8 + prone (1); Slither half speed (2).
Shed: At 0 HP or ≤55 HP, becomes Shed-Bone at full Phase-2 HP; drops shed skin (difficult terrain 10 ft.).

Python the Shed-Bone — Phase 2

STRDEXCONINTWISCHA
sc md sv20 +5 +912 +1 +116 +3 +710 +0 +014 +2 +612 +1 +1

Immunities: poison, necrotic  | Resistances: bludgeoning, piercing, slashing from nonmagical

Huge Undead · CR 11 · AC 16 · HP 190 · Speed 40 ft.
Resist necrotic/poison; immune poison/exhaustion · LR 3/day
Multiattack: Bone Bite +11 (2d10+6 + 2d8 necrotic) and Rib Lash +11 (2d8+6).
Bone Storm (Recharge 5–6): 20-ft. radius Dex DC 17 or 5d8 necrotic + half speed until end of next turn.
Legendary (3): Detect (1); Rib (1); Rattle Fear 30 ft. Wis DC 16 or frightened 1 round (2).

Pythonide Hierophant · CR 5 · AC 15 · HP 97

STRDEXCONINTWISCHA
sc md sv14 +2 +216 +3 +316 +3 +312 +1 +115 +2 +514 +2 +5
Yuan-ti malison reskin (Pythonide). Magic Resistance; immune poison. Venom bolts +8 (2d8 poison); constrict staff; once/day summon Adder Swarm at 0 HP.

Pythonide Coilborn · CR 2 · AC 13 · HP 45

STRDEXCONINTWISCHA
sc md sv13 +1 +114 +2 +214 +2 +210 +0 +012 +1 +111 +0 +0
Yuan-ti pureblood: Magic Resistance; immune poison. Scimitar + fang dagger; pack tactics vs. poisoned targets.

Sacred Way Adder Swarm · CR 3 · AC 14 · HP 58

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +312 +1 +11 −5 −510 +0 +03 −4 −4
Swarm poison; resistant to weapon damage while full HP.

Brood Coil-Serpent · CR 5 · AC 15 · HP 90

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +216 +3 +33 −4 −412 +1 +16 −2 −2
Optional Enc. 3 adds; flee or die when Phase 2 begins.
The Theatre of Python · 4/4

NPC / ITEM

Kleodora, the Pythia — Rescue Objective

Hierophant Menos

Philon, Temple Guard Captain — Ally

Castalian Coil-Charm

Remember

Python Loot & Crafting (20 + gag)

Harvest: Shed skin (Castalia and/or Green Coil shed) → up to 4 Shedskin armor/accessories with Python's Hide (resist fire, poison, acid). Corpse/skeleton → up to 4 weapons. Offer 1–2 ready finds; party crafts/commissions rest overnight at Delphi.
#NameTypegpKey stats / mechanics
1Shedskin ShieldShield750+2 AC; Python's Hide; 1/SR reaction disadv on melee hit
2Shedskin TunicClothing / Light400AC 11+Dex; Hide; wearable under armor (resist only)
3Shedskin JerkinLight Armor900AC 12+Dex; Hide; adv Stealth in nature
4Shedskin CuirassMedium Armor1,800AC 14+Dex(max2); Hide; auto-succeed vs poisoned condition
5Shedskin PlateHeavy Armor3,500AC 18; Hide; 1/LR negate one fire/poison/acid hit
6Snakecharmer's SashWondrous (waist)1,200Adv checks & attacks vs scaled enemies
7Coilbracers of the ShedWondrous (arms)800Hide; +1 unarmed; 1/SR BA +2 AC
8Python's HoodWondrous (head)1,000Hide; darkvision; adv smell Perception
9Molted MantleCloak1,100Hide; reaction escape grapple/restrain + 10 ft
10Shedskin GreavesWondrous (feet)650Hide; climb = walk on stone; ignore rubble/oil terrain
11Fang Dagger1-handed dagger500+1; +1d6 poison; 1/SR DC14 poison
12Bone Hammer1-handed warhammer750+1; crit → stun DC15
13Bone Club1-handed club250+1; +1d6 vs grappled
14Venom-tipped JavelinJavelin400+1; +2d6 poison ×3 charges
15Ribcage SpearSpear900+1; 10-ft reach 2H; 1/SR pin
16Vertebral Flail1-handed flail850+1; ignores cover; denies shield AC 1 round
17Serpentspine LongbowLongbow1,400+1; +1d4 poison ammo; adv init vs scaled
18Broodfang Scimitar1-handed scimitar1,000+1; +1d8 vs poisoned/frightened; 1/LR frighten
19Asp-Tooth Shortsword1-handed shortsword600+1; double-hit → +2d6 poison + Con disadv
20Poison-Gland SlingSling350+1; +1d4 poison + blind DC13; 6 doses
Gag — Iliada Jones' Whip (martial whip, 1,250 gp): +1 whip (1d4+1, finesse, reach). Proficiency while wearing a hat. Thorn-Lash 3/day: melee spell/weapon attack 30 ft, 2d6 piercing, pull Large− 10 ft. Utility as 30-ft rope/grapple (gaps, climb, rescue falling ally, snatch objects). "I hate snakes…" ~Iliada Jones

Enable Background graphics when printing.

The Weeping Maw · 1/4

The Weeping Maw

3.5-Hour Oneshot · 6 Players · Level 8 · Wilderness Crawl → Boss Fight

SESSION SUMMARY

Village elder Aldric Vane hires the party to stop disappearances along the forest road. A Marsh Hydra has claimed a cave deep in the wild. Aldric gives the Scroll of Splashfire Blessing (maguffin; 1 PC may keep it) and a sealed note — show the note to Lysander for fire lore + 2× Fire Flask backup.

"Fire does not merely wound — it silences. What steel severs, flame must seal. Take the Splashfire Blessing — coat a bow before the cave. Ask the blind priest at the old shrine; he will know." — Aldric Vane

Major Beats

  1. Aldric delivers the quest, Scroll of Splashfire Blessing, sealed note, and warning: "seek allies before they reach the cave."
  2. Enc. 1 — Thornwood Ambush: Free Bryn & Cael from gnolls; recruit them for Enc. 3.
  3. Party reaches overgrown frontier-shrine ruins under a grey sky; undead patrol the courtyard.
  4. Enc. 2 — Old Frontier Shrine: Clear skeletal guardians; scavenge items; recruit Lysander (show note for fire lore, Splashfire coaching, + 2× Fire Flask).
  5. Dusk at the cave mouth — bones, shuddering ground; the Hydra emerges.
  6. Enc. 3 — The Bilewyrm's Maw: Activate Splashfire on a ranged weapon; sever heads; burn stumps same turn. Victory — one PC keeps the scroll.

Creature / Enemy List

CreatureEasyMediumHardNotes
Gnoll Hunter467Enc. 1; 2 guard the bound hunters
Gnoll Pack Lord (Alpha)111Enc. 1; Easy: no Frenzied; Hard: Incite ASAP
Skeletal Hoplite6810Enc. 2; Harder + Wave 2 (+4 on rd 4)
Skeletal Minotaur123Enc. 2; Easy HP 45
Marsh Hydra1 (4 heads)1 (5 / max 7)1 (max 9)Enc. 3 boss
Trail Hunters (Bryn & Cael)Recruit Enc. 1Allies Enc. 3 · Init 12
Old LysanderRecruit Enc. 2Support Enc. 3 · Init 10 · fire coverage

Difficulty Scaling

EncounterEasyMedium (baseline)Hard
1 — Ambush4 Hunters; Pack Lord no Frenzied6 Hunters + Pack Lord+1 Hunter; Incite Rampage immediately
2 — Shrine6 Hoplites, 1 Minotaur (HP 45); no Reformation; no wave 28 Hoplites, 2 Minotaurs10 Hoplites (+2 HP); +1 Minotaur; Wave 2 on rd 3
3 — Maw4 heads; no poison condition; no Bog Lurker DT5 heads, max 7Max 9 heads; Mud Thrash 20 ft; poison on all bites
Maguffin: Scroll of Splashfire Blessing (from Aldric). BA 1/LR → coat a ranged weapon 10 min. Hit: target + creatures within 5 ft take 2d4 fire. Miss: intended target takes 1d4 fire. Counts for Head Regrowth. Quest reward: 1 PC keeps it.
Note payoff: Show Aldric's note to Lysander (Enc. 2) → full fire/regrowth explanation, Splashfire coaching, + 2× Fire Flask. Without Lysander: scroll still works from Aldric's brief; discover why fire matters with DC 15 Nature/Arcana (1/turn) mid-fight.
NPC recruitment impact (Enc. 3): Splashfire on a PC/Hunter bow usually covers fire even without Lysander. Unused scroll + 0 NPCs = hard (7-head risk). Lysander still best for healing/Bless + coaching.
Style: Wilderness Crawl / NPC Recruitment / Boss Fight · Win Condition: Slay the Marsh Hydra "Fire does not merely wound — it silences. What steel severs, flame must seal. Take the Splashfire Blessing — coat a bow before the cave. Ask the blind priest at the old shrine; he will know."

Creature / Enemy List

CreatureCounts / Notes
Gnoll Hunter4 · 4 · 4
Gnoll Pack Lord (Alpha)1 · 1 · 1
Marsh Hydra1 · 1 · 1
Skeletal Hoplite8 · 8 · 10 · Enc 2 (Harder: 10)
Skeletal Minotaur2 · 2 · 2

DM Tips

The Weeping Maw · 2/4

ENCOUNTER 1 — The Thornwood Ambush

Moderate · ~45 min · ~4–5 turns · 3,000 XP  |  Terrain: Forest Trail 80×60 ft

6× Gnoll Hunter + 1× Pack Lord mid-ambush; Bryn & Cael bound by overturned cart. Win: defeat gnolls, free hunters, recruit for Enc. 3.

Failure: Hunters not recruited → Enc. 3 has no ranged DPS (~10–14 dmg/rd) and no Hunter's Mark.
Resolution: 2× Trail Hunter join Enc. 3 — boulder perch, longbow, init 12. Bryn uses Hunter's Mark on Hydra turn 1.

ENCOUNTER 2 — Ruins of the Old Frontier Shrine

Moderate · ~50 min · ~6–8 turns · 2,350 XP  |  Terrain: Ruined Shrine & Courtyard 120×90 ft

Baseline 8× Skeletal Hoplite + 2× Skeletal Minotaur (overview lists 10/3 for denser load). Pyrrha & Lysander shelter at outer wall. Win: clear undead; scavenge; recruit Lysander.

Failure: No Lysander → no coaching/flasks; party may forget to activate Splashfire or not know why fire matters (DC 15 Nature/Arcana mid-fight).
Resolution: Scavenge items for Enc. 3. Lysander joins Enc. 3 on init 10 (Sacred Flame, Cure Wounds, Bless, Splashfire callouts) if recruited.

ENCOUNTER 3 — The Bilewyrm's Maw (Boss)

Moderate · ~70 min · ~6–8 turns · 3,900 XP  |  Terrain: Cave Entrance 120×90 ft

1× Marsh Hydra (5 heads, HP 155) at cave mouth — not surprised (Wakeful). Optional allies: hunters (init 12), Lysander (init 10). Win: reduce Hydra to 0 HP; fire on final sever turn = permanent kill.

Failure / no fire: 7-head hydra for multiple turns — activate Splashfire early; flasks/Lysander as backup.
Reward: One PC keeps the Scroll of Splashfire Blessing after victory.
Victory: HP 0 ends fight. Fire on final head-sever turn cauterizes stump permanently. Aldric pays bounty on return; recruited NPCs stay as frontier contacts.
The Weeping Maw · 3/4

CREATURE STAT BLOCKS

Gnoll Hunter

Medium Fiend · Chaotic Evil · CR 1/2

AC 13 · HP 22 · Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +111 +0 +06 −2 −210 +0 +07 −2 −2

Rampage. Drop creature to 0 HP with melee → move ≤½ speed + Bite as BA.

  • Bite. +4, 1d4+2 piercing.
  • Spear. +4, 1d6+2 piercing (thrown 20/60 ft.).

Gnoll Pack Lord (Alpha)

Medium Fiend · Chaotic Evil · CR 5 · 1,800 XP

AC 16 · HP 110 · Speed 30 ft.

Rampage. Same as Hunter. Frenzied (≤55 HP). Extra Spear on Multiattack.

  • Multiattack. Bite + 2× Spear (4 attacks while Frenzied).
  • Bite. +7, 1d8+5 piercing. Spear. +7, 2d8+5 piercing.
  • BA Incite Rampage (recharge 5–6). Up to 2 gnolls in 30 ft. use reaction to Bite.

Skeletal Hoplite

Medium Undead · Lawful Evil · CR 1/2

AC 14 · HP 26 · Speed 30 ft.

Shield Wall. +2 AC within 5 ft. of another hoplite. Reformation. 0 HP → prone; rises next init with 5 HP unless radiant/fire/bludgeoning while prone.

  • Spear. +4, 1d6+2 piercing.
  • Shield Bash. +4, 1d4+2; DC 12 STR or prone.

Skeletal Minotaur

Large Undead · Chaotic Evil · CR 2

AC 12 · HP 67 · Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +411 +0 +015 +2 +26 −2 −28 −1 −15 −3 −3

Charge. +2d8 piercing; DC 14 STR or pushed 10 ft. and prone.

  • Multiattack. Greataxe + Gore.
  • Greataxe. +6, 2d12+4 slashing. Gore. +6, 2d8+4 piercing.

Marsh Hydra

Large Monstrosity · Unaligned · CR 8 (adj.) · 3,900 XP · Boss

AC 15 · HP 155 · Heads 5 (max 7) · STR 20(+5) · CON 20(+5) · Perc +6

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +120 +5 +52 −4 −410 +0 +07 −2 −2

Head Regrowth. +2 heads per severed at end of turn (max 7) unless fire damage this turn. Multiple Heads. Adv. vs. blinded/charmed/deafened/frightened/stunned/unconscious. Reactive Heads. +1 reaction/head beyond 1st (OA only; max +4). Bog Lurker. 30 ft DT; DC 13 Dex or −10 ft. Venomous Bite. DC 15 Con or +1d6 poison + poisoned.

  • Multiattack. Bites = current head count.
  • Bite. +8, reach 10 ft. Hit: 1d10+5 piercing + DC 15 Con poison.
  • Mud Thrash (recharge 5–6). 10 ft., DC 15 Str or prone + restrained (DC 13 Athletics escape).

Trail Hunter — NPC Ally

Medium Humanoid · Neutral Good · Bryn & Cael · Recruit Enc. 1

AC 14 · HP 38 · Init 12

  • Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.
  • Shortsword. Melee +5. Hit: 1d6+3 piercing.
  • BA Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked.

Old Lysander — Blind Priest

Medium Humanoid · Neutral Good · NPC Ally · Recruit Enc. 2

AC 11 · HP 36 · Init 10 · Spell save DC 13

  • sacred flame — 1d8 fire/radiant (+5) · reliable Enc. 3 fire coverage
  • cure wounds — 2d8+3 · bless† — 3 creatures +1d4 attacks/saves
  • Provides: 3× Blindfold of Apollo; 2× Fire Flask (if note shown); Splashfire coaching + fire/regrowth lore
The Weeping Maw · 4/4

KEY ITEMS

Aldric's Sealed Note

Handout · Given at session start

Text: "Fire does not merely wound — it silences. What steel severs, flame must seal. Take the Splashfire Blessing — coat a bow before the cave. Ask the blind priest at the old shrine; he will know."

Payoff (Enc. 2): Show to Lysander → he recognizes Aldric's hand, explains Head Regrowth, coaches Splashfire activation, gives 2× Fire Flask; recruitment aid DC 8.

Without Lysander: scroll still usable; DC 15 Nature/Arcana mid-fight (1/turn) to learn why fire matters.

Scroll of Splashfire Blessing

Wondrous Item (maguffin) · From Aldric · Quest reward (1 PC keeps)

Soot-edged scroll. Activate (BA, 1/LR): coat one ranged weapon for 10 minutes.

  • Hit: Target takes extra 2d4 fire; each other creature within 5 ft. also takes 2d4 fire.
  • Miss: Intended target still takes 1d4 fire.
  • Hydra: Any Splashfire fire seals Head Regrowth that turn. Ideal on a PC archer or Trail Hunter bow.
  • Reward: After victory, one character may keep the scroll.

Fire Flask ×2

Improvised Weapon · From Lysander (note shown) · Backup

Clay flask of marsh-pitch fat + striker-wick. Shatters; sticky flame.

  • Action: Throw ≤20 ft (+PB Dex). Hit: 2d6 fire.
  • Bonus Action: Throw ≤10 ft (+PB Dex). Hit: 2d6 fire; miss: 1d6 splash to target.
  • Special: Any hit = fire damage to Hydra this turn → no head regrowth at end of Hydra's turn.

Polished Bronze Mirror

Scavenge · Collapsed altar (inner courtyard)

Gaze deflection via reflection. Bonus action to angle at reflective surfaces (DC 14 Sleight of Hand). Location unlocked via Pyrrha (DC 14 Persuasion / rescue).

Vials of Stonechill Water ×2

Scavenge · Cracked urn near cave steps

Throw range 20 ft.: target speed halved; disadvantage on next save vs. breath effects. Pyrrha reveals location (DC 14 Persuasion).

Blindfold of Apollo ×3

From Lysander · Freely given if party enters cave

While worn: blindsight 15 ft.; immune to gaze-based effects. Lysander carries them; offers freely if told the party intends to enter (or with note path).

Oil of Stonecleansing ×1

Scavenge · Dead adventurer, outer wall

Find with DC 14 Investigation. Reverses petrification (<24 hrs) over 1 minute.

NPC QUICK REFERENCE

Aldric Vane — Questgiver

  • Role: Village elder; hook only (does not adventure).
  • Motivation: Stop disappearances along the forest road; reopen the frontier route.
  • Gives: Scroll of Splashfire Blessing + sealed note (Lysander / fire lore); warns to seek allies before the cave.
  • Aftermath: Pays bounty; one PC may keep the scroll.
  • Stats: Medium Humanoid · Village Elder · noncombat.

Bryn & Cael — Trail Hunters

  • Role: Recruitable allies (Enc. 1 → Enc. 3 ranged DPS).
  • Motivation: Grateful but shaken; cave has a dark reputation. One lost a companion to the creature (DC 11 Insight).
  • Recruit: DC 12 Persuasion / DC 14 Intimidation (−1 att Enc. 3) / auto if Insight detail addressed or shared guild/region.
  • Enc. 3: Init 12, boulder longbows; Bryn Hunter's Mark turn 1. Combined ~10–14 dmg/rd.
  • Stats: AC 14 · HP 38 · Longbow +5 (1d8+3) · Shortsword +5 (1d6+3) — see p.3.

Pyrrha — Ruin Survivor

  • Role: Item guide / scout intel at Enc. 2 (noncombat).
  • Motivation: Shelters with Lysander at outer wall; wants the courtyard cleared.
  • Payoff: DC 14 Persuasion or offering rescue → Mirror + Stonechill locations; patrol intel = adv. on initiative.
  • Stats: Medium Humanoid · NG · no combat block.

Old Lysander — Blind Priest

  • Role: Recruitable Enc. 2 support; Enc. 3 fire coverage + healing.
  • Motivation: Old frontier-chapel contact of Aldric; knows cave layout; blind but keen.
  • Secret / lore: With note — recognizes handwriting; explains fire seals severed heads; coaches Splashfire; aid DC 8. Without — DC 13 Insight, Blindfolds if party heads to cave.
  • Provides: 3× Blindfold of Apollo; 2× Fire Flask (note); Splashfire coaching + regrowth lore.
  • Enc. 3: Init 10; Sacred Flame; Bless; Cure Wounds. Still high-value — healing/Bless even if Splashfire covers fire.
  • Stats: AC 11 · HP 36 · DC 13 — see p.3.

Recruitment Tracker (Enc. 3 difficulty)

  • 0 NPCs + scroll unused: Hard — likely 7-head hydra for multiple turns.
  • Splashfire active: Fire usually covered; Lysander still best for healing/Bless; hunters great scroll carriers.
  • 2–3 NPCs + Splashfire: Moderate — tense but winnable.
  • Hunters: Enc. 1 · DC 12 Persuasion (or alt). Lysander: Enc. 2 · DC 13 Insight / DC 8 with note.

Head Tracker Cheat-Sheet

  • Start: 5 heads · Max: 7 (Hard: 9) · OA reactions = heads − 1 (max 4 at 5+).
  • Sever: ≥25 melee damage in one turn (mark severed).
  • End of Hydra turn: +2 per severed since last turn — cancel if any fire this turn.
  • Kill permanent if fire on same turn as final head-sever + HP 0.
The Wilting Court · 1/4

The Wilting Court

A Greek Mythology One-Shot · 6 Players · Average Level 8 · ~3.5 Hours · 3 Encounters

Session Summary

Style: Rescue & Redemption — negotiate, sneak, or fight your way to break a curse.

Win Condition: Reach Nyxantha in the Grotto and use Persephone's Tearstone to sever her shadowfire curse-bond, ending the Wilting Court's rampage without having to slaughter the nymphs.

Description: A tyrant's foremen defiled a sacred spring and clear-cut an ancient grove, and the grieving nymphs of the region banded together into a raiding gang — but their fury is being fed and amplified by a corrupted Lampad who has bound them all in underworld shadowfire.

"Please — they are not monsters, they are my sisters. Something in the dark has hold of them, and if you go in with swords alone, you will only free them into the grave. Take this, and take care."
— Elyria, a Naiad, pressing a warm red stone into a hand

The Hook: The party meets Elyria in Misthaven, a mist-wreathed tavern between worlds. She begs for help before the Wilting Court's raids escalate into open slaughter on both sides.

The Maguffin — Persephone's Tearstone: A polished garnet stone that can sever an underworld curse-bond when pressed to its source. Full item card on Page 4.

Major Beats

  1. Party meets Elyria in Misthaven; she explains the defiled spring/grove and the Wilting Court's rampage.
  2. Elyria reveals the deeper truth: Nyxantha, a corrupted Lampad, binds the sisterhood with shadowfire and feeds on their grief.
  3. Elyria hands over Persephone's Tearstone and marks the mountain pass route to the vale on a rough map.
  4. Encounter 1 (Mountain Pass): Oreads have rigged a rockslide ambush. Diplomacy or proof of good intent (showing the Tearstone) can avoid the fight entirely.
  5. Optional: recruit Petra, a wounded Oread scout, as a guide.
  6. Encounter 2 (The Flooded Meadow): Leimniades and Meliae guard captive mortal laborers and a bound Nereid. Persuasion, stealth, or combat can free them.
  7. Optional: recruit Thalassa, the freed Nereid, as an ally for the finale.
  8. Encounter 3 (The Grotto — Boss): The full Wilting Court rallies around Nyxantha. Party must reduce her Grief-Bound stacks and press the Tearstone to her to end the curse.
  9. Resolution: Curse broken — nymphs stand down, the vale begins to heal, Elyria's sisters are saved. The world remains intact; no iconic figures are destroyed.

Creature / Enemy List

CreatureCREasyMediumHardNotes
Nymph Skirmisher (Oread)3234Encounter 1; ranged Stone Fling + rockslide hazard
Nymph Skirmisher (Leimniad)3123Encounter 2; entangling grass
Nymph Skirmisher (Meliae)3123Encounter 2; ashfire lash
Nymph Skirmisher (mixed types)31 active2 active2 active + reinforcementsEncounter 3; cycles Naiad/Dryad/Nereid/Oceanid
Nyxantha, the Grieving Torch (Lampad)9——1 (boss)Encounter 3 boss; see Grief-Bound mechanic

Difficulty Scaling (APL 6 / 8 / 10)

EncounterAPL 6APL 8 (Baseline)APL 10
1 — Mountain Pass2 Oreads; rockslide DC 12 Dex, 2d6 dmg3 Oreads; rockslide DC 14 Dex, 3d6 dmg4 Oreads; rockslide DC 15 Dex, 4d6 dmg
2 — Flooded Meadow1 Leimniad + 1 Meliae2 Leimniades + 2 Meliae3 Leimniades + 3 Meliae; add fire-aura zone
3 — The Grotto (Boss)Nyxantha HP 120; reinforcements every 3 rounds; 1 active supportNyxantha HP 168; reinforcements every 2 rounds; 2 active support; 3 legendary actions/roundNyxantha HP 210; reinforcements every 2 rounds; 3 active support; 4 legendary actions/round
The Wilting Court · 2/4

Encounter 1 — Mountain Pass Ambush

Medium–Hard · ~20 min · ~4 rounds · Avoidable via roleplay/skill checks

Terrain: Narrow switchback trail, 80×30 ft, boulder cover, one rockslide trigger zone spanning a 20-ft stretch of trail.

Creatures: 3× Nymph Skirmisher (Oread) — CR 3 each, positioned on high ledges (advantage on ranged attacks).

Avoid Combat: DC 15 Persuasion (proving you're not with the tyrant's foremen, e.g. showing the Tearstone or naming Elyria) OR DC 13 Insight/Nature to spot the ambush and call out peacefully before it triggers. Leaving a floral/wine offering grants DC 12 instead.

Rockslide Trigger: If the party advances aggressively or is spotted as hostile, the rockslide fires round 1: all creatures in the 20-ft zone make a DC 14 Dex save or take 3d6 bludgeoning (half on success) and are knocked prone.

Resolution: Peaceful or victorious outcome grants a hint about the meadow's captive-cage layout ahead. Aftermath: short rest available either way.


Encounter 2 — The Flooded Meadow

Medium–Hard · ~25 min · ~5 rounds · Infiltration/rescue, avoidable via negotiation or stealth

Terrain: Waterlogged grove, 100×60 ft, mud/water = difficult terrain; three vine-cages hold 3 mortal laborers and the bound Nereid Thalassa.

Creatures: 2× Nymph Skirmisher (Leimniad), 2× Nymph Skirmisher (Meliae) — CR 3 each.

Avoid Combat: DC 15 Persuasion/Performance appealing to the nymphs' grief (invoking Elyria or the Tearstone) causes them to stand down without a fight. Alternatively, DC 13 Stealth to free all captives before the guards notice.

If Alarm Raised: If combat drags past 5 rounds or a guard escapes to warn the Grotto, Encounter 3 begins with Nyxantha already Shadowfire Empowered (see boss card) and no surprise round for the party.

Resolution: Quick/peaceful resolution (≤4 rounds, no alarm) grants a full short rest and Thalassa's aid; a rushed/loud resolution costs the short rest and alerts the Grotto.


The Wilting Court · 3/4

Encounter 3 — The Grotto (Boss)

Hard · ~35–40 min · ~6–8 rounds · Combat with a non-lethal win condition

Terrain: Underground cavern-oasis, 90×70 ft, central pool, ash-tree stand, stalactite ledges. Each corner holds a "Court Zone" tied to a nymph type: pool (Oceanid — whirlpool), roots (Dryad — snares), embers (Meliae — fire motes), stone (Oread — tremors).

Creatures: Nyxantha (boss) + 2 active Nymph Skirmishers (cycling Naiad/Dryad/Nereid/Oceanid types) present from the start; the rest of the Court (one of every remaining type) act as ambient zone hazards, not full combatants.

Win Condition — Curse-Sever: A creature holding the Tearstone can use an action, while adjacent to Nyxantha, to press it to her if she is at 0 Grief-Bound stacks OR below 25 HP. This instantly ends the curse: Nyxantha and every Wilting Court nymph immediately stop fighting.

Partial Success: If Nyxantha is instead reduced to 0 HP without the Tearstone, the curse still breaks, but the surviving nymphs scatter in raw grief rather than being freed cleanly — a hook for a future session to fully restore the vale.

Scaling: Easier — drop reinforcement cycle to every 3 rounds, remove one Court Zone hazard. Harder — Nyxantha gains a 4th legendary action and Grief-Bound starts at 4 stacks.

Creature Stat Blocks

Nymph Skirmisher (Wilting Court)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural) · HP 45 (10d8) · Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +016 +3 +313 +1 +112 +1 +115 +2 +216 +3 +3

Skills Perception +4, Nature +3, Stealth +5. Senses darkvision 60 ft (underground types), passive Perception 14. Languages Sylvan

Fey Ancestry. Advantage on saves vs. being charmed.

Signature Trait (by type):

  • Naiad: Healing Splash (recharge 5–6) — touch, ally regains 2d8 HP.
  • Dryad / Leimniad: Grasping Roots/Grass (recharge 5–6) — 10-ft radius, DC 13 Str or restrained.
  • Oread: Stone Fling — ranged spell atk +5, 20/60 ft, 2d8 bludgeoning.
  • Nereid: Calming Tide (reaction) — ally within 10 ft gets advantage on next save.
  • Oceanid: Riptide — 15-ft cone, DC 14 Str or prone + pushed 10 ft.
  • Meliae: Ashfire Lash — melee spell atk +5, reach 10 ft, 2d6 fire.

Actions

Multiattack. Two Nature Bolt attacks. Nature Bolt. Ranged spell atk +5, 60 ft, 2d6+3 force. Plus one Signature Trait action per turn (recharge as listed).

Nyxantha, the Grieving Torch (Lampad)

Medium Fey (Corrupted), Chaotic Neutral · CR 9 (5,000 XP) — Boss

AC 17 · HP 168 (16d8+96) · Speed 30 ft., fly 30 ft. (hover)

STRDEXCONINTWISCHA
sc md sv12 +1 +118 +4 +818 +4 +414 +2 +218 +4 +820 +5 +9

Saves Dex +8, Wis +8, Cha +9. Skills Perception +8, Deception +9, Insight +8. Resist cold, necrotic. Vulnerable radiant (only at 0 Grief-Bound stacks). Senses darkvision 120 ft. Languages Sylvan, Infernal, telepathy 60 ft.

Grief-Bound (3 stacks). Loses 1 stack on a DC 16 Persuasion/Performance check invoking grief, or on taking radiant damage.

Shadowfire Bond. Reaction: redirect damage taken by an ally nymph within 60 ft to herself instead.

Torchbearer's Curse (Curse-Sever). A creature adjacent with the Tearstone may sever her curse (action) if she's at 0 Grief-Bound stacks or below 25 HP — ends the fight, all nymphs stand down.

Actions

Multiattack. Two Shadowflame Torch attacks. Shadowflame Torch. Melee or ranged spell atk +9, 2d10+5 fire/necrotic. Summon Grief (recharge 5–6): calls 1–2 Nymph Skirmishers.

Legendary Actions (3/round, 4 at APL 10)

Torch Flicker. Move half speed, no opportunity attacks. Wailing Chorus. Nymphs within 30 ft gain +1d6 on next attack.

The Wilting Court · 4/4

Key Item

Persephone's Tearstone

Wondrous item, no attunement required

A smooth garnet-red stone, warm to the touch. While holding it, you have advantage on Persuasion/Performance checks against creatures bound by grief or dark magic (such as the Wilting Court).

Curse-Sever. As an action, press it to an incapacitated or Grief-Bound (0 stacks) fey to instantly sever any underworld curse-bond, ending magical compulsion. Single use — crumbles to ash after severing one curse.

NPC Reference Cards

Elyria (Naiad — Quest Giver)

AC 13 · HP 22 · Non-combatant (Create/Destroy Water 1/day)

Motivation. Wants her sisters' curse broken, not the sisters slain — desperate and pleading throughout.

Secret. She was bound by Nyxantha too but broke free weeks ago; guilt-ridden she didn't act sooner to stop it.

Roleplay Notes. Anxious, tearful, will beg the party not to kill any nymph if combat turns lethal. Gives the Tearstone and a rough map of the pass at the hook.

Petra (Oread — Recruit, Encounter 1)

Use Nymph Skirmisher (Oread) stats, ally, at half HP once recruited

Motivation. Protecting the vale; deeply distrustful of outsiders sent by the tyrant's foremen.

Secret. Knows a hidden tunnel shortcut to the Grotto that bypasses part of the meadow ambush.

Roleplay Notes. Gruff, tests the party's honesty before trusting them; recruited via DC 13 Persuasion after being spared below half HP.

Thalassa (Nereid — Recruit, Encounter 2)

Use Nymph Skirmisher (Nereid) stats, ally, once freed

Motivation. Was captured trying to calm her sisters; wants everyone — nymph and mortal — to survive this.

Secret. Knows Nyxantha's name-of-sorrow, usable once in the finale to force an automatic Grief-Bound stack loss (see Encounter 3).

Roleplay Notes. Gentle and sorrowful; hums softly while healing allies. Freed via DC 12 Sleight of Hand or breaking her cage.

The Witch of Aeaea · 1/4

The Witch of Aeaea

One-Shot · 6 Players · Average Level 8 · Greek Mythology · ~3.5 hrs / 3 Encounters
Style: Mythic Infiltration / Dungeon Crawl  |  Win Condition: Pour the Vial of Moly into Circe's Great Cauldron, or reduce Circe to 0 HP (she surrenders; cannot be slain by mortal hands)  |  Setting: Aeaea — a fog-shrouded island of black sand beaches, cedar forests, and a marble palace reeking of honey and rot.

Ships that sail too close to Aeaea do not return — only the animals swimming away hint at what became of their crews. A divine messenger gives the party one chance to end Circe's reign of transformations: a vial of moly sap that can destroy her power at its source.

"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.'"

Major Beats

  1. Misthaven Hook: Emeron (secretly Hermes) hands over the Vial of Moly and vanishes into the mist.
  2. The Bewitched Shore: Transformed beast-men prowl the tree line — fight, flee, or calm them. Alpha war-wolf Demetrios is recruitable.
  3. The Ritual Grove: A transformation ritual is underway on 4 captive sailors; a 5-round timer runs. Stealth, disruption, or combat can resolve it. Philemon is recruitable if freed.
  4. The Palace Gates: Circe's bronze doors open at a touch — she already knows the party is here.
  5. The Hall of Aeaea: Final confrontation. Pour the moly, fight her down, or both — Circe surrenders or is weakened. All transformed sailors on the island revert.

Creature / Enemy List

CreatureCREasyMedHardEncounter
Enchanted War-Wolf12461 (shore)
Enchanted Lion-Guard21231 (shore)
Ritual Naiad Sorceress40112 (grove)
Forest Nymph12342 (grove)
Circe, Enchantress of Aeaea8—13 (boss)
Handmaiden Enchantress31223 (palace)

Difficulty Scaling

APLEncounter 1 — ShoreEncounter 2 — GroveEncounter 3 — Hall (Boss)
4–52× War-Wolves only; DCs −2Remove Naiad; 2× Nymphs; 8-rd timerCirce 90 HP, 1 Handmaiden, surrenders at 30 HP
6–8Baseline as writtenBaseline as writtenBaseline; both allies strongly recommended
10++1 Lion-Guard; Demetrios HP 38+1 Nymph; circle = Wall of Force; 4-rd timer+2 Lion-Guards; Circe starts −1 Legendary Resist.
Papyrus Note (Vial of Moly, 17 words): "Against the witch's power: anoint thyself, pour the rest in her fire. The gods watch."
World detail: A corroded bronze signet ring found on a beast corpse (Enc. 1) hints Circe has been doing this for years. Circe's palace holds a library of transformation scrolls (Enc. 3 aftermath) — dangerous knowledge if looted. If asked, Circe offers one cryptic, accurate hint about a future danger as a hook for the next session.
Ships that sail too close to Aeaea do not return — only the animals swimming away from it hint at what became of their crews. 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 destroy the power at its source if poured into her Great Cauldron. "Against the witch's power: anoint thyself, pour the rest in her fire. The gods watch."

Stakes

Creature / Enemy List

CreatureCounts / Notes
Enchanted War-Wolf1 · 2 · 4 · 6 · 1 (shore); 3 (harder scaling)
Enchanted Lion-Guard2 · 1 · 2 · 3 · 1 (shore); 3 (harder scaling)
Forest Nymph1 · 2 · 3 · 4 · 2 (grove)
Ritual Naiad Sorceress4 · 0 · 1 · 1 · 2 (grove)
Circe, Enchantress of Aeaea8 · 1 · 1 · 3 (palace boss)
Handmaiden Enchantress3 · 1 · 2 · 2 · 3 (palace)

DM Tips

The Witch of Aeaea · 2/4

Encounter 1 — The Bewitched Shore

Medium · ~30–40 min (combat) / ~15–20 min (non-combat) · ~4–5 rounds  |  Terrain: Black Sand Beach, 90×60 ft

Beach landing; shapes emerge from cedar tree line — 4× War-Wolves, 2× Lion-Guards, circling rather than charging. Win: drive off/destroy/calm the beasts or push past to the forest path.

Encounter 2 — The Ritual Grove

Medium · ~35–45 min · ~4–6 rounds · 5-round transformation timer  |  Terrain: Moonlit Clearing, 80×80 ft

4 captive sailors bound to stakes mid-transformation; 1× Ritual Naiad Sorceress + 3× Forest Nymphs conduct the ritual. Win: free all 4 captives before the timer runs out, or down the Naiad (halts ritual).

Encounter 3 — The Hall of Aeaea (Boss)

Hard · ~50–60 min · ~6–8 rounds · Deadly without allies — recruit Demetrios & Philemon  |  Terrain: Throne Room, 100×60 ft

Circe on her ivory throne, flanked by 2× Handmaiden Enchantresses, beside a 10-ft Great Cauldron. Win (A): reduce Circe to 0 HP (surrenders — cannot be slain). Win (B): pour Vial of Moly into the Cauldron (adjacency, full Action) — triggers Moly Vulnerability. Both combined is the most decisive resolution.

Resolution: 0 HP or moly-poured (or both) → Circe surrenders, releases all transformations island-wide, grants safe passage (will not swear off magic or leave Aeaea). Reward: 5,300 XP combat / 2,650 XP moly-only.
The Witch of Aeaea · 3/4

Creature Stat Blocks

Enchanted War-Wolf

Medium Beast, Unaligned (enchanted) · CR 1 (200 XP)

AC 13 | HP 26 (4d8+8) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +215 +2 +214 +2 +28 −1 −112 +1 +17 −2 −2

Skills: Perception +3, Stealth +4 | Senses: Darkvision 30 ft.

Pack Tactics. Advantage on attacks vs. a creature with a non-incapacitated ally within 5 ft.

Echo of Humanity. DC 12 Insight → advantage on DC 13 Animal Handling to calm; showing Vial of Moly also grants advantage.

Bite. +4, reach 5 ft. 7 (2d4+2) piercing. DC 12 STR or prone.

Enchanted Lion-Guard

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

AC 12 | HP 44 (8d10) | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv17 +3 +315 +2 +213 +1 +18 −1 −112 +1 +18 −1 −1

Skills: Perception +3, Stealth +4

Keen Smell. Detects Vial of Moly at 60 ft. Pounce. 20+ ft. charge + Claw hit → DC 13 STR or prone (Bite as bonus action if prone).

Echo of Humanity. DC 14 Animal Handling to calm (advantage w/ vial).

Multiattack. Claw +5 (7, 1d8+3 slashing) + Bite +5 (8, 2d4+3 piercing).

Ritual Naiad Sorceress

Medium Humanoid (Nymph), NE · CR 4 (1,100 XP)

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

STRDEXCONINTWISCHA
sc md sv10 +0 +016 +3 +314 +2 +216 +3 +514 +2 +218 +4 +6

Saves: INT +5, CHA +6 | Resist: Psychic

Ritual Focus. Disadvantage Perception while ritual active; damage → DC 12 CON or ritual interrupted.

Enchanting Presence. Init 20: 15 ft. DC 15 WIS or Charmed.

Multiattack. 2× Arcane Bolt +6, 60 ft, 12 (2d8+3) force. Charm Person (2/day) DC 15. Ritual Surge (recharge 5–6) 20 ft cone, DC 14 CON, 14 (4d6) psychic+Poisoned. Misty Step (2/day, BA) 30 ft.

Forest Nymph

Medium Humanoid (Nymph), NE · CR 1 (200 XP)

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

STRDEXCONINTWISCHA
sc md sv10 +0 +016 +3 +312 +1 +112 +1 +113 +1 +114 +2 +2

Skills: Perception +3, Stealth +5 (forest)

Forest Camouflage. Advantage on Stealth in forest terrain.

Thorn Lash. +5, reach 10 ft, 7 (1d8+3) piercing, pulls 10 ft. Glamour Gaze (recharge 5–6) DC 12 WIS or disadvantage next attack/save.

Circe, Enchantress of Aeaea

Medium Humanoid (Demigoddess), CN · CR 8 (3,900 XP)

AC 16 | HP 130 (20d8+40) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +314 +2 +218 +4 +816 +3 +720 +5 +9

Saves: INT +8, WIS +7, CHA +9 | Immune: Poison, Charmed, Frightened | Truesight 30 ft.

Legendary Resistance (3/day). Sorceress's Focus: DC 18 within 10 ft of Cauldron, else 16. Moly Vulnerability: vial poured within 20 ft → 55 (10d10) psychic, loses Focus & Transform. Curse; ≤30 HP surrenders next turn.

Multiattack. 2× Wand +9, 60 ft, 16 (2d10+5) psychic, DC 16 WIS or Charmed. Transformation Curse (recharge 5–6) DC 16 WIS or pig 1 min. Enchanting Goblet (1/day) opposed CHA vs Ath/Acro, lose→pig 1 hr.

BA: Shadow Step 30 ft from sconce/Cauldron. Reaction: Counterspell (3/day). Legendary (3/rd): Whispered Hex (1), Command Thrall (1), Cauldron Pulse (2) — 20 ft, DC 15 WIS, 21 (6d6) psychic+Frightened.

Handmaiden Enchantress

Medium Humanoid (Nymph), NE · CR 3 (700 XP)

AC 14 | HP 52 (8d8+16) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +016 +3 +314 +2 +214 +2 +212 +1 +318 +4 +6

Saves: WIS +3, CHA +6 | Resist: Psychic

Enchanting Aura. Start turn within 10 ft: DC 14 WIS or Charmed (can't attack her).

Multiattack. 2× Charming Touch +6, 9 (1d10+4) psychic, DC 14 WIS or Charmed. Slumber Draught (recharge 6) +6, DC 14 CON or Unconscious 1 min. BA: Disengage.

The Witch of Aeaea · 4/4

Key Item

◈ Vial of Moly

Wondrous Item · Session MacGuffin

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

Anoint (Bonus Action, no depletion): touch a willing creature, advantage on WIS saves vs. enchantment/polymorph for 24 hrs.

Calm Beast: holding it near enchanted beasts grants advantage on Animal Handling to calm them.

Pour into Cauldron (Action, depletes, adjacency): triggers Circe's Moly Vulnerability — see Encounter 3. All transformed creatures on Aeaea revert immediately; Cauldron cracks and goes cold.

NPC Quick Reference

🪶 Emeron (Hermes in Disguise)

Quest Giver · Misthaven Tavern

Appearance: silver-tongued merchant; winged sandals that float above the floor; a caduceus-shaped walking stick that vanishes when he departs.

Secret: he is Hermes. DC 20 Insight or Religion notices the divine tells. He will neither confirm nor deny if pressed.

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

Gives the party: the Vial of Moly, with the parting line "Pour the white sap in her fire. The gods are watching."

🐺 Demetrios, Wolf-Bound Hoplite

Medium Beast (enchanted) · Optional Ally, Encounter 1

AC 13 | HP 32 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv15 +2 +215 +2 +214 +2 +210 +0 +013 +1 +18 −1 −1

Motivation: a former Achaean hoplite (broken sword-hilt fused to a forepaw scar), unusually intelligent for the pack — recognized with DC 13 Insight.

Recruit: DC 13 Animal Handling (advantage w/ Insight or vial) — cannot calm if he took 10+ damage.

Traits: Pack Tactics; immune to re-transformation; Loyal Guardian (advantage on attacks + immune Charmed alongside his calmer). Reverts to human when Circe is defeated/cauldron destroyed.

Bite. +4, 8 (2d4+3) piercing, DC 12 STR or prone.

Aftermath: reverts to a broad-shouldered man in his forties, offering sincere tearful gratitude — little material reward.

⚔️ Philemon, Freed Hoplite

Medium Humanoid, NG · Optional Ally, Encounter 2

AC 16 (armed) / 12 (improvised) | HP 38 (7d8+7) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +113 +1 +110 +0 +012 +1 +111 +0 +0

Motivation: Athenian hoplite, only 20% transformed (slight hand fur) when freed — articulate, composed, visibly furious at Circe. Joins automatically once freed, no check needed.

Traits: Brave (advantage vs. Frightened); Grateful Resolve (advantage first attack/rd; allies within 30 ft. +2 first WIS save/rd).

Spear. +5, 6 (1d6+3) piercing (−1 if improvised). Shield Bash. +5, 5 (1d4+3), DC 13 STR or prone.

Aftermath: safely leaves Aeaea with any other freed sailors once the session resolves.

Session Aftermath & Hooks

Circe's palace holds spell components, rare herbs, and a library of transformation scrolls (DM discretion on loot — the knowledge is dangerous in the wrong hands).

If asked about other threats at sea, Circe offers one cryptic but accurate hint as a hook for a future session.

Reward totals: 5,300 XP (full combat resolution) or 2,650 XP (moly-only resolution), plus palace loot at DM discretion.

Weave of Arachne · 1/4

Weave of Arachne

A stealth descent into a temple where fate is woven wrong.
Style: Shadowed temple infiltration for 6 level-8 PCs, with curse pressure and a hard unweaving finale.
Win: Steal or sever the rewritten fate-thread and leave Arachne bound to her own pattern.
Lose: The new tapestry fixes the party's names into obedient futures and spreads the curse to Misthaven.
Maguffin: Moonbone Shuttle · Ally: Melantho, Spider-Touched Novice · QG: Nikarete the Unwritten
"Do not cut the shining thread first. Find the knot that taught it pride, and pull while nobody breathes."

Major Beats

  1. Nikarete's missing future is visible as a blank space in every reflection.
  2. The temple punishes names, pride, and careless cutting.
  3. Melantho proves the cult has victims inside its guards.
  4. Arachne can be beaten by craft, humility, and escape as much as by blades.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Nikarete the Unwritten hooks the party. Maguffin Moonbone Shuttle pays off in the finale against Arachne, Queen of the Wrong Weave . Recruit Melantho, Spider-Touched Novice along the way. Infiltrate a loom-temple where a spider-queen is rewriting mortal fates in thread.

Creature / Enemy List

CreatureCounts / Notes
Silk-Vowed Adeptmed · hard · CR 3 · Temple guard
Fate-Spider Swarmmed · hard · CR 4 · Alarm hazard
Loom-Golemmed · hard · CR 7 · Pattern enforcer
Arachne, Queen of the Wrong Weavemed · hard · CR 10 · Boss weaver
Melantho, Spider-Touched Novice1 · 1 · Recruit Enc. 2

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Ally snapshot

Melantho, Spider-Touched Novice

Weave of Arachne · 2/4

Encounter 1 — The Hem of the Temple

Enter through laundry tunnels, copied prayers, and webbed skylights without giving the temple a true name.

Encounter 2 — Novices at the Pattern Wells

Search wells of reflected lives for Nikarete's stolen future while novices decide whether to betray the party.

Encounter 3 — Arachne's Unfinished Tapestry

Confront the spider-queen at the great loom while the party's futures appear in unfinished thread.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Weave of Arachne · 3/4

STAT BLOCKS

Melantho, Spider-Touched Novice

Medium Humanoid, Neutral · Recruitable Ally · Temple guide and curse-break witness

AC 14 | HP 62 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. 2). Spare her after she raises an alarm, then show her Nikarete's original poem.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Needle dagger +7 to hit, 10 piercing plus 7 poison; can lower one web alarm.

Silk-Vowed Adept CR 3

Medium Creature · Temple guard

AC 15 | HP 68 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Will accept a perfect weaving sample instead of a fight.

Attack. Spindle blade +6 to hit, 12 slashing and marks a thread.

Fate-Spider Swarm CR 4

Medium Creature · Alarm hazard

AC 14 | HP 91 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Tracks names spoken aloud in the temple.

Attack. Biting skein +6 to hit, 18 poison and disadvantage on next save vs curse.

Loom-Golem CR 7

Medium Creature · Pattern enforcer

AC 18 | HP 152 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Repeats the last action used against it unless the pattern is disrupted.

Attack. Warp beam +8 to hit, 22 force and restrains with thread.

Arachne, Queen of the Wrong Weave CR 10

Large Creature · Boss weaver · Boss

AC 17 | HP 188 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Preferred victory is unweaving the false fate, binding her loom, or escaping with the true thread.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Fate thread +9 to hit, 18 psychic plus 10 poison and swaps two creatures' positions.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Moonbone Shuttle

Weave of Arachne · 4/4

NPC / ALLY

Nikarete the Unwritten

Melantho, Spider-Touched Novice

Remember

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Wings Over the Wine-Dark Sea · 1/4

Wings Over the Wine-Dark Sea

One-Shot · 6 Players · Level 8 · ~3–3.5 hrs · Trireme Naval · Harpies / Sirens / Jelly-witches
Style: Aerial → Charm → Aberrant Boss  |  Win: Defeat Fog-Mother Lampetia (0 HP or sink fog-skiff + Conch pulse while she is aboard)

Ship: Main 40×50 + bow 15 + stern 25 = 90 ft · center mast · 15 ft ram · optional 2nd ship fog-skiff (30×15). Entirely shipboard.

"When wings blot the sail and the sea begins to sing, breathe this shell — deafness is mercy, and mercy is a blade." — Conch of Relative Silence

Major Beats

  1. Mist-trireme: Thetis-touched envoy + Conch maguffin.
  2. Enc. 1: Harpies dive the sail (3 sections AC 11 / HP 15).
  3. Enc. 2: Sirens (Mermaids) + merman consorts — song vs. steel / skill path.
  4. Enc. 3: Fog-skiff; Lampetia + jelly-witches + harpies.

Creature / Enemy List

CreatureEasyMedHardMini
Harpy468×10
Siren (Mermaid)234×4
Consort (Merman)123×3
Jelly-Witch234Jelly caster ×5
Lampetia (Boss)1 adj11Boss jelly staging
Sea Spirit (optional)0–20–30–5×5

Difficulty Scaling

TierAdjust
EasyEnc1: 4 harpies · Enc2: 2 sirens · Enc3: Lampetia HP 120, no LA, 2 witches
Medium ★As written
HardEnc1: 8 harpies · Enc3: +1 witch; Lampetia LR 3; Dirge recharge 4–6
Through Misthaven’s mist the party is already aboard their trireme when a Thetis-touched envoy warns that a siren chorus — amplified by jellyfish fog-witches — is hunting sails. Optional sea spirits may aid or clutter the fog. All three encounters play on the wine-dark deck under wings and song. Main deck 40×50 ft · raised bow +15 ft · raised stern +25 ft · 90 ft total length (tapered ends) · center mast/sail · 15 ft ram at bow. Board supports up to 2 additional ships . Optional 2nd ship: a low fog-skiff (30×15 ft) carrying jelly-witches in Enc. 3.

Creature / Enemy List

CreatureCounts / Notes
Harpy4 · 6 · 8 · Enc. 1 / 3
Siren2 · 3 · 4 · Enc. 2
Siren Consort1 · 2 · 3 · Enc. 2
Jelly-Witch2 · 3 · 4 · Enc. 3
Lampetia1 adj · 1 · 1 · Boss

DM Tips

Wings Over the Wine-Dark Sea · 2/4

Encounter 1 — Talons on the Sail

6× Harpies dive from fog. Win: drive them off; keep ≥1 sail section intact for a long rest before Enc. 2.

Encounter 2 — The Sea Begins to Sing

Overview 3× Sirens + 2× Consorts approach the ram and stern. Fog banks roll in (light obscurement). 🗺 Terrain Trireme + water within 20 ft. Overboard: Athletics DC 13 to climb the ram or oar-ports. · 3× Sirens + 2× Consorts approach the ram and stern. Fog banks roll in (light obscurement).

Encounter 3 — Fog-Mother Lampetia (Boss)

Chorus Nexus. While ≥1 Siren is within 60 ft., her Siren Dirge DC is 16 instead of 15. · A fog-skiff (2nd ship, 30×15) grapples the starboard rail. Lampetia + 3× Jelly-Witches + 2× Harpies .

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Wings Over the Wine-Dark Sea · 3/4

STAT BLOCKS

Harpy CR1

Medium Monstrosity · Mini ×10

AC 11 | HP 38 | Fly 40

STRDEXCONINTWISCHA
sc md sv12 +1 +113 +1 +112 +1 +17 −2 −210 +0 +013 +1 +1
  • Song Wis DC 11 · Claws +3 (2d4+1) · Club +3 · Sail priority

Siren (Mermaid) CR2

Medium Fey · Mini: Mermaid ×4

AC 13 | HP 45 | Swim 40

STRDEXCONINTWISCHA
sc md sv10 +0 +016 +3 +314 +2 +212 +1 +113 +1 +118 +4 +4
  • Song Wis DC 14 · Magic Res · 2× Dagger +5 · Embrace 5–6 Str DC 13

Siren Consort CR1

Medium Humanoid · Mini: Merman ×3

AC 14 | HP 32 | Swim 40

STRDEXCONINTWISCHA
sc md sv14 +2 +214 +2 +214 +2 +210 +0 +011 +0 +012 +1 +1
  • Trident +4 · Net 1/day Dex DC 12

Jelly-Witch CR3

Medium Aberration · Mini: Jelly caster ×5

AC 13 | HP 58 | Hover in fog

STRDEXCONINTWISCHA
sc md sv8 −1 −114 +2 +214 +2 +212 +1 +115 +2 +216 +3 +3
  • 2× Tendril +5 (1d8+3 +2d6 poison, Con DC 13) · Fog cloud 2/day · Sting aura 1d6

Lampetia CR9 BOSS

Large Aberration · LR 2

AC 16 | HP 161 | Fly/Swim 30–40

STRDEXCONINTWISCHA
sc md sv14 +2 +216 +3 +720 +5 +514 +2 +216 +3 +718 +4 +8

Resistances: lightning, psychic, BPS nonmagical  | LR 2/day

  • 3× Tendril +8 (2d8+3 +3d6 poison) · Dirge Wis DC 15 (R5–6) · Sow 2 witches 1/day · LA

Sea Spirit CR1/2

Optional ally clutter · Mini ×5

AC 12 | HP 22

  • Hide in fog · Recruit Pers DC 12 → extinguish sail fire once
Wings Over the Wine-Dark Sea · 4/4

KEY ITEM / NPC

Conch of Relative Silence

Wondrous Item (maguffin)

Thetis-Touched Envoy

Ship Reminder

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Apples of the West · 1/4

Apples of the West

A sunset orchard heist at the edge of Oceanus.
Style: Mythic island heist for 6 level-8 PCs, paced for 3 to 3.5 hours with stealth-first solutions.
Win: Escape the western orchard with three apples while Ladon remains asleep, bound, or misdirected.
Lose: Ladon fully wakes, the island folds into sunset, and the crew flees with a curse or no apples.
Maguffin: Sunset Shears · Ally: Aegle, Doubting Hesperid · QG: Mnestra of Misthaven
"Three sunsets, three fruits, three breaths: take only what the mist names, or the dragon remembers every thief."

Major Beats

  1. Mnestra names the three fruits and the taboo against killing the guardian.
  2. The island watches the party's shadows before it watches their bodies.
  3. Aegle reveals one sister wants the theft blamed on her.
  4. The final choice is speed, mercy, or bargaining under Ladon's waking eyes.

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 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.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
Mnestra of Misthaven hooks the party. Maguffin Sunset Shears pays off in the finale against Ladon, Hundred-Eyed Dragon . Recruit Aegle, Doubting Hesperid along the way.

Creature / Enemy List

CreatureCounts / Notes
Branchbound Watchermed · hard · CR 3 · Patrol brute
Jealous Thorn-Nymphmed · hard · CR 4 · Social hazard and skirmisher
Dream-Moth Swarmmed · hard · CR 5 · Sleep alarm
Ladon, Hundred-Eyed Dragonmed · hard · CR 10 · Boss guardian
Aegle, Doubting Hesperid1 · 1 · Recruit Enc. 1

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Maguffin detail

Sunset Shears

Ally snapshot

Aegle, Doubting Hesperid

Apples of the West · 2/4

Encounter 1 — The Orchard That Notices

Land under a copper sunset and cross talking terraces before the island decides the crew are thieves.

Encounter 2 — Sisters at the Golden Bough

Negotiate, distract, or duel the Hesperides' court while the named apples ripen one at a time.

Encounter 3 — Ladon Opens One Hundred Eyes

The dragon stirs as the crew races from the bough to the surf with golden fruit burning in hand.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Apples of the West · 3/4

STAT BLOCKS

Aegle, Doubting Hesperid

Medium Humanoid, Neutral · Recruitable Ally · Inside guide and alarm-saboteur

AC 15 | HP 66 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. 1). Expose the false serpent tracks without blaming her, or promise to take only three named apples.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Star-thorn bow +7 to hit, 9 piercing plus 7 radiant; can also dim one ward-lantern.

Branchbound Watcher CR 4

Medium Creature · Patrol brute

AC 16 | HP 118 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Stops pursuit if shown a properly cut golden leaf.

Attack. Root lash +7 to hit, 15 bludgeoning and target is grappled (escape DC 14).

Jealous Thorn-Nymph CR 5

Medium Creature · Social hazard and skirmisher

AC 15 | HP 108 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Can be bargained past with praise, secrets, or a stolen mirror.

Attack. Thorn kiss DC 16 Con, 21 poison and poisoned until next turn.

Dream-Moth Swarm CR 6

Medium Creature · Sleep alarm

AC 14 | HP 118 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Fire drives it off but risks waking Ladon.

Attack. Dust cloud DC 16 Wis, 24 psychic and slowed by drowsiness.

Ladon, Hundred-Eyed Dragon CR 12

Large Creaturestaged · Boss guardian · Boss

AC 19 | HP 298 (17d12+187) | Speed 40 ft., climb 30 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +618 +4 +1010 +0 +012 +1 +712 +1 +1

Hundred Eyes. Advantage on Perception; creatures he can see have disadvantage on Stealth checks to hide from him.

Note. Preferred victory is sleep, bind, distract, or escape before full awakening.

Deadly pressure. Win condition may be steal, escape, disable, or drive-off — not always kill. At initiative 20 (lair), Orchard Tremor or Lantern Wake (see Enc. 3).

Multiattack. Two Bites.

Session reminders

Maguffin

Sunset Shears

Apples of the West · 4/4

NPC / ALLY

Mnestra of Misthaven

Aegle, Doubting Hesperid

Remember

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The Fleece of Colchis · 1/4

The Fleece of Colchis

One-Shot · 6 PCs Lvl 10 · ~3–3.5 hrs · Heist · Steal the Golden Fleece
Style: Harbor → Palace/Seals → Grove extraction  |  Win: Fleece on the Phasis skiff

Maguffin: Ram’s Bell of Phrixus · Ally: Medea · QG: Hera (Lady Argive)

"Ring once at the root of the golden oak — not thrice — and even sleepless lids grow heavy for a breath."

Major Beats

  1. Hera: steal the Fleece before Aeëtes sows a war-army.
  2. Enc. 1: Harbor guards + bronze calf; Alarm carries.
  3. Enc. 2: Recruit Medea; Blood / Fire / Night seals.
  4. Enc. 3: Bell → Cut → skiff; manage Alarm / Spartoi.

Alarm Track

AlarmEffect
32 Spartoi spawn
5+2 Spartoi; breath R4–6
7+Muster — board or soft loss

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 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.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
Hera (as Lady Argive) warns that Aeëtes would sow war from the sacred oak. Mist opens on the harbor of Aea. Slip the watch, court Medea in the pharmacy, open the Three Seals of Ares, and lift the Fleece from under the sleepless dragon — then run for the river before Spartoi claw up from the teeth.

Creature / Enemy List

CreatureCounts / Notes
Harbor Guard3 · 4 · 5 · Enc. 1
Bronze Bull Calf0 · 1 · 1 · Enc. 1
Palace Sentinel2 · 3 · 4 · Enc. 2
Medea1 · 1 · Recruit
Sleepless Dragonadj · 1 · 1 · Enc. 3
Spartoi0–2 · 2–4 · 4–6 · Alarm spawns

DM Tips

The Fleece of Colchis · 2/4

Encounter 1 — Harbor Shadows

🗺 Terrain Docks 60×40 · crates (½ cover) · 10-ft water edge · calf at the inland gate · horn-post center pier. · Night on the Phasis docks. 4× Colchian Harbor Guards pace the pier; 1× Bronze Bull Calf heats the customs gate. Tribute wagons and fishing smoke offer cover.

Encounter 2 — Pharmacy, Seals, and a Princess

🗺 Terrain Wing 50×40 · pharmacy alcove · pantry · brazier niche · seal lintel corridor · balcony drop 20 ft. to gardens. · Aeëtes’s palace wing smells of resins and bronze. Medea works late among vials. Beyond her door, the Three Seals of Ares bar the grove causeway. 3× Palace Sentinels rotate.

Encounter 3 — The Golden Oak (Final Heist)

🗺 Terrain Grove 80×60 · oak center (difficult roots 10 ft) · brush patches · shrine with false fleece · skiff 80 ft south along a 10-ft path. · The grove breathes gold. The sleepless dragon coils the oak where the Fleece hangs. River mist waits south — the extraction skiff rocks against black reeds.

DM Callouts

The Fleece of Colchis · 3/4

STAT BLOCKS

Sleepless Dragon CR9

AC 17 | HP 168 | Climb 40 · LR 2

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +618 +4 +1010 +0 +014 +2 +712 +1 +1
  • Bite +9 (2d10+5 +2d6 poison) · Tail · Goldfire R5–6 Dex DC 16 (8d6) · Coil restrain DC 16 · Drowsy from Bell/Salve

Medea (Ally)

AC 14 | HP 78 | Cha 18 · Spell DC 15

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +214 +2 +216 +3 +314 +2 +518 +4 +7
  • Salve ×3 · Countersong 1/enc · Mist Step 2/rest · Poison dagger

Harbor Guard CR2

AC 15 | HP 39

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0
  • 2× Spear +4 · Alarm Horn

Bronze Bull Calf CR3

AC 16 | HP 52 | Speed 40

STRDEXCONINTWISCHA
sc md sv18 +4 +410 +0 +016 +3 +33 −4 −410 +0 +01 −5 −5
  • Gore +6 · Stomp R5–6 · Heated Hide

Palace Sentinel CR3

AC 16 | HP 58

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +114 +2 +211 +0 +012 +1 +112 +1 +1
  • 2× Kopis +5 · Net 1/day

Spartoi CR2

AC 14 | HP 32

STRDEXCONINTWISCHA
sc md sv14 +2 +211 +0 +014 +2 +26 −2 −210 +0 +05 −3 −3
  • Sword + bash · Vulnerable bludgeoning · Alarm spawns
The Fleece of Colchis · 4/4

TOOLS / NPC

Ram’s Bell of Phrixus

Golden Fleece

Seals of Ares

Hera (Lady Argive)

Remember

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Troy's Hollow Gift · 1/4

Troy's Hollow Gift

A level 8 siege infiltration about what victory is allowed to cost.
Style: Siege heist with double agents, civilian stakes, and a construct payload.
Win: Place or sabotage the wooden colossus to end the siege on the party's chosen terms without razing Troy as the victory condition.
Lose: The colossus becomes an excuse for massacre, the party is named as the betrayal, and both armies learn the wrong lesson.
Maguffin: Cedar Heart-Key · Ally: Cassandra, Unbelieved Witness · QG: Sinon, Professional Survivor
"A palm-sized cedar horse opens at the belly. Inside are two maps: one for entry, one for evacuation."

Major Beats

  1. Sinon makes the plan sound simple because he has hidden every consequence.
  2. Cassandra offers truth without the comfort of certainty.
  3. The colossus is a tool; the betrayal is deciding people are only terrain.
  4. The final turn of the heart-key defines what kind of victory survives the song.

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 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.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
Sinon, Professional Survivor hooks the party. Maguffin Cedar Heart-Key pays off in the finale against Wooden Colossus, Hollow Gift . Recruit Cassandra, Unbelieved Witness along the way. Plant (or sabotage) a wooden colossus inside a siege without becoming the betrayal.

Stakes

Creature / Enemy List

CreatureCounts / Notes
Troy Gate Watchmed · hard · CR 5 · Alert guards with civic duties
Hidden Greek Raidermed · hard · CR 6 · Impatient payload soldier
Bronze Owl Sentrymed · hard · CR 7 · Automaton scout and alarm engine
Wooden Colossus, Hollow Giftmed · hard · CR 11 · Boss construct, siege payload, and moral machine
Cassandra, Unbelieved Witness1 · 1 · Recruit Enc. Encounter 1 or 2

DM Tips

Troy's Hollow Gift · 2/4

Encounter 1 — The Gift at the Ditch

Between trench fires and city walls, Sinon offers the party a way to move the wooden colossus while every faction lies about what happens after the gate opens.

Encounter 2 — Inside the Wall's Shadow

The colossus inches toward the gate while the party slips through inspections, omen rites, and panicked civilians who may be saved or used as cover.

Encounter 3 — The Belly Opens

Inside Troy, the colossus wakes as soldiers, sentries, and prophecy collide. The party must decide what the hollow gift does before the siege becomes a sack.

DM Callouts

Troy's Hollow Gift · 3/4

STAT BLOCKS

Cassandra, Unbelieved Witness

Medium Humanoid, Neutral · Recruitable Ally · Prophetic ally and civilian conscience

AC 14 | HP 58 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. Encounter 1 or 2). Listen without asking her to prove the curse, protect a civilian route she names, or admit the plan may be wrong.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Ritual dagger +6 to hit, 1d4+3 piercing; prophecy imposes disadvantage once.

Troy Gate Watch CR 5

Medium Creature · Alert guards with civic duties

AC 17 | HP 84 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Not villains; bribery, forged rites, or evacuation orders can bypass them.

Attack. Spear wall +7 to hit, 2d8+4 piercing; ally gains +2 AC while adjacent.

Hidden Greek Raider CR 6

Medium Creature · Impatient payload soldier

AC 16 | HP 92 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. May become enemy if the party sabotages the massacre plan.

Attack. Short blade +8 to hit, 2d6+4 piercing plus 2d6 if attacking from hiding.

Bronze Owl Sentry CR 7

Medium Creature · Automaton scout and alarm engine

AC 18 | HP 105 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Can be reprogrammed with the heart-key or blinded by sacred smoke.

Attack. Razor wing +8 to hit, 2d10+5 slashing; marks target with ringing bronze.

Wooden Colossus, Hollow Gift CR 11

Large Creature · Boss construct, siege payload, and moral machine · Boss

AC 18 | HP 225 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +012 +1 +112 +1 +1

Note. Boss last. Winning is choosing and enforcing the payload's purpose, not razing Troy.

Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.

Multiattack / Assault. Cedar fist +10 to hit, 4d8+6 bludgeoning; splinters create difficult terrain.

Advance (1). (Legendary Actions) Move up to half Speed.

Session reminders

Maguffin

Cedar Heart-Key

Troy's Hollow Gift · 4/4

NPC / ALLY

Sinon, Professional Survivor

Cassandra, Unbelieved Witness

Remember

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Chains on Caucasus · 1/4

Chains on Caucasus

A storm-climb to the titan's iron crag.
Style: High-altitude rescue with a moral branch, for 6 level-8 PCs across 3 rugged encounters.
Win: Break, loosen, or sanctify the chains so Prometheus' suffering no longer feeds the eagle-cult.
Lose: The cult keeps the wound open and turns stolen divine fire into a beacon for tyrants.
Maguffin: Kindling Nail · Ally: Io the Wind-Lost · QG: Dione of the Ash Lantern
"Bring no crown to the mountain. Bring a hand that can open and a blade that can choose not to cut."

Major Beats

  1. Dione frames the mission as rescue, then admits rescue has consequences.
  2. The mountain tests strength, mercy, and patience before blades matter.
  3. The cult believes pain is a renewable holy resource.
  4. Prometheus asks what kind of freedom mortals are ready to defend.

Difficulty

TierAdjust
As Written ★6 PCs · APL 11
Library Standard6 PCs · APL 8 — Reduce boss HP ~25–30% and save DCs −1; remove 1–2 minions per wave; allow one free short-rest beat after Enc. 1.
EasierAPL 9–10: use Library Standard, then Favor/track win −1 or boss HP −10%.
HarderAPL 12–13: boss HP +25%; add a lieutenant; no free rest.
Dione of the Ash Lantern hooks the party. Maguffin Kindling Nail pays off in the finale against Aetos, Eagle-Wound Hierophant . Recruit Io the Wind-Lost along the way. Free (or refuse to free) Prometheus while eagle-cultists try to keep the wound open.

Creature / Enemy List

CreatureCounts / Notes
Eagle-Cult Zealotmed · hard · CR 3 · Fanatic skirmisher
Crag Harpy Bloodcallermed · hard · CR 4 · Aerial controller
Chainbound Giantmed · hard · CR 7 · Titanic bruiser
Aetos, Eagle-Wound Hierophantmed · hard · CR 10 · Boss cult priest
Io the Wind-Lost1 · 1 · Recruit Enc. 1

DM Tips

Maguffin reminder: Check Enc. 3 payoff on the item card (page 3/4). Reward players who keep the object in hand.

Ally snapshot

Io the Wind-Lost

Chains on Caucasus · 2/4

Encounter 1 — The Climb of Stolen Sparks

Ascend storm cliffs under harpy song while sparks from Prometheus' wound fall like meteors.

Encounter 2 — The Cult of the Open Wound

Raid or parley at a cliffside camp where zealots bottle sparks from the titan's torment.

Encounter 3 — Prometheus Beneath the Eagle

At the iron crag, choose freedom, refusal, or mercy while Aetos keeps the eagle diving.

DM Callouts

Extra Encounter Detail (from session guide)

Quick combat reference

Additional DM notes

Pacing helpers

Chains on Caucasus · 3/4

STAT BLOCKS

Io the Wind-Lost

Medium Humanoid, Neutral · Recruitable Ally · Scout, omen-reader, and reluctant witness

AC 14 | HP 71 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +212 +1 +112 +1 +114 +2 +216 +3 +3

RECRUITMENT (Enc. 1). Save her from harpies without demanding her prophecy, or share water and listen to her warning.

Aid. Acts on party initiative when recruited; prefers nonlethal when asked.

Strike. Gore of wind +7 to hit, 13 piercing; can reveal a safe ledge once per encounter.

Eagle-Cult Zealot CR 4

Medium Creature · Fanatic skirmisher

AC 16 | HP 88 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Fights harder near exposed drops but may flee if the eagle omen fails.

Attack. Hooked spear +7 to hit, 14 piercing and pulls 10 ft.

Crag Harpy Bloodcaller CR 5

Medium Creature · Aerial controller

AC 15 | HP 112 | Speed 30 ft., fly 40 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. Her song can be answered with Performance or thunder to break the lure.

Attack. Bloodsong DC 16 Wis or move toward the nearest cliff edge.

Chainbound Giant CR 8

Medium Creature · Titanic bruiser

AC 17 | HP 178 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +212 +1 +114 +2 +210 +0 +011 +0 +010 +0 +0

Note. A victim of the cult; can be freed from frenzy by breaking its pain brand.

Attack. Iron sweep +9 to hit, 25 bludgeoning and knocks prone.

Aetos, Eagle-Wound Hierophant CR 12

Large Creaturestaged · Boss cult priest · Boss

AC 19 | HP 272 (16d10+176) | Speed 40 ft., fly 20 ft. (eagle mantle)

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +618 +4 +1010 +0 +012 +1 +812 +1 +1

Note. Defeat by breaking his rite, freeing the eagle from command, or forcing retreat.

Deadly pressure. Win condition may be seal the wound, loosen torment, or full freedom — not always kill. Eagle Dive lair at init 20.

Multiattack. Two Woundfire lance attacks or one lance and Eagle Command.

Woundfire Lance. +10 to hit, reach 10 ft. Hit: 24 (4d8+5) radiant/fire and target cannot regain HP until start of Aetos's next turn.

Session reminders

Maguffin

Kindling Nail

Chains on Caucasus · 4/4

NPC / ALLY

Dione of the Ash Lantern

Io the Wind-Lost

Remember

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Phaethon's Reins · 1/4

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

Phaethon's Reins · 2/4

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

Phaethon's Reins · 3/4

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.
Phaethon's Reins · 4/4

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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Mother of the Deep Coil · 1/4

Mother of the Deep Coil

One-Shot · 6 PCs Lvl 12 · ~3–3.5 hrs · 2 encounters · Arima lair · Phase 3 Deadly
Style: Outer Brood → Multi-phase Echidna  |  Win: Echidna 0 HP

Ban: no Typhon · no Cerberus summons · Maguffin: Tripod Brand · QG: Melitta of Delphi

"When the Mother calls her children from the dark, press this ash-iron to the stone — the nest forgets one name." — Tripod Brand

Major Beats

  1. Mist → Cilician foothills; Brand.
  2. Enc. 1: Outer Brood; recruit Kimon; Short Rest only.
  3. Enc. 2: Phase 1 Hard → Phase 2 Hard+ → Phase 3 Deadly.

Creature List

CreatureUse
Death Dog / Brood Harpy / DracaenaEnc1 + summons
Orthrus (not Cerberus)Phase 2
Chimera / Brood SphinxPhase 2–3
Lesser Brood-HydraPhase 3
Echidna GargantuanBoss HP 310

Difficulty

TierAdjust
As Written ★6 PCs · APL 12
Library Standard6 PCs · APL 8 — Reduce boss HP ~30–35%, strip one phase or one legendary action; minion counts −30%; Phase/Deadly language becomes Hard if present.
EasierAPL 10–11: use Library Standard, then remove the deadliest phase rider.
HarderAPL 13–15: restore full mythic pressure — extra phase or spawn; DCs +2.
Mist opens on the Cilician foothills above the deep of Arima — where the Mother of Monsters coils in her own darkness. Clear the outer brood, descend the chimney, and endure three rising phases as Echidna calls her children. Press the brand when she calls a name you cannot afford.

Creature / Enemy List

CreatureCounts / Notes
Death Dog2 · 3 · 4 · Enc. 1 / summons
Brood Harpy2 · 3 · 4 · Enc. 1
Dracaena Guard1 · 2 · 2 · Enc. 1
Orthrus1 · 1 · Phase 2 summon
Chimera0–1 · 1 · Phase 2–3
Brood-Hydra1 · Phase 3
Echidnaadj · 1 · 1 · Boss

DM Tips

Mother of the Deep Coil · 2/4

Encounter 1 — The Outer Brood

🗺 Terrain 60×40 ravine · chimney entrance north (climb Ath DC 12 down 40 ft. after fight) · scree difficult terrain in two 10-ft patches. · Bone-littered ravine before the chimney. 3× Death Dogs + 2× Brood Harpies + 1× Dracaena Guard . Kimon is pinned under a collapsed goat-pen (½ cover).

Encounter 2 — Mother of the Deep Coil (Multi-Phase)

Saves: Dex +7, Con +10, Wis +8 · Resist: poison, BPS nonmagical · Immune: poisoned · Senses: darkvision 120 ft. · LR 3/day · The nest opens: black pool, bone shelves, Echidna coiled half in water. She fights in three phases as HP falls. Budget this as the session’s main dish.

DM Callouts

Extra Encounter Detail (from session guide)

ENC 2

Quick combat reference

Additional DM notes

Pacing helpers

Mother of the Deep Coil · 3/4

STAT BLOCKS

Echidna CR14 BOSS

AC 17 | HP 310 | Gargantuan · LR 3

STRDEXCONINTWISCHA
sc md sv24 +7 +714 +2 +720 +5 +1014 +2 +216 +3 +818 +4 +4
  • Bite +12 (3d8+7 +4d6 poison DC 18) · Constrict DC 20 · Tail Sweep · Call Brood R5–6 · Venom Spew · LA · Lair init 20

Orthrus CR5

Not Cerberus

AC 14 | HP 85 | Speed 50

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +216 +3 +34 −3 −312 +1 +17 −2 −2
  • 2× Bite +7 + poison DC 14 · Double Maw R5–6 · Pack Howl

Chimera CR6

AC 14 | HP 114 | Fly 60

STRDEXCONINTWISCHA
sc md sv19 +4 +411 +0 +017 +3 +33 −4 −414 +2 +210 +0 +0
  • Bite/Horns/Claws +7 · Fire Breath R5–6 Dex DC 15 (7d8)

Brood-Hydra CR8

AC 15 | HP 150 · 5 heads

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +120 +5 +52 −4 −410 +0 +07 −2 −2
  • 1 bite/head +8 · −30 HP = −1 head · Reactive heads

Death Dog CR1

AC 12 | HP 39

STRDEXCONINTWISCHA
sc md sv15 +2 +214 +2 +214 +2 +23 −4 −413 +1 +16 −2 −2
  • 2× Bite +4 · poison/disease Con DC 12

Dracaena CR3

AC 14 | HP 68

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +114 +2 +28 −1 −112 +1 +110 +0 +0
  • Spear + Constrict · optional mercy warning
Mother of the Deep Coil · 4/4

KEY ITEM / NPC

Tripod Brand of Arima

Melitta of Delphi

Kimon

Summon Ban

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The Hundredfold Binding · 1/4

The Hundredfold Binding

One-Shot · 6 PCs Lvl 12 · ~3–3.5 hrs · Rhodes · 4 Heliadae · Free Briareus (CR 16)
Style: Infiltration → Lens-works rescue → Ritual shutdown  |  Win: Free Briareus (Master Lock or 4 satellite locks) → 1–2 cleanup rounds

Villains: Actis (ray) · Macareus (captain) · Candalus (fever) · Triopas (siege) · Maguffin: Tenages’s Dial · QG: Electryone

"When hundred hands are pinned by jealous noon, turn Tenages’s hours against the locks — free the mountain of arms." — Tenages's Dial

Major Beats

  1. Electryone + Dial on Rhodes shore.
  2. Enc. 1: Solar automata / light geometry (skill or fight).
  3. Enc. 2: Fever wardens; recruit Lamprias; Master Lock intel.
  4. Enc. 3: Four distinct brothers; free Briareus; vow foreshadow.

Creature List

CreatureE/M/HJob
Solar Automaton2/3/4Enc1
Fever Warden2/3/4Enc2
Actis1Ranged / refract
Macareus1Captain / buffs
Candalus1Fever AoE
Triopas1Siege melee
BriareusfreedCR16 cleanup

Difficulty

TierAdjust
As Written ★6 PCs · APL 12
Library Standard6 PCs · APL 8 — Reduce boss HP ~30–35%, strip one phase or one legendary action; minion counts −30%; Phase/Deadly language becomes Hard if present.
EasierAPL 10–11: use Library Standard, then remove the deadliest phase rider.
HarderAPL 13–15: restore full mythic pressure — extra phase or spawn; DCs +2.
Misthaven’s mist clears onto Rhodes under a hard white sun. Electryone — daughter of Helios — reveals that her four exile brothers have returned to the Sunforge to bind Briareus , a Hundred-Handed One, with engines stolen from murdered Tenages. Free the giant; shame the jealous noon.

Creature / Enemy List

CreatureCounts / Notes
Solar Automaton2 · 3 · 4 · Enc. 1
Fever Warden2 · 3 · 4 · Enc. 2
Actis1 · 1 · 1 · Ray / ranged
Macareus1 · 1 · 1 · Captain / buffs
Candalus1 · 1 · 1 · Fever / AoE
Triopas1 · 1 · 1 · Siege melee
Briareusfreed · freed · CR 16 cleanup

DM Tips

The Hundredfold Binding · 2/4

Encounter 1 — Geometry of Jealous Noon

Lens Burst (Recharge 5–6). 15-ft cone Dex DC 12; 9 (2d8) radiant. · The outer colonnade is a living diagram — mirrors and Solar Automata executing Actis ’s light-proofs. Actis is not here yet (vault balcony later); his geometry still kills.

Encounter 2 — Fever in the Lens-Works

Hot brass galleries smell of Candalus ’s craft. 3× Fever Wardens guard Lamprias chained beside a rack of binding lenses. A mural shows four locks around a mountain of arms. · Hot brass galleries smell of Candalus ’s craft. 3× Fever Wardens guard Lamprias chained beside a rack of binding lenses. A mural shows four locks around a mountain of arms.

Encounter 3 — The Hundredfold Binding (Boss)

🗺 Terrain Vault 80×50 · Briareus 10-ft center · 4 satellite locks at compass points · Master Lock on his chest-manacle · balconies +10 ft · kiln strips (Candalus). · Briareus kneels bound at center under the Heliorbit Manacles . The four brothers hold the vault:

DM Callouts

Extra Encounter Detail (from session guide)

The Hundredfold Binding · 3/4

THE FOUR HELIADAE

Actis the Ray CR5

Ranged controller · balcony

AC 15 | HP 82 | Dex 18

STRDEXCONINTWISCHA
sc md sv10 +0 +018 +4 +716 +3 +316 +3 +614 +2 +214 +2 +2
  • Sun-Javelin +7 · Refract R5–6 Dex DC 14 (4d8) · Blinding Lattice · Step of Light

Macareus the Blessed Blade CR5

Captain · north stair

AC 18 | HP 97 | Str/Cha

STRDEXCONINTWISCHA
sc md sv18 +4 +712 +1 +116 +3 +312 +1 +114 +2 +216 +3 +6
  • 2× Kopis +7 · Benediction +3 rad aura · Challenge · Banner 1/day · Parry

Candalus the Fever CR5

AoE / poison-fire

AC 14 | HP 90 | Aura 10 ft

STRDEXCONINTWISCHA
sc md sv12 +1 +114 +2 +216 +3 +616 +3 +612 +1 +113 +1 +1
  • Fever-Rod +5 · Kiln Bloom Dex DC 14 · Copper Vapor · West lock burns 2d6

Triopas the Sundering Spear CR5

Siege melee

AC 16 | HP 102 | Str 20

STRDEXCONINTWISCHA
sc md sv20 +5 +814 +2 +218 +4 +710 +0 +012 +1 +111 +0 +0
  • 2× Spear +8 · shove · Pillar Crack · Charge stun Con DC 15 · South lock immune to damage

BRIAREUS (FREED)

Briareus CR16 Ally

AC 18 | HP 287 | Slam +14 (3d8+9) · Storm of Hands ×6 · Roar 6d8 thunder stun DC 19

STRDEXCONINTWISCHA
sc md sv28 +9 +1414 +2 +222 +6 +1112 +1 +116 +3 +818 +4 +4
The Hundredfold Binding · 4/4

KEY ITEM / NPC

Tenages's Dial

Electryone

Lamprias

Foreshadow

Enable Background graphics when printing.

Victory Unchained · 1/13

Victory Unchained

Campaign finale — free Nike beneath Etna, then rebind Typhon before the sky breaks.
Campaign finale · ~4 hours · 2 encounters · 6× Level 12
Win: Free Nike; rebind Typhon (do not kill)
Lose: Typhon free / Nike chained
QG: Iris · Maguffin: Fillet of Unclaimed Victory · Ally: Pyra
"Wear the unfinished crown into the dark. When Victory breathes, the knot will hold — and the horn will answer."

Stakes

Major Beats

  1. Iris / Fillet / Etna descent
  2. Jailbreak Nike; Wake Clock; blessing
  3. Phase 1 Typhon half-bound
  4. Horn → helpers; Rebinding
  5. Epilogue farewells
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.

Stakes

Creature / Enemy List

CreatureCounts / Notes
Slag-Hound2 · 4 · 6 · Enc. 1
Titan-Kin Chain-Guard2 · 3 · 4 · Enc. 1
Captain Orthos1 · 1 · Enc. 1 elite
Typhon1 · Enc. 2 · rebind, don’t kill
Pyra1 · 1 · Recruit Enc. 1
Helpers (menu)1 row per player · Enc. 2 Phase 2

DM Tips

Victory Unchained · 2/13

ENC 1 — Root-Forge (Hard, ~90–110m)

Orthos + 3 guards + 4 hounds · 3 locks · false lock · recruit Pyra · Wake Clock

ENC 2 — Typhon (Hard finale, ~100–120m)

Phase 1: 2 LA, half breath · Phase 2: Horn, 3 LA, Storm Crown · HP 1400 power fantasy

Helper rules

Extra Encounter Detail (from session guide)

ENC 1

ENC 2

Quick combat reference

Pacing helpers

Victory Unchained · 3/13

ALLY STAT LINES (quick)

Victory Unchained · 4/13

ALLY CARDS

Cerberus

Huge Monstrosity · CR 11 · Helper · Three-headed hound · Persephone’s leave

AC 18 | HP 220 | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +914 +2 +218 +4 +86 −2 −214 +2 +210 +0 +0

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv22 +6 +1110 +0 +020 +5 +1010 +0 +012 +1 +112 +1 +1

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv18 +4 +415 +2 +216 +3 +316 +3 +316 +3 +718 +4 +8

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv24 +7 +128 −1 −122 +6 +116 −2 −210 +0 +08 −1 −1

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).

Actions

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.

Victory Unchained · 5/13

ALLY CARDS (cont.)

Sinbad on Roc

Gargantuan Monstrosity · CR 10 · Helper · Sinbad + Roc (Serendib or Morpheus)

AC 15 | HP 200 | Speed 20 ft., fly 120 ft.

STRDEXCONINTWISCHA
sc md sv28 +9 +910 +0 +020 +5 +53 −4 −412 +1 +19 −1 −1

Skills: Perception +9

Helper — Alternate Turns. Controlled on helper turns only.

Sinbad Saddle. Sinbad rides (drive-off bird or egg-hatchling). Shares initiative; once/round may tip Roc-Lore instead of a Roc attack.

Flyby. Does not provoke when flying out of reach.

Keen Sight. Advantage on Perception relying on sight.

Actions

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.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +116 +3 +318 +4 +814 +2 +612 +1 +1

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +018 +4 +48 −1 −112 +1 +110 +0 +0

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +120 +5 +52 −4 −410 +0 +07 −2 −2

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.

Actions

Multiattack. One bite per head (max 8).

Bite. +10 to hit, reach 10 ft., 10 (1d10 + 5) piercing.

Victory Unchained · 6/13

ALLY CARDS (cont.)

Euryale (or Medusa)

Large Monstrosity · CR 9 · Helper · Gorgon sister

AC 16 | HP 170 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +118 +4 +416 +3 +314 +2 +214 +2 +216 +3 +3

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv22 +6 +1114 +2 +220 +5 +1014 +2 +216 +3 +816 +3 +3

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.

Actions

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)

STRDEXCONINTWISCHA
sc md sv18 +4 +416 +3 +316 +3 +312 +1 +114 +2 +216 +3 +3

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +214 +2 +214 +2 +216 +3 +718 +4 +8

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.

Actions

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.

Victory Unchained · 7/13

ALLY CARDS (cont.)

Orpheus

Medium Humanoid · CR 8 · Helper · Legendary bard

AC 14 | HP 130 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +212 +1 +114 +2 +216 +3 +720 +5 +9

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).

Actions

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.

STRDEXCONINTWISCHA
sc md sv24 +7 +1214 +2 +220 +5 +1012 +1 +114 +2 +216 +3 +3

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv18 +4 +814 +2 +218 +4 +412 +1 +116 +3 +716 +3 +3

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv14 +2 +220 +5 +514 +2 +212 +1 +116 +3 +312 +1 +1

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.

Actions

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.

Victory Unchained · 8/13

ALLY CARDS (cont.)

Achilles

Medium Humanoid · CR 11 · Helper · Best of the Achaeans

AC 18 | HP 160 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +1018 +4 +918 +4 +412 +1 +114 +2 +216 +3 +3

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv18 +4 +416 +3 +316 +3 +312 +1 +114 +2 +214 +2 +2

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +314 +2 +210 +0 +012 +1 +116 +3 +3

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +216 +3 +310 +0 +012 +1 +112 +1 +1

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.

Actions

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.

Victory Unchained · 9/13

ALLY CARDS (cont.)

Centaur Lance

Large unit · CR 9 · Helper · 4–5 centaurs (shared pool)

AC 15 | HP 170 | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +214 +2 +210 +0 +012 +1 +110 +0 +0

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +018 +4 +47 −2 −212 +1 +18 −1 −1

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +116 +3 +310 +0 +011 +0 +010 +0 +0

Unit: Shared HP. Siege throwers.

Helper — Alternate Turns. One player controls the levy.

Siege Assist. Double damage to chain-anchors with Rock attacks.

Actions

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.

STRDEXCONINTWISCHA
sc md sv14 +2 +218 +4 +414 +2 +212 +1 +114 +2 +214 +2 +2

Unit: Shared HP. Disciplined focus-fire.

Helper — Alternate Turns. One player controls the wing.

Phalanx Step. +1 AC while HP > half.

Actions

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.

Victory Unchained · 10/13

ALLY CARDS (cont.)

Spartan Hoplites

Medium unit · CR 10 · Helper · 8 Spartan hoplites (shared pool)

AC 19 | HP 190 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +116 +3 +310 +0 +014 +2 +212 +1 +1

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.

Actions

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).

Victory Unchained · 11/13

CORE ENEMIES

Victory Unchained · 12/13

CREATURE STAT BLOCKS

Slag-Hound

Medium Elemental · CR 3 · Enc. 1 pack

AC 14 | HP 52 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +214 +2 +214 +2 +23 −4 −410 +0 +06 −2 −2

Molten Blood. When hit by melee, the attacker takes 3 (1d6) fire (reaction once/round).

Actions

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.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +011 +0 +010 +0 +0

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.

Actions

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.

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +020 +5 +512 +1 +112 +1 +114 +2 +2

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).

Actions

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.

Pyra the Chain-Warden (defector)

Medium Humanoid (titan-kin blooded), Chaotic Good · CR 5 · Recruitable Ally

AC 16 | HP 84 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +314 +2 +214 +2 +212 +1 +113 +1 +114 +2 +2

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.

Actions

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.

Victory Unchained · 13/13

EPILOGUE

Success

Failure / bittersweet

Optional scenes

Long-form DM reference — not limited to 4 pages. Enable Background graphics when printing.

The Wrath of Pyrakmon · 1/4

The Wrath of Pyrakmon

One-Shot · 6 Players · Level 8 · Greek Mythology · ~3.5 hrs / 3 Encounters

SESSION SUMMARY

A Naxian merchant hires the party to reclaim her crew and the Naxian Seal from the Elder Cyclops Pyrakmon. Survive a harpy ambush at sea, navigate a Medusa's shattered temple, then confront Pyrakmon in his cave — Elara's divine wine is their best edge: "No giant can resist it."

"Sailors of fortune — my name is Elara of Naxos. The creature Pyrakmon has taken my crew and my livelihood from the waters between here and his wretched island. I offer eight hundred gold pieces to any soul brave enough to see them returned. Come to the Anchored Krater before the tide turns. I have a gift that may prove useful — something the giant cannot resist." — Note by harbour boy, blue wax seal · Elara of Naxos

Major Beats

  1. Hook — The Anchored Krater: Elara briefs the party, hands over the Wineskin of Maron, and explains Pyrakmon cannot resist divine wine.
  2. Encounter 1 — Storm of Feathers: Harpies + Matriarch attack the trireme. Sail survival determines rest before landing.
  3. Encounter 2 — The Shattered Temple: Kithara the Medusa guards the cave path — fight, sneak, or negotiate for fire-vulnerability intel.
  4. Encounter 3 — The Eye of Pyrakmon: Storm the cave; use the wineskin; target the eye; free the bone-cage crew; recover the Seal.
  5. Resolution: Crew freed, Seal recovered. Elara pays; if pressed, reveals the Seal's true power as a campaign hook.

Creature / Enemy List

CreatureEasyMedHardNotes
Harpy357Enc. 1; Luring Song targets crew NPCs too
Harpy Matriarch012Enc. 1 leader; omit for APL 4–5
Kithara (Medusa)1*1*1*Enc. 2; *bypass via negotiation
Skeleton Archer246Enc. 2; crumble if Kithara dies
Pyrakmon (Elder Cyclops)1†1†1†Enc. 3 boss; †HP / Legendaries scale
Giant Cave Hound123Enc. 3; released BA on Pyrakmon's 1st turn

Difficulty Scaling

APLEnc. 1 — StormEnc. 2 — TempleEnc. 3 — Cave (Boss)
4–53 Harpies, no Matriarch; Song DC 9; sails 30 HP; 5 crewKithara 80 HP, Gaze DC 12; 2 Skeletons; Persuasion DC 13; Mirror auto-succeeds 1st use140 HP, STR 20/+5; no Legendaries/Resist; 1 Hound; Wineskin DC 14
6–74 Harpies, no Matriarch; Song DC 11; std sailsKithara 100 HP, Gaze DC 13; 3 Skeletons170 HP; no Leg. Resist; 1 Hound; Wineskin DC 15; 2 Leg. Actions
8Baseline — 5 + 1 Matriarch; Song 11/14; sails 20 HP; 8 crewBaseline — 127 HP, Gaze DC 14; 4 SkeletonsBaseline — 200 HP; 2 Leg. Resist; 2 Hounds; 3 Leg. Actions; Wineskin DC 17 w/ Disadv.
107 + 2 Matriarchs; 1 hidden in crow's nest; sails 15 HP; 3 sail-hunters R1150 HP, Gaze DC 15; 6 Skeletons; regen 10 HP/turn while skeletons stand240 HP, STR 27/+8; 3 Hounds; Lair Init 20 (DC 15 STR or Prone); no fire-eye bonus; Wineskin = Poisoned only on fail
A desperate Naxian merchant hires the party to brave the Isle of Kyklos, where the Elder Cyclops Pyrakmon has seized her crew and her most prized possession — the Naxian Seal, a trade charter with hidden divine power. The heroes must survive a harpy ambush at sea, navigate the petrifying domain of a vengeful Medusa, and finally confront Pyrakmon himself in his reeking cave. Elara has pressed a flask of supernaturally potent wine into their hands and assured them: "No giant can resist it." Shrewd Aegean merchant. Provides the party with the Wineskin of Maron and a briefing: Pyrakmon is a glutton for fine wine and will accept it as a peace-offering before turning violent. Secret: The Naxian Seal is a Binding of Poseidon — the holder can command sea-spirits to fill or deny sails within ten miles. She hasn't told the party.

Creature / Enemy List

CreatureCounts / Notes
Harpy3 · 5 · 7 · Enc. 1; Luring Song targets crew NPCs too
Harpy Matriarch0 · 1 · 2 · Enc. 1 leader; omit entirely for APL 4–5
Kithara (Medusa)1* · 1* · 1* · Enc. 2; *can be fully bypassed via negotiation
Skeleton Archer2 · 4 · 6 · Enc. 2; animated by Kithara — crumble instantly if she dies
Pyrakmon (Elder Cyclops)1† · 1† · 1† · Enc. 3 boss; †HP and Legendary Actions scale, see Difficulty section
Giant Cave Hound1 · 2 · 3 · Enc. 3; released by Pyrakmon as a bonus action on his first turn

DM Tips

The Wrath of Pyrakmon · 2/4

ENCOUNTER 1 — Storm of Feathers

Medium · ~20–25 min · ~4–5 rounds · 5× Harpy + 1× Matriarch · XP adj. ~3,400  |  Terrain: Trireme Deck, 60×20 ft

Storm-cover ambush at sea. Two harpies bank for sails; Matriarch dives highest-AC PC. Charmed oarsmen are the clock. Win: kill/drive off all harpies before sails destroyed and too many crew overboard.

Failure: Both sails destroyed → row exhausted, no rest, 1 Exhaustion into Enc. 2. 4+ crew lost → Kairos unavailable in Enc. 3.
Resolution: Both sails intact → Long Rest. One sail → Short Rest. Matriarch corpse DC 12 Investigation → silver armband (eye + ΠΥΡ) — Pyrakmon sentinel hint. Grappled PC falls ≤15 ft (1d6) if Matriarch dies mid-lift.

ENCOUNTER 2 — The Shattered Temple

Hard · ~30–35 min · ~5–6 rounds · 1× Kithara + 4× Skeleton Archer · or bypass  |  Terrain: Ruined Coastal Temple, 80×60 ft

Medusa Kithara (cast off by Pyrakmon) animates petrified victims. Not mindlessly hostile — hates Pyrakmon. Win: defeat or bypass; clear path to sea cave. Bonus: stand-down → fire weakness + crew alive intel.

Failure: Stealth fail → Surprise + possible Restrained openers. Petrified PCs freed later are Stunned until end of next turn.
Resolution: Combat win → skeletons crumble; loot shield, 3× pearl earrings (20 gp), cave-map fragment (DC 13 Inv); dying whisper of eye intel on merciful kill. Negotiate → full XP + intel. Map shows fire pit, cage, rock piles.

ENCOUNTER 3 — The Eye of Pyrakmon (Boss)

Deadly · ~40–45 min · ~7–8 rounds · 1× Pyrakmon + 2× Cave Hound · XP adj. ~9,450  |  Terrain: Sea Cave, 120×80 ft · Rescue

Central fire pit; hounds chained at entrance; 6 sailors in whalebone cage (N wall). Offer wineskin pre-init if possible. Win: Pyrakmon to 0 HP. Bonus: free all 6 (cage AC 12 / 40 HP or DC 20 Ath). Seal in shiny pile (DC 14 Inv).

Failure / Retreat: He won't pursue past cave mouth; no HP regen on return. Sailors stay caged until he's down. Partial: some crew dead → 800 gp, no bonus.
Resolution: Full victory (all 6 alive) → 800 + 200 gp; Seal recovered; Seal secret revealed if pressed. Loot: 1,200 gp hoard; scrolls (Prot. Evil/Good, Stone Shape); Trident of Fish Command. Blessed Enc. 2 shield → +1 Shield rest of campaign.
The Wrath of Pyrakmon · 3/4

CREATURE STAT BLOCKS

Harpy

Medium Monstrosity, CE · CR 1 (200 XP)

AC 11 | HP 38 (7d8+7) | Speed 20 ft., fly 40 ft.

STR 12(+1) DEX 13(+1) CON 12(+1) INT 7(−2) WIS 10(+0) CHA 13(+1)

Luring Song. Creatures of choice within 300 ft. that hear: DC 11 WIS at turn start or Charmed + Incapacitated; all move toward harpy. Success = immune 24 hrs.

Multiattack. Claws + Talons. Claws. +3, 5 ft, 1d6+1 slash. Talons. +3, 5 ft, 2d6+1 pierce.

Harpy Matriarch

Large Monstrosity, CE · Custom · CR 3 (700 XP)

AC 13 | HP 78 (12d8+24) | Speed 20 ft., fly 60 ft.

STR 14(+2) DEX 14(+2) CON 14(+2) INT 9(−1) WIS 12(+1) CHA 16(+3)

Saves: DEX +4, WIS +3 | Skills: Intimidation +5, Perception +3

Luring Song (DC 14). As Harpy but DC 14. While she sings, Harpies ≤60 ft. may Reaction-Claw a creature that stands from Prone within 5 ft.

Multiattack. 2× Claws + Talon Rake. Claws. +4, 1d8+2 slash. Talon Rake. +4, 2d8+2 pierce; Grappled (escape DC 13); carry up to 15 ft vertical.

BA: Dive Bomb — moved 20+ ft straight: next melee +2d6. Reaction: Death Shriek — on 0 HP, 30 ft DC 14 CON or Stunned until EoNT.

Kithara (Medusa)

Medium Monstrosity, LN · Potential Ally · CR 6 (2,300 XP)

AC 15 | HP 127 (17d8+51) | Speed 30 ft. | Darkvision 60 ft.

STR 10 DEX 15(+2) CON 16(+3) INT 12(+1) WIS 13(+1) CHA 15(+2)

Skills: Deception +5, Insight +4, Perception +4, Stealth +5

Petrifying Gaze. See eyes, start turn ≤30 ft: DC 14 CON. Fail = Restrained; fail again = Petrified. Avert Eyes = immune that turn; Disadv. attacks vs her.

Multiattack. Snake Hair + 2× Shortsword, or 3× Longbow. Snake Hair. +5, 4d6+2 poison; DC 14 CON or Poisoned 1 hr. Shortsword. +5, 1d6+2 pierce. Longbow. +5, 150/600, 1d8+2 pierce.

BA: Awaken Dead (1/combat) — up to 4 petrified corpses ≤60 ft → Skeleton Archers; crumble if she dies.

Skeleton Archer

Medium Undead, LE · CR ¼ (50 XP)

AC 13 | HP 13 (2d8+4) | Speed 30 ft. | Darkvision 60 ft.

STR 10 DEX 14(+2) CON 15(+2) INT 6(−2) WIS 8(−1) CHA 5(−3)

Vulnerable: Bludgeoning | Immune: Poison; Exhaustion, Poisoned

Shortbow. +4, 80/320, 1d6+2 pierce. Shortsword. +4, 5 ft, 1d6+2 pierce.

Pyrakmon, Elder Cyclops

Huge Giant, CN · Boss · Custom · CR 10 (~5,900 XP)

AC 16 | HP 200 (16d12+80) | Speed 40 ft. | Darkvision 60 ft.

STR 25(+7) DEX 9(−1) CON 21(+5) INT 8(−1) WIS 10(+0) CHA 9(−1)

Saves: STR +11, CON +9 | Skills: Athletics +11, Perception +4

Single Eye. Disadv. Perception >30 ft and all ranged attacks; can't detect Invisible. Earthshaker. Moves 20+ ft: creatures ≤10 ft DC 19 STR or Prone. Legendary Resistance (2/Day).

Multiattack. 2× Greatclub. Greatclub. +11, reach 10, 3d8+7 bludgeoning. Rock (Disadv.). +11, 30/120, 4d10+7; DC 19 STR or Prone. Fling. Medium/− ≤10 ft: DC 19 STR or hurl 30 ft, Prone, 3d8+7; landing zone 2d6 (DC 15 DEX half).

BA: Thunderous Roar (Rech. 5–6) — 30 ft hear: DC 15 WIS or Frightened until EoNT. Reaction: Blind Swipe — hit by melee → 1 Greatclub vs attacker (1×/rd; free-use if berserk <50 HP).

Legendary (3/rd): Move (1) half speed no OA; Stomp (1) ≤10 ft DC 19 DEX or 2d6+7 + Prone; Sweep (2) Greatclub vs all ≤10 ft.

Eye called shot: while Incapacitated/Restrained, Action vs AC 20; 15+ dmg → Blinded permanently. Kithara intel: fire to eye +2d6.

Giant Cave Hound

Large Beast, Unaligned · Pyrakmon's Pets · CR 1 (200 XP)

AC 14 | HP 37 (5d10+10) | Speed 50 ft. | Darkvision 60 ft.

STR 17(+3) DEX 15(+2) CON 15(+2) INT 3(−4) WIS 12(+1) CHA 7(−2)

Skills: Perception +3, Stealth +4

Pack Tactics. Adv. on attacks if ally within 5 ft of target, not Incapacitated.

Bite. +5, 5 ft, 2d6+3 piercing; DC 13 STR or Prone. Released as Pyrakmon BA on his first turn.

The Wrath of Pyrakmon · 4/4

KEY ITEMS

◈ Wineskin of Maron

Wondrous Item (Uncommon) · Session McGuffin · 3 Uses · Given by Elara at start

Appearance: Hammered gold flask, grape-vine relief · 2 lb. Wine of Maron, priest of Apollo — supernaturally potent; Giants have Disadvantage on the CON save.

Pre-Combat Offer (best): Offer before initiative — Pyrakmon accepts greedily. Distracted 1 full round → free surprise round of actions.

Combat (Action): Adjacent: DC 15 Athletics or Sleight of Hand to deliver 1 measure. Target must be willing or Grappled. Pyrakmon: Disadv. on DC 17 CON. Fail: Poisoned + Incapacitated until end of his next turn. Success: Poisoned only (Disadv. attacks/checks).

All 3 uses: Automatic fail. Incapacitated 2 full rounds — prime window for eye called shot (AC 20, 15+ dmg → Blinded permanently).

DM note: Only Maron's vineyard can refill — potential campaign hook.

Naxian Seal

Quest Object · Recover from Pyrakmon's shiny pile (N wall) · DC 14 Investigation

Polished Bronze Votary Shield

Found on Enc. 2 altar · Standard shield (AC +2) · Mirror vs Kithara

NPC QUICK REFERENCE

Elara of Naxos — Quest Giver

Medium Humanoid (Human), NG · Non-Combatant · Merchant of Naxos

  • Appearance: Mid-forties, salt-bleached hair, ink-stained fingers; sea air + expensive perfume. Rarely raises voice; never bluffs when she can negotiate. Carries small bronze knife; will not fight. Languages: Common, Elvish.
  • Motivation: Rescue her 6-person crew; recover the Naxian Seal; return home. Pays 800 gp + 200 bonus if all six survive.
  • Secret: Seal is a Binding of Poseidon (sail fill/deny within 10 mi). Hasn't told the party — fears they keep it.
  • Roleplay: Briefs at Anchored Krater; hands Wineskin; insists Pyrakmon is a glutton for fine wine. If confronted about Seal: "Mine by Naxian law and Poseidon's blessing" — offers one extra magic item for silence.
  • Stats: Non-combatant — no combat block.

Captain Kairos — Trireme Captain (Ally)

Weathered sailor · Loyal to Elara's coin · Commands 8 oarsmen

  • Motivation: Get the ship and crew home; follow Elara's contract.
  • Role in Enc. 1: Survives unless DM rules otherwise. Crew charm-walks are his crisis. Beaches at island cove and waits.
  • Enc. 3 assist: If signalled and ≤3 crew lost Enc. 1, arrives end of Round 6 with 4 oarsmen to carry out survivors. If 4+ crew lost overboard, unavailable (managing reduced crew).
  • Roleplay: Practical, curt; improvises if sails/crew fail but party drifts (treat as both-sails-down rest).
  • Stats: Ally NPC — no combat block needed; focus on timing / availability.

Kithara — Medusa of the Shattered Temple

Potential Ally · Enc. 2 guardian · Full combat stats on page 3

  • Motivation: Survive in bitter solitude; hate Pyrakmon with cold ferocity. Enslaved by him years ago, discarded when she displeased him. Animates petrified prior visitors as Skeleton Archers.
  • Secret / Intel if stand-down: (1) Eye vulnerable — fire attacks deal +2d6 to the eye; (2) slight blind spot to the right of the socket (old scarring); (3) sailors alive in bone-and-chain cage at cave rear.
  • Roleplay: Pause if PC calls "We are enemies of Pyrakmon!" DC 15 Persuasion = listen 1 rd; DC 17 + proof (wineskin / Matriarch armband) = full stand-down, free Bronze Shield, full intel. Award full combat XP. Won't fight alongside party; promises to leave island if given proof of his death. Recurring NPC potential.
  • Stats: AC 15, HP 127, Gaze DC 14 — see creature card. Dying merciful kill may whisper eye intel.

Session Aftermath & Hooks

  • Full victory: All crew alive + Seal → 1,000 gp total; Elara may reveal Binding if pressed.
  • Partial: Pyrakmon down, crew losses → 800 gp, no bonus; Seal still recoverable.
  • Hoard: 1,200 gp coin/jewellery; Protection from Evil and Good scroll; Stone Shape scroll; Trident of Fish Command.
  • Hooks: Wineskin refill only at Maron's vineyard; Seal Binding as political/naval power; Kithara as recurring ally if Pyrakmon dies; Matriarch armband proves Cyclops uses harpy sentinels island-wide.
The Labyrinth of the Unshapen · 1/4

The Labyrinth of the Unshapen

One-Shot · 6 Players · Average Level 8 · ~3.5 Hours · Greek Mythology Themed

SESSION SUMMARY

Huntress-priestess Phaedra finds the party and presses a scroll fragment into a player's hand. Theron Amorphos, a disgraced alchemist, is two days from firing his Chrysalid Crucible — pulling the essences of all magical beasts within 100 miles into forced convergence. Cross his stables, thread the ruined garden, destroy the Crucible, and end his work.

"From one of his early papers. He published it himself. He thought it was about the animals." She presses torn papyrus into a player's hand — bronze ink, cut at both ends. The fragment reads only: Break the sigil, break its loyalty. — Phaedra

Major Beats

  1. Tavern Meeting. Phaedra delivers scroll, contract, sketch-map. Investigation DC 13: Theron published taxonomy papers; DC 17: expelled for experimenting on sentient subjects; DC 20: declared dead 12 years ago.
  2. Celestial Stables. Kreon manages 3 Griffins + 2 Pegasi in iron sigil collars. Combat avoidable — charm, deceive, or stealth to free aerial allies for Act 3.
  3. Broken Garden. Skill challenge vs. Manticore / Hippogriff / Chimera patrols — or combat on failure. Cache holds Research Codex. Optional: rescue Thessaly.
  4. Chrysalid Sanctum. Boss fight. Phase 1: squishy summoner on dais. Phase 2: Minotaur transformation (recommended: Contingency Draught).
  5. Resolution. Crucible destroyed; Theron dead, subdued, or escaped. Phaedra arrives within hours.

Creature / Enemy List

CreatureEasyMediumHardNotes
Chimera111Enc 2 (garden) / Enc 3 (vat summon)
Composite Hippogriff111Enc 2 / Enc 3; Vat A pre-open on full alert
Harpy122Enc 1 & Enc 3; Luring Song Rd 2
Kreon the Yoke-Bearer111Enc 1; avoidable; reduced HP on Easy
Manticore111Enc 2; +1 on APL 10
Minotaur Guard212Enc 1 (2) / Enc 3 (1); Deadly Enc 3: 2
Theron P1 / P2—11Boss Enc 3; CR 8 → CR 11
Griffin / Pegasus3 / 2 stabledRecruitable Aerial Allies → Act 3

Difficulty Scaling (baseline APL 8 ★)

APLEnc 1 — StablesEnc 2 — GardenEnc 3 — Sanctum
4 2× Hobgoblin (no Minotaurs); −1 Harpy; Kreon 55 HP; DCs −3; song Rd 3 1 patrol at a time; 2 succ / 3 fail; DCs −3; Chimera 75% HP Theron 55 HP, 2 LA; Vats A–B; P2 → 90 HP; Crucible 50 HP
6 1 Minotaur + 1 Hobgoblin; 1 Harpy; Kreon 70 HP; DCs −1 2 patrols; DCs −1; Chimera 90% HP Theron 70 HP, 2 LA; Vats A–C; P2 → 120 HP; Crucible 65 HP
8 ★ As written (baseline).
10 +1 Minotaur; Harpy DC 14; Kreon 110 HP + partial-Minotaur contingency; DCs +2 +2nd Manticore; DCs +2; all 4 engage; Fire Breath recharges 4–6 Theron 110 HP, 4 LA; 2 Minotaurs + 2 Harpies; P2 → 200 HP; save DC 18
Scroll payoffs (all acts): Act 1 collar DCs drop (remove DC 12 / calm DC 10). Act 2 sigil break DC 9 (vs 13). Act 3: recognize summon/Phase-2 chest sigils immediately (no Arcana). Without scroll: Act 3 Phase-2 sigil needs DC 15 Arcana to identify.
The Labyrinth of the Unshapen · 2/4

ENCOUNTER 1 — The Celestial Stables

Hard (if combat) / Avoidable · ~40 min · 4–6 turns  |  Terrain: Clifftop limestone stables 90×60 ft (cliff N, 40 ft drop S). Pens = half cover; bronze lamps (bright 10 ft).

Creatures: 1× Kreon · 2× Harpy (cliff, +20 ft) · 2× Minotaur Guard. Stabled (not hostile): 3× Griffin · 2× Pegasus — iron sigil collars. Win: pass / free allies; combat optional.

Aerial Allies tracker: 0 = none · 1–2 arrive Rd 2 independent · 3–4 Rd 2 directable (DC 12 AH Free Action) · 5 arrive Rd 1, +4 atk vs Theron/summons; Pegasi Inspire without direction check.

ENCOUNTER 2 — The Broken Garden (Skill Challenge / Optional Combat)

Hard / Avoidable · ~30 min · 4–5 turns if combat  |  Terrain: Ruined courtyard 150×100 ft. Fallen columns (difficult / ¾ cover); tangled copper pipe; open sky.

Goal: 3 successes before 3 failures (one zone each). Patrol: 1× Manticore · 1× Composite Hippogriff · 1× Chimera. Sigil-broken creatures skip combat. Win: reach lab stairs without full alert.

Failure: 1 = one alert, next zone Disadv · 2 = combat starts with alerted creature; other two arrive Rd 2 · 3 = full alert, all three engage; Theron starts Enc 3 with Vat A already open.
Cache (DC 12 Perception / DC 10 Athletics open): Research Codex always (1 min read → Adv on Enc 3 initiative; reveals Draught, Crucible priority, Phase-2 chest sigil). DM picks 1–2: Essence Dispersal Vial×3 · Sigil Chisel×1–2 · Antidote×3 · Smoke Pot×2 · Healing Potion×2. Thessaly: DC 15 Perception; gate AC 10 / 5 HP / DC 10.

ENCOUNTER 3 — Theron, the Unshapen (Boss)

Hard · Phase 1 ~4–6 turns · Phase 2 ~4–6 turns  |  Terrain: Sanctum 100×80 ft, vaulted 25 ft. Dais +20 ft N · Crucible center (AC 14 / 80 HP) · 4 Vats A–D (AC 13 / 30) · Skylight 15×15 (ally entry) · Slabs DC 14 DEX / 4d10 + Restrained · Channels DC 11 DEX / 1d4 acid · 6 mirrors (destroy 3+ halves Absorb Essence) · Oil lamps (1d6 fire ongoing).

Start: Theron P1 on dais · 2× Harpy (columns +10 ft) · 1× Minotaur (stairs). Full alert → Hippogriff already out. Win: destroy Crucible + defeat/subdue/prevent Theron.

Resolution: Crucible destroyed + Theron down → creatures settle; Phaedra arrives. Nonlethal → he names ≥2 parallel researchers. Escape → Minotaur form, formula memorized (sequel hook). Insight DC 14: Phaedra commissioned the survey Theron used.
The Labyrinth of the Unshapen · 3/4

CREATURE STAT BLOCKS

Kreon the Yoke-Bearer

Medium Humanoid (Partial Transform) · LN · CR 4 (1,100 XP)

AC 15 · HP 80 (10d8+40) · Speed 30 ft · PP 13

STR 18(+4) DEX 12(+1) CON 18(+4) INT 10 WIS 12(+1) CHA 9(−1) · Saves STR+6 CON+6 · AH+5 Ath+6 Perc+3

Collar Command. Collared creatures 60 ft can't willingly attack him; at 0 HP / Incapacitated all collars slack (remove Free Action; calm/recruit DC 10). Bull's Grit. On damage, DC 12 CON → reduce 5 (2/rd).

Multiattack. 2× Barbed Whip +6 (9 slash + 3 pierce, reach 10) or Whip + Chain Snare +6 (8 bludge; DC 15 STR or Restrained). BA: Collar Command (DC 13 WIS) · Drag Restrained 15 ft. R: Intercept (redirect atk within 5 ft to self).

Harpy

Medium Monstrosity · CE · CR 3 (700 XP)

AC 11 · HP 58 (13d8) · Speed 20 ft, Fly 40 ft · PP 10

STR 12(+1) DEX 13(+1) CON 10 INT 7(−2) WIS 10 CHA 13(+1)

Multiattack. 2× Claws +3 (6, 2d4+1 slash). BA: Luring Song — humanoids 300 ft DC 11 WIS or Charmed (must approach; no Dash; ends on dmg / stop singing / Incapacitated; success = 24h immune; max 3 targets).

Minotaur Guard

Large Monstrosity · CE · CR 3 (700 XP)

AC 14 · HP 76 (9d10+27) · Speed 40 ft · DV 60 · PP 15

STR 18(+4) DEX 11 CON 16(+3) INT 6(−2) WIS 16(+3) CHA 9(−1) · Perc+5

Charge. 10+ ft + Gore → +9 (2d8) pierce; DC 14 STR or push 10 ft Prone. Labyrinthine Recall.

Multiattack. Greataxe +6 (17, 2d12+4) + Gore +6 (13, 2d8+4). BA: Reckless (Adv atk / Adv vs self).

Chimera

Large Monstrosity (Amalgam) · CE [Sigil-Bound] · CR 6 (2,300 XP)

AC 14 · HP 114 (12d10+48) · Speed 30 ft, Fly 60 ft · DV 60 · PP 12

STR 19(+4) DEX 11 CON 19(+4) INT 3(−4) WIS 14(+2) CHA 10

Sigil Bound (goat horn): break adj Action DC 14 Ath/Arc (DC 10 scroll) → loses Multiattack 1 turn, then 1d6/rd targeting.

Multiattack. Bite +7 (11) + Horns +7 (15) + Claws +7 (11). Fire Breath (5–6): 60-ft cone DC 15 DEX, 35 (10d6) fire / half.

Composite Hippogriff

Large Monstrosity (Amalgam) · Unaligned [Sigil-Bound] · CR 4 (1,100 XP)

AC 13 · HP 85 (10d10+30) · Speed 40 ft, Fly 60 ft · DV 60 · PP 13

STR 18(+4) DEX 13(+1) CON 16(+3) INT 3(−4) WIS 12(+1) CHA 7(−2) · Perc+3 · Keen Sight

Sigil Bound (neck-ridge): DC 13/DC 9 or AC 13/10 HP. Pounce. 20+ ft + Claw → DC 14 STR or Prone; BA Beak if Prone.

Multiattack. Beak +6 (9) + 2× Claws +6 (11).

Manticore

Large Monstrosity · LE [Sigil-Bound] · CR 3 (700 XP)

AC 14 · HP 68 (8d10+24) · Speed 30 ft, Fly 50 ft · DV 60 · PP 11

STR 17(+3) DEX 16(+3) CON 17(+3) INT 7(−2) WIS 12(+1) CHA 8(−1)

Sigil Bound (tail spine): DC 13/DC 9; freed 1d6/rd target.

Multiattack. Bite +5 (7) + 2× Claws +5 (8), OR 3× Tail Spike +5 (7, 100/200 ft). Prefers max range.

Griffin (Aerial Ally)

Large Monstrosity · Unaligned · CR 2 (450 XP)

AC 12 · HP 59 (7d10+21) · Speed 30 ft, Fly 80 ft · DV 60 · PP 15

STR 18(+4) DEX 15(+2) CON 16(+3) · Perc+5 · Keen Sight

Multiattack. Beak +6 (8) + Talons +6 (11). Ally: init 15; fly-by only; hit → DC 13 STR or Prone (1/Griffin/enc). 5 allies: +4 atk vs Theron/creatures.

Pegasus (Aerial Ally)

Large Celestial · CG · CR 2 (450 XP)

AC 12 · HP 59 (7d10+21) · Speed 60 ft, Fly 90 ft · PP 16

STR 18(+4) DEX 15(+2) CON 16(+3) INT 10 WIS 15(+2) CHA 13(+1) · Saves DEX+4 WIS+4 CHA+3 · Perc+6

Hooves. +6 (11, 2d6+4). Ally: Inspire — ally 30 ft Adv next attack this rd. No direction check if freer visible; 5 allies: Inspire Free Action + also attacks.

Theron Amorphos — Phase 1: The Summoner

Medium Humanoid · LE · CR 8 (3,900 XP)

AC 13 (Mage Armor) · HP 85 (13d8+26) · Speed 30 ft · PP 17

STR 8(−1) DEX 14(+2) CON 14(+2) INT 20(+5) WIS 16(+3) CHA 12(+1) · Saves INT+9 WIS+7 CON+6 · Arcana+13 · Spell DC 17 / +9

Slots: Cantrips Acid Splash/Mage Hand/Minor Illusion/Poison Spray · 1st×4 Fog/Grease/Mage Armor/Identify · 2nd×3 Hold Person/Misty Step/Suggestion/Enhance Ability · 3rd×3 Stinking Cloud/Slow/Haste/Conjure Animals* · 4th×2 Vitriolic Sphere/Polymorph/Blight · 5th×1 Hold Monster/Contagion

Contingency Draught left belt (AC 10 / 10 HP; steal DC 17 SoH). At 0 HP drinks → rises init 20 full P2; destroy vial first = no P2.

Multiattack. 1 spell + Alchemical Strike +9 (14 acid) OR 2 spells ≤2nd. BA: Activate Vat (5–6) · Alchemical Vial 30 ft (DC 15 DEX, 2d6 acid + Poisoned). R: Counterspell · Absorb Essence 2d6+3. LA×3: Vial (1) · Redirect Beast (1) · Seal Sigil (2) · Essence Drain (3) DC 15 CON 4d8 necro, heal half.

Theron Amorphos — Phase 2: The Unshapen

Large Monstrosity (Transformed) · LE · CR 11

AC 16 · HP 160 (15d10+75) · Speed 40 ft · DV 60 · PP 16

STR 22(+6) DEX 10 CON 20(+5) INT 18(+4) WIS 14(+2) CHA 8(−1) · Saves STR+10 CON+9 INT+8 · Resist nonmag BPS

Charge +3d8 + DC 17 STR push 15 Prone · Reckless always · Arcane Horns Gore hit → DC 16 INT or lose concentration · Chest Sigil AC 13/10 HP or DC 15 Arcana → Theron DC 16 WIS or lose conc + all LA · Absorb Essence any 0 HP → 2d8+5 (½/¼ w/ Crucible/mirrors) · BA spells ≤3rd: Hold Person/Slow/Misty Step

Multiattack. Greataxe +10 (18) + Gore +10 (15), or 2× Greataxe. Alchemical Hurl replaces 1 atk (40 ft, DC 15 DEX, 3d6 acid). R: Absorb · Brace (halve melee, 1/rd). LA×3: Gore (1) · Hurl (1) · Arcane Roar (2) 30 ft DC 15 WIS Frightened · Sprint (3) full move no OA + Greataxe · Slab Drop (2) 10×10 DC 14 DEX 4d10 + Restrained (DC 16 STR); 4 slabs.

The Labyrinth of the Unshapen · 4/4

KEY ITEMS & McGUFFINS

Scroll Fragment — Phaedra's Handout

Physical Prop · Session Thread

Torn papyrus, bronze ink: "Break the sigil, break its loyalty." From Theron's early paper — he meant a warning; she weaponized it.

Act 1: recognize collar discs → lower remove/calm DCs. Act 2: sigil break DC 9 (vs 13). Act 3: auto-ID summon & Phase-2 chest sigils (else DC 15 Arcana).

Chrysalid Crucible

Session McGuffin · Central Basin

Destroy: AC 14 · HP 80. Immediately drops all active summons, prevents further vat activation, weakens Phase 2 Absorb Essence (halve). Priority target — Theron uses Redirect Beast to interpose.

If Theron immerses at ≤40 HP and Crucible is destroyed while he's inside: Phase 2 starts at 80 HP + Disadv on attacks 3 rounds.

Theron's Research Codex

Clay Tablets · Always in Act 2 Cache

1 minute to read. Reveals: (1) Draught of the Labyrinth on left belt; (2) Crucible powers summoning — destroy it; (3) Phase 2 chest sigil disrupts magic. Grants Advantage on first initiative roll of Encounter 3.

Draught of the Labyrinth

Contingency Vial · Left Belt

Recommended Phase-2 trigger. AC 10 · 10 HP (attacks at −2) · steal adjacent DC 17 Sleight of Hand. Drinking at 0 HP → full 160 HP Unshapen form at Initiative 20. Destroyed first = Theron dies at 0 HP, no Phase 2.

Cache Options (DM picks 1–2)

Essence Dispersal Vial×3: 10 ft, DC 14 WIS or lose sigil control 1 rd. Sigil-Breaking Chisel×1–2: auto-break one sigil, single use. Antidote×3: cure Poisoned + Adv next CON. Smoke Pot×2: heavy obscure 20 ft, 3 rds, Disadv attacks inside. Healing Potion×2: 2d4+2.

Sigil Quick Reference

Collars Enc 1: SoH DC 12/DC 16 or smash AC 11/5 HP/DC 13 STR. Patrol Enc 2: DC 13/DC 9 (Chimera DC 14/DC 10). Summons Enc 3: DC 13 or AC 13/10 HP; Seal Sigil may rebind. Phase-2 chest: DC 15 Arcana or AC 13/10 HP → Theron DC 16 WIS. Gate/Vat D: AC 10 / 5 HP / DC 10.

NPC QUICK REFERENCE

Phaedra — Quest Giver

  • Role: Elder huntress-priestess of Artemis · NG · sun-dark, grey-haired, economical speech.
  • Motivation: Two seasons tracking creature wrongness (migration, pairing, gathering near ruins). Won't go herself — bad knees; pays well.
  • Knows: Crucible fires in ≤2 days; 100-mile magical-beast radius; scroll is from Theron's early paper.
  • Secret: She commissioned the field survey Theron used as baseline. Insight DC 14 she's withholding. Quote: "He was brilliant. He probably still is. That is the problem."

Theron Amorphos — Antagonist

  • Role: Disgraced alchemist-scholar · LE · gaunt, white-edged hair, stained robes; precise, never raises voice; 3 weeks underground.
  • Motivation: Species separation is a flaw; Crucible is surgery, not cruelty. Correct that something is unraveling — catastrophically wrong about the remedy.
  • If confronted: "You came to stop it. I understand that. But I suspect she didn't tell you what the alternative looks like in another hundred years."
  • Stats: See Phase 1 / Phase 2 cards (p.3). Nonlethal → names ≥2 parallel researchers. Escape → sequel hook.

Kreon the Yoke-Bearer — Henchman

  • Role: Stablemaster · LN · bull horns at temples, oversized hands; volunteered partial transform 11 yrs ago (ex horse-breaker).
  • Motivation: Loyal, methodical, not cruel. Will not surrender — but can be spoken to. If party treats animals with obvious respect, he hesitates before fighting.
  • Roleplay: Non-combat path foreshadows Theron's contingency vial. Stats on p.3.

Thessaly — Optional Rescue

  • Role: Young naturalist · NG · ink-stained fingers, battered notebook; captured investigating creature strangeness.
  • Free: East-wall pen Act 2 — DC 15 Perception; gate sigil AC 10 / 5 HP / DC 10 Athletics or Thieves' Tools.
  • Knows: Overheard Draught location ("left belt, bronze clasp"); counted 4 vats (D forbidden); skylight is natural collapse.
  • Combat (Act 3): AC 11 · HP 14 · Action each round: Help one PC (Adv next attack or skill check).

Resolution & Aftermath

  • Crucible drained; controlled creatures slump/flee; ceiling trembles; Phaedra arrives within hours; beasts return to natural ranges over weeks.
  • If pressed, Phaedra admits commissioning the survey. Theron subdued or escaped seeds a sequel.
The Hot Gates · 1/4

The Hot Gates

One-Shot · 6 PCs Lvl 10 · ~3–3.5 hrs · Thermopylae Hold · Favor of Ares
Style: Same-pass defense → Parley → Favor finale  |  Win: Favor 6 + plant Enyalian Spearhead → Ares slaughters horde

Allies: Leonidas + Spartans · Recruit: Dienekes · QG: Gorgo’s envoy

"Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."

Major Beats

  1. Mist to Hot Gates; join Leonidas’s wall.
  2. Enc. 1: First wave; vents/rockfall; recruit Dienekes.
  3. Enc. 2: Parley with Warlord Kharos (3 before 3).
  4. Enc. 3: Favor deeds → plant spearhead → Ares.

Favor of Ares (Win = 6)

DeedFavor
Hold Fast (no breach + ≥5 at gate)+2 / round
Triple Fall (3 downs same round)+1 (max 2)
One Blow (above half → 0 in one hit)+1 (need 2)
King’s Witness (finish near Leonidas)+2 once
Steam Offering (DC 14, bloodied)+1 / round

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 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.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
Gorgo’s envoy sends the party through mist onto the Hot Gates: a cliff-tight pass where Leonidas and his Spartans brace against a horde of Titan-kin and Leonin . Hold the throat. Parley with Warlord Kharos . Then bleed for the war-god’s eye until the spearhead calls Ares.

Creature / Enemy List

CreatureCounts / Notes
Titan-kin Raider4 · 6 · 8 · Waves
Titan-kin Brute2 · 4 · 5 · Waves
Leonin Pride-Hunter2 · 3 · 4 · Waves
Leonin Pride-Captain0 · 1 · 1 · Enc. 2–3
Warlord Kharosparley · 1 · 1 · Enc. 2/3
Spartan Hoplite4 · 6 · 6 · Allies

DM Tips

The Hot Gates · 2/4

Encounter 1 — First Wave at the Throat

Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious. · Drums in the east. Leonidas locks shields with 6× Spartan Hoplites . Wave: 6× Raiders , 3× Brutes , 2× Pride-Hunters .

Encounter 2 — Parley under Truce-Spears

Horns change pitch. A truce-spear (white horsehair) advances. Warlord Kharos and 1× Pride-Captain meet mid-pass under temporary peace. The horde waits 60 ft. back — same map, no new location. · Horns change pitch. A truce-spear (white horsehair) advances. Warlord Kharos and 1× Pride-Captain meet mid-pass under temporary peace. The horde waits 60 ft. back — same map, no new location.

Encounter 3 — Favor of Ares (Final Hold)

Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious. · The full press. Waves crash the throat: remaining host + reinforcements (see roster). Kharos leads unless slain. Win is not “kill everyone” — win is Favor 6 and planting the spearhead so Ares ends it.

Optional — Audience with Ares (~45 min)

After Enc. 3 win, Ares may stay at the spearhead for skill-check roleplay (skip if time is short). Not a fight. 6 successes before 3 failures; one check per PC per phase.

DM Callouts

The Hot Gates · 3/4

STAT BLOCKS

King Leonidas (Ally)

AC 18 | HP 136 | Speed 30

  • 2× Spear +8 · Rally 1/enc · Protect the Line · Iconic (no execute)

Warlord Kharos CR7

AC 17 | HP 136 · LR-style LA

  • Maul +8 · Command Rush · Earthshatter R5–6 · Banner vs fear

Titan-kin Brute CR2

AC 14 | HP 42

  • Greataxe +5 · Relentless 1/rest

Titan-kin Raider CR1

AC 13 | HP 22

  • Scimitar / Shortbow +4

Leonin Pride-Hunter CR2

AC 14 | HP 39 | Speed 35

  • Claw/Spear · Pounce · Roar R5–6

Leonin Pride-Captain CR4

AC 16 | HP 76

  • 2× Glaive +6 · Pack Tactics · Pride Roar 1/day

Spartan Hoplite CR3

AC 17 | HP 52

  • 2× Spear · Shield Wall

Dienekes (Ally)

AC 17 | HP 71

  • Recruit Enc. 1 · Hold Line adv · Shade Remark
The Hot Gates · 4/4

TOOLS / NPC

Enyalian Spearhead

Pass Hazards

Gorgo’s Envoy

Remember

Enable Background graphics when printing.

The Show Must Go On · 1/4

🎭 THE SHOW MUST GO ON — DM QUICK REFERENCE

6 Players · Average Level 5 · ~3–3.5 Hours · Greek Mythology Setting
Style: Investigation / Skill Challenge / Stage Combat  |  Setting: The Theatre of Dionysus — an ancient stone amphitheater (all 3 encounters here).
Encounters: Enc1 Easy–Medium brawl (non-combat option) · Enc2 Backstage farce + timed opera cues · Enc3 Hard boss combat on stage.
Win Condition: Survive all three acts of the play. Defeat Komos. Summon Dionysus with the Golden Mask to end the chaos and receive the God's blessing.
Description: A celebrated troupe is about to open a new play at the great amphitheater, and Dionysus wants a perfect, uninterrupted performance. Komos, a boisterous Satyr Captain who feels mocked by the script, has rallied a warband of satyrs and fauns to crash the stage. The party survives a chaotic dress rehearsal, then runs a backstage farce with timed aria cues and a rafter weight race — without tipping the house — before clashing with Komos in a finale the crowd believes is part of the act.
Hook — Misthaven Tavern: "Dion" (secretly Dionysus) hires the party to protect tomorrow's play from satyr saboteurs, hands them the Golden Mask. DC14 Religion/Insight reveals his divine nature (goblet never empties, ivy crown glows, smells of grapes). Party steps through the mist and arrives at the amphitheater at dawn.

Major Beats

  1. Misthaven Hook: "Dion" hires party, hands over the Golden Mask, sends them to the amphitheater before dawn.
  2. Enc1 – Dress Rehearsal: Satyrs crash rehearsal; drive off or talk down. Pipes can be recruited if spared & charmed. Thalia and Papadakis introduced.
  3. Between Enc1 & 2: Party scouts the theater, speaks with Thalia about the script, identifies sabotage entry points.
  4. Enc2 – The Show: Three hidden threats during the live performance. Neutralize without the audience noticing. Disruption Counter tracks failures.
  5. Disruption Threshold: 3 Disruption Points → audience boos, Komos storms the stage immediately (skips "prepared" start of Enc3).
  6. Enc3 – Curtain Call: Komos and remaining crew brawl onstage; audience believes it's part of the show. Party defeats Komos & protects patrons from Faun Revelers in the stands.
  7. Deus Ex Machina: Komos defeated → any PC holding the Golden Mask on stage raises it aloft (DC12 Performance). Dionysus descends, freezes remaining satyrs, audience erupts. Show is a success.

Creature / Enemy List

CreatureCREnc1Enc2Enc3Notes
Komos, Satyr Captain4——1 (Boss)Enters stage at start of Enc3
Silenos, Satyr Sorcerer3—1 (hidden)1 (if not stopped)Hidden backstage compartment in Enc2
Pipes, Satyr Bard21—1 (if not recruited)Recruit opportunity in Enc1
Nettles, Satyr Archer2—1 (upper gallery)1 (if not stopped)Critical to find in Enc2
Satyr Hoplite13—2 + 2 (wave)Wave arrives end Rd2 of Enc3
Faun Reveler1/442 (backstage)4 (audience)Each disrupts patrons in Enc3

Scaling Table

APLEnc 1Enc 2Enc 3
6 Remove Pipes. Fauns flee at 2 down. Non-combat DCs −2. Remove Silenos. Fauns asleep (wake DC8 Stealth fail). Threshold 4. Komos 55 HP. No reinforcement wave. Fauns cause only 1 (not 1d4) flee/rd. Finale DC10.
8 — Baseline as written —
10 +2 Hoplites. Pipes plays Tragedy variant from wings (unseen) Rd1. Recruit DC16. Silenos pre-cast Mage Armor. Nettles' first 2 shots auto-Tangling. Threshold 2. Komos 95 HP + free Headbutt reaction/round. Wave arrives Rd2. Silenos starts w/ Hypnotic Pattern active if he survived Enc2.
The Show Must Go On · 2/4

ENCOUNTER 1 — A Rowdy Rehearsal (Easy–Medium · ~25–35 min)

Pipes leads 3 Satyr Hoplites + 4 Faun Revelers to crash the dress rehearsal on stage/backstage. Non-combat resolution strongly available.

Non-Combat Options:
  • Show Mask: no check — adv. on all social checks rest of encounter
  • Persuasion DC14 (DC10 w/ mask shown)
  • Performance DC13: satyrs lose next turn, 1 Faun defects
  • Intimidation DC15 w/mask / DC18 without: Fauns flee
Combat Notes:
  • Pipes: Panpipe Melody Rd1, stays on gallery
  • Hoplites: Ram Charge when possible
  • Fauns: scatter, throw figs, target Thalia
  • Break point: 2 Hoplites + 3 Fauns down → rest flee
Recruit Pipes: Drop to 0 HP (not killed) + immediate DC14 Performance/Persuasion → joins party for Enc2–3.   Aftermath: Success → scout theater, reduces Enc2 DCs by 2. Pipes' clue (if not recruited): "check the upper storage room." Damage to Thalia/3+ actors → Enc2 Disruption threshold drops from 3 to 2.

ENCOUNTER 2 — Noises Off / The Aria (Backstage farce + opera cues · ~35–45 min)

Tone: Perspective flipped backstage — silent door ballet, fraying cast, wrong props — interleaved with timed opera cues (aria line, dance block, balcony laurel) and a rafter race when a letter reveals a weight will drop at the lover's kiss. Sell chaos → house applauds.
⚠️ 3 Disruption Points = Komos storms stage IMMEDIATELY (Enc3 starts, no prep, reinforcements Rd1). Gains: missed Cue Beat (+1) · unaddressed sabotage (+1) · failed Recovery / Silent Rule (+1) · visible action + failed cover (+1). Recovery: DC14 Performance/Deception to sell the bit. Farce always-on: Silent Rule (whisper or Stealth DC12); Door Ballet (Acrobatics DC12 on flagged crossings); Wrong Prop once (SoH/Perf DC13); Lovers' Spat blocks a wing (Persuasion/Perf DC12).
🎼 Cue Beats (interleave)
1 Aria line: choose correct lyric + DC13 Perf/History.
2 Dance block: DC14 Acrobatics/Perf.
3 Balcony laurel: DC14 Athletics/Acrobatics or DC13 SoH toss.
Nail = adv on next sabotage/Recovery. Miss = +1 DP (Recovery OK).
🎭 Weight Race (after Cue 3 / Act II)
Letter: At the lover's kiss — the weight falls.
3 successes before 3 failures (Ath/Acro/Inv/SoH DC14; adv Inv w/mask). Or DC12 SoH / DC16 Ath at winch. Drop: 4d10 (Dex DC14 half) +1 DP.
🎭 Nettles (Act II, gallery)
Spot: DC13 / DC15. Approach: DC14 Stealth. Unaddressed: Tangling Shot, +1 DP, flees to Enc3 gallery.
🎭 Silenos + 2 Fauns (Late Act II)
Find: DC14 Arcana / DC15 Inv (adv w/mask). Bypass: DC13 Stealth or fig. Unaddressed: wrong-door pile-up, +1 DP, flees Enc3 backstage-left.
Loot: Nettles: 3 Tangling Arrows. Silenos: Potion of Greater Healing + note (Komos targets mask-holder; enters center-left with 2 hoplites). All 3 Cues nailed → one PC inspiration.
Resolution: 0–2 Disruption → 1 min prep, Pipes 5 temp HP. 3 Disruption → "NOW! The show is OVER!"

ENCOUNTER 3 — Curtain Call (BOSS) (Hard · ~45–60 min)

Primary: Defeat Komos. Secondary: Keep 20+/50 audience seated.

Round Timeline:
  • Rd1–2: Audience cheers, thinks it's the show
  • Rd3: +2 Satyr Hoplites burst in (Rd1 if Enc2 failed)
  • Rd4+: Komos uses Stage Crash on recharge; audience starts noticing
Audience Protection:
  • Each active Faun in stands = 1d4 patrons flee/round (from Rd3)
  • Real damage reaching crowd = 2d6 flee + 1 round panic
  • PC action, DC10 Persuasion = usher 10 patrons out safely (no penalty)
Komos AI: Rd1 Ram Charge + Multiattack. Rd2 Rally the Revel, targets mask-holder specifically. Rd3+ Stage Crash on recharge. Won't flee unless all allies down AND below 15 HP (DC15 WIS to actually retreat).
Finale: Komos at 0 HP → mask-holder on stage, Action, DC12 Performance (DC10 if 30+ patrons remain) → Dionysus descends, paralyzes remaining enemies (no save), encounter ends.
Patrons RemainingResultReward
30+Full Success — standing ovationBlessing of Dionysus + 800 GP
20–29Partial — chaotic but survivedBlessing (shorter) + 500 GP
<20Technical — show was a disasterNo Blessing, 1 Inspiration + 200 GP
Komos's Fate (player choice): Captured → exile 10 yrs or turned into a goat. Killed → satyrs bow and leave quietly. Spared → slinks off, "he'll be back."
The Show Must Go On · 3/4

CREATURE STAT BLOCKS

👑 Komos, Satyr Captain (BOSS) — CR 4

AC 16 | HP 78 (12d8+24) | Spd 40 ft
STR 18(+4) DEX 14(+2) CON 14(+2) INT 10(+0) WIS 16(+3) CHA 12(+1)
Saves: STR+6 CON+4 | Athletics+6, Intimidation+5, Performance+5
Magic Resistance. Adv. on saves vs spells.
Revel's Fury. Adv. hit = +7 (2d6) dmg.
Ram Charge. Move 20ft straight+attack: +2d6, DC14 STR or prone.
Multiattack. Two Shortsword +6 (1d6+4).
Javelin. +6, 30/120, 1d6+4.
Stage Crash (Recharge 5-6). 30ft line, DC14 DEX, fail: 3d6+4+prone.
BA: Rally the Revel. Ally within 30ft adv. next attack.
BA: Headbutt. +6, 1d4+4.
Reaction: Parry. Reduce melee hit by 1d6+2.

✨ Silenos, Satyr Sorcerer — CR 3

AC 12(15 Mage Armor) | HP 45 (10d8) | Spd 40 ft
STR 10(+0) DEX 10(+0) CON 14(+2) INT 12(+1) WIS 18(+4) CHA 18(+4)
Saves: WIS+3 CHA+6 | Arcana+4, Nature+4, Persuasion+6
Magic Resistance. Adv. on saves vs spells.
Spellcasting. CHA DC14, +6 to hit.
Cantrips: Mage Hand, Minor Illusion, Shocking Grasp (3d8 lightning)
1st(4): Mage Armor, Thunderwave (2d8, push 10ft)
2nd(3): Shatter (3d8), Hold Person
3rd(2): Hypnotic Pattern, Fear (30ft cone)
Quarterstaff +2, 1d6.

🎶 Pipes, Satyr Bard — CR 2 (Recruitable)

AC 13 | HP 38 (7d8+7) | Spd 40 ft
Saves: DEX+4 CHA+6 | Deception+6, Performance+8, Persuasion+6
Magic Resistance. Adv. on saves vs spells.
Panpipe Melody (Recharge 5-6). DC14 WIS, 30ft. Comedy=Incapacitated; Tragedy=Frightened.
Shortsword +4, 1d6+2. Vicious Mockery: DC14 WIS, 2d4 psychic+disadv.
BA: Discordant Note. DC14 CON or lose concentration.
As Ally: Enemy satyrs no Magic Resist vs. his Panpipe Melody. Grants adv. on 1 Performance/Deception check per encounter. Ranged only, won't melee.

🏹 Nettles, Satyr Archer — CR 2

AC 14 | HP 35 (7d8+7) | Spd 40 ft
STR 12(+1) DEX 18(+4) CON 12(+1) INT 14(+2) WIS 12(+1) CHA 10(+0)
Perception+4, Stealth+6, Survival+4
Magic Resistance. Adv. on saves vs spells.
Nimble Escape. Dash/Disengage as BA.
Trick Shots (per attack): Tangling — DC13 STR or Restrained; Blinding — DC13 CON or Blinded.
Multiattack. Two Shortbow +6, 80/320, 1d6+4 + Trick Shot.
Shortsword +6, 1d6+4.

🛡 Satyr Hoplite — CR 1

AC 15 | HP 22 (4d8+4) | Spd 40 ft
STR 14(+2) DEX 13(+1) | Athletics+4, Perception+2
Magic Resistance. Adv. on saves vs spells.
Ram Charge. Move 20ft+attack: +2d6, DC12 STR or prone.
Spear +4, reach 5/range 20-60, 1d6+2 (1d8+2 two-hand).
BA: Headbutt. +4, 1d4+2.

🍷 Faun Reveler — CR 1/4

AC 13 | HP 13 (3d6+3) | Spd 40 ft
DEX 15(+2) WIS 14(+2) | Performance+4, Stealth+4
Magic Resistance. Adv. on saves vs spells.
Fruit Fling +4, 30/60, 1d4+2. Trip Kick +4, 1d4+2, DC10 STR or prone.
Enc3 only — Audience Harassment: Action = 1d4 audience members flee (auto, no roll).
The Show Must Go On · 4/4

ITEM CARD

🎭 Golden Theatrical Mask of Dionysus

Palm-sized gold mask on a braided cord, comedy front/tragedy back. Warm to the touch. Inscription: "When the curtain falls for the last time — raise me aloft upon the stage, and the God of Theater honors his word."

NPC QUICK CARDS

🍇 Dionysus — Quest Giver & Deus Ex Machina
Disguised ("Dion"): striking, olive/ivy crown glowing faintly gold, goblet that never empties, smells of grapes and honey. DC14 Religion/Insight to notice divinity; winks if confronted.
Divine form: barefoot, purple silk, thyrsus staff (fennel + pinecone), eyes like wine at dusk, radiates golden light.
Motivation: Wants his festival play performed flawlessly — considers this entirely reasonable.
Secret: He wrote the play's provocative subject matter himself and is quietly amused that Komos has taken personal offense.
Divine Power: At the finale, freezes all remaining enemies with a gesture (no save, Paralyzed until released). Will not fight on the party's behalf mid-encounter — only after the win condition is met.
Line: "All who truly love theater are divine, are they not?"
🎭 Thalia — Lead Actress & Playwright
AC10 HP12 | Performance+8, Persuasion+5, History+4
Motivation: The show must go on — non-negotiable. Will physically try to remove satyrs from the stage herself if the party is slow.
Secret: Knowingly wrote a thinly-veiled caricature of Komos's father as the play's buffoonish villain. Entirely unapologetic — she was pleased when Komos showed up ("free publicity").
Useful: Knows the full backstage layout & every hidden compartment (advantage clue for the rigged crane if consulted). Will stall the audience with improvised monologue, buying 1 extra round on any Disruption timer at DM discretion. In a pinch, throws a ceramic prop vase (+2 to hit, 1d6 bludgeoning) with great drama.
📋 Papadakis — Stage Manager
AC10 HP8 | Investigation+5, Perception+4, Sleight of Hand+3
Motivation: To not be blamed for whatever goes wrong; to survive one performance without catastrophe; to possibly retire.
Secret: Hired a satyr stagehand last season who humiliated him with a prank (swapped chorus water for wine, painted masks upside-down). Suspects Komos is that satyr's cousin and this attack is revenge.
Useful: Complete backstage map in his wax tablet — automatic success on any Investigation check about prop locations if consulted. Carries a Potion of Healing "for emergencies."
Fainting Condition: DC10 CON save on witnessing open bloodshed on/near the stage. Failure = unconscious 1d4 rounds.
Quick Reminders
  • Pipes recruit: 0 HP (not killed) + immediate DC14 Performance/Persuasion
  • Papadakis faints: DC10 CON save on bloodshed near stage
  • Thalia/3+ actors damaged in Enc1 → Enc2 Disruption threshold drops to 2
  • Dionysus never fights directly — only freezes enemies at the finale
"The air above the stage shimmers with the scent of wine and pine resin... 'Well played,' he says simply. 'Well. Played.'" — Dionysus's Entrance (read-aloud)

— End of DM Quick Reference —

Riddles at the Peak · 1/4
6×L11 · ~3–3.5 hr · Thebes (Seven Gates) → North Gate → Phikion road → trap halls → summit cave. Win: assemble the hidden six-letter name from altar letters, shout it (bonus action, end of round, one try), fetch the Seal, place it on the central altar. Fighting the Great Sphinx’s body is suicide — crack gems, run altars. Bring a torch, any key, thieves’ tools, a hammer or shield, 1 gp, a polished blade or mirror.

Major Story Beats

  1. Agora of Thebes. Nikias hires at the civic hub inside the Seven Gates; writ + 1,200 gp on return; rumor of a nest-treasure on Phikion. Leave by the North Gate. Map: images/maps/Thebes.png (map-thebes).
  2. Enc. 1 — Road of Four Riddles. Goat-road up Mount Phikion. Four adolescent sphinxes. Answer for hints; fail and that one attacks.
  3. Enc. 2 — Trapped Ascent. Stair and halls: plates, darts, false floors, crush-ceiling, riddle-door.
  4. Enc. 3 — Summit cavern-temple. Six altars, six armor-gems, end-of-round riddles, cipher thirds. Shout the hidden name → Seal → central altar (or present Seal to Savano — Broken Form, p. 2 / p. 4).
  5. Resolution / Epilogue. Patron goddess arrives; Savano stands down; brood flees; Thebes pays in full and throws a banquet. Blessing: inspiration + one Int/Wis reroll before next dawn.

Thebes & Phikion

Thebes sits on the Cadmea in the Boeotian plain, seven gates in its circle of walls. To the north the road climbs Mount Phikion — the Sphinx Mountain of the old stories, the peak from which a riddling lion-woman once taxed every traveler bound for the city. Helicon and the Muses lie west; Cithaeron closes the south. Three nights ago Phikion roared. The North Gate road is empty. Shepherds swear an abandoned temple in the summit cave holds a nest the size of a dragon, and that something in it is worth a city’s ransom.

Rumors (red herrings): some say it was a temple to Apollo, but the schools of art and knowledge moved into the city long ago; others claim Ares, who helped found Thebes — yet Thebes has not seen war in generations. Merchants mutter an Egyptian god, “Amara” or “A-man-raw” (Amun-Ra), patron of a different Thebes. APOLLO and AMUN-RA both have six letters. None is the answer.

Magistrate Nikias of Thebes hires the party in the agora: rid Phikion of the Ancient Sphinx, and protect the unnamed treasure within. Late 60s, missing two fingers; once a caravan-captain on this road. He climbed two years ago and came back alive. Secret: the Great Sphinx spared him for a half-clever answer and took the fingers as tuition. He is ashamed. He does not know her name.

“She will ask you something. Answer well — or don’t come back to make me bury you inside seven walls.”

Theban Writ — read in the agora

By order of the council of Thebes: the North Gate road and the peak of Phikion are closed. The Ancient has woken in the cave-temple on the Sphinx Mountain. Bring her to peace — by wit, not by a war seven gates cannot win — and guard the treasure she nests upon until the council can claim it. Do not let the brood eat the road.
— Wax-sealed writ, pressed into a PC’s hand by Nikias

Enc. 1 — Road of Four Riddles

The party leaves Thebes by the North Gate. The Phikion road switchbacks above olive terraces; the Cadmea shrinks behind them, Helicon a blue mass to the west. Four winged shapes drop onto the stones ahead — lion-bodies, human faces, not yet the size of the thing that roared. Three males, one female. They have been waiting for travelers on the Sphinx Mountain.

“The Ancient yawned,” says the largest, Kleitos. “So we came to eat whoever tries her game. Or — if you are amusing — we will tell you what the mountain already knows.”

If all four hints are earned, Ismene adds: “She is bored. Be interesting.”

Enc. 1 — Engagement

Each sphinx poses one Level 1 riddle (pick 4 of 8; p. 3). ~60 seconds. Party may confer. Correct: satisfied, gives its hint, does not attack. Wrong/refuse: only that sphinx attacks; others lounge. Party attacks first → all four join (Hard/Deadly — warn them). 0 HP: flees or yields. Killing them costs later hints and Savano’s respect (Insight DC 14: she will know).

Hints if correct: Kleitos — six altars want deeds, not only words. Phaedros — path and halls are trapped; watch the floor. Orthos — keep a reaction for the Ancient’s end-of-round question. Ismene — the last word that ends the game has six letters.

Terrain: switchback 15 ft. wide, 80 ft. long; 40-ft. drop (3d6). Boulders: half cover. Sphinxes start 40 ft. ahead, flying available. 1 fight ≈ Easy; 2 ≈ Medium; all 4 ≈ Hard for 6×L11. Four hints: short rest on the road. Two+ fights: Enc. 2 without a short rest.

Enc. 2 — The Trapped Ascent

Near the summit the Phikion road pinches into a stair cut from living rock, then a colonnade that should not exist this high — a hallway into the peak. Bronze nails in the lintel still hold faded Theban ribbon and a worn stamp (owl-shaped, meaning long forgotten). Something has been maintaining this place. The last door opens onto a vast dark that smells of old incense and lion.

Gauntlet of five stations (+ optional 6th). Each is one spotlight “round.” Phaedros’s hint: adv. on the first Perception/Investigation to spot a trigger. 3+ trap hits = Enc. 3 starts without a short rest. Clean run = 1 minute to bind wounds (Hit Die as an action) in the cave mouth.

Trap Stations

#StationSpot / DisarmOn Failure
1Goat-stair platesPerc 15; tools or Ath 14 (wedge)Darts +8, 14 (4d6) poison; Con 15 or poisoned 1 min
2False ledgeSurvival or Inv 1410-ft. slide, 3d6 bludgeoning, prone; Dex 13 half
3Hall of hollow tilesInv 16 (13 w/ 10-ft. pole)Fall 20 ft. onto spikes, 4d6 piercing; Ath 14 climb out (action)
4Crush ceilingPerc 15 (hairline); Ath 16 brace or Mage Hand on pin8d10 bludgeoning, Dex 16 half, 10-ft. square
5Riddle-locked bronze doorSpeak any used Enc. 1 answer, or knock / tools 16, or Str 20Glyph: 6d8 thunder, Con 15 half; door still shut
6*Optional bronze net alcoveStealth 14 past tripwireRestrained, escape 14; 2d6 piercing as barbs close

Enc. 3 room traps (optional): two sand-sink tiles (Dex 15 or restrained, escape 14) between platforms 2–3 and 5–6; one dart slit on the north wall (same as station 1) if a PC sprints the straight line.

Enc. 2 / Enc. 3 — Summit cavern-temple (entry)

The summit cave is a cathedral in the peak of Phikion. A crack in the roof shows open Boeotian sky — wind, not a cellar. Columns like tree-trunks hold a ceiling lost in smoke-stained dark. Six raised platforms ring a sand floor. On each, a stone altar wears a bronze plaque. At the far end a wall of living rock has been carved into a sleeping lion the size of a dragon — until the lion opens its eyes.

The Great Sphinx unfolds. Gargantuan. The roar you heard in town was her stretching. Call her only the Ancient / Great Sphinx until midway Enc. 3 (p. 4). Bored, proud, willing to play. Secret: she does not want mortal flesh. She wants the game finished so her patron will visit. The hidden name opens the door; the seal is the invitation. Her name is Savano — a red herring (Greek η≈v, ν≈n, θ≈o).

“Four centuries,” she says, almost kindly. “Play my game. Fail, and I remember I am hungry.”

Balancing / Suggestions

As written ★ — 6×L11. Enc. 1 Hard if 3–4 brood fight; Enc. 2 Hard traps; Enc. 3 Deadly CR 22 puzzle-race. XP: L11 Hard 3,600 / Deadly 5,100 per PC (6× = 21,600 / 30,600). Savano alone is 41,000 — not a fair fight. Gems are the stall: AC 17, HP 54, cracked at 30 HP. Intended: 2–3 PCs on gems, rest on altars. Body slugfest is a losing clock.

Library Standard — 6×L8. Brood HP −25%; trap DCs −2; Savano HP 360, AC 20, save DC 18; gems AC 15, HP 36, cracked at 20; patience 12 rounds; only 4 required altars (drop decoy + one).

Easier (APL 9–10). Library Standard, then Ismene does not fight; crush ceiling is 4d10; cipher third #2 already visible on a History DC 12 glance.

Harder (APL 12–13). +1 brood cub round 2; altar activations provoke OAs from her reach 15; patience 8 rounds; gems AC 18, HP 66, cracked at 36; wrong combat answer also 4d8 psychic (Int DC 18 half) to the speaker.

City help (Enc. 1 peaceful + Enc. 2 clean): shrine acolyte at cave mouth on round 4 with a torch, a key, a hammer, 1 gp, and polished bronze — one free tool delivery, then they hide.

Name (DM): Reveal Savano after 2–3 letters or Inv/Arcana 16, Hist 15, Pers/Intim 17 — she offers it as if vital. Do not say the patron goddess’s name before the puzzle is solved.

Riddles at the Peak · 2/4

Savano — the Ancient Sphinx

Gargantuan Monstrosity (Sphinx), LN · CR 22 (41,000 XP) · BOSS

ACHPSpeedReach
22 (gem hide)490 (28d20+196)50 ft., fly 80 ft.15 ft.
STRDEXCONINTWISCHA
26 (+8)14 (+2)24 (+7)22 (+6)20 (+5)22 (+6)

Saves Dex +9, Con +14, Int +13, Wis +12

Skills Arcana +13, History +13, Religion +13

Perception +12

Immune psychic; nonmagical B/P/S (Aegis gem)

Immune charmed, frightened, paralyzed

Senses Truesight 120 ft., PP 22 · all languages, telepathy 120 ft.

Legendary Resistance (3/Day). Failed save → success.

Inscrutable. Immune to mind-reading and divination. Insight vs. her has disadvantage.

Lair Aura. Temple is her lair. Ignores sand difficult terrain. Reach 15 ft.

End-of-Round Riddle. Enc. 3 clock (p. 4). Not an action. Action economy p. 3.

Armor-Gems (6). Head, back, shoulders, thighs — each an Ancient Gem Stone. Telegraph the option they power. Gem damage does not reduce her HP. Aegis sets AC and B/P/S immunity. Cracked/destroyed: p. 4.

Voice. This is a game. Relish their fear; dare them to strike. Lines on p. 4. Call her the Great Sphinx until midway Enc. 3.

Multiattack. One Claw and one Bite, or two Claws.

Claw. +15, reach 15 ft., 19 (2d10+8) slashing.

Bite. +15, reach 15 ft., 24 (3d10+8) piercing.

Solar Tempest (Recharge 5–6; Head gem). 60-ft. cone. DC 21 Dex or 56 (16d6) radiant (half on success).

Word of Unmaking (1/Day; Back gem; also Patience fail). Each creature she chooses within 90 ft.: DC 21 Con or 66 (12d10) force and prone (half, not prone).

Innate Spellcasting. DC 21, +13. At will: detect magic, thaumaturgy. 3/day: dispel magic, counterspell. 1/day: greater invisibility.

Legendary Actions (3/round)

Claw (1). One claw.

Vanish-Step (1). Teleport up to 60 ft.; does not provoke.

Lair — Column Fall (2; L shoulder gem). 10-by-30-ft. line. DC 19 Dex or 44 (8d10) bludgeoning (half).

Lair — Swallowing Sand (2; R thigh gem). 15-ft. radius difficult; DC 19 Str or restrained (escape DC 19).

Lair — Echo Roar (3; R shoulder gem). 30-ft. radius. DC 21 Wis or frightened until end of its next turn.

Savano, Broken Form

Huge Monstrosity (Sphinx), LN · CR 13 (10,000 XP) · Alternate Enc. 3

ACHPSpeedReach
18 (natural)264 (16d12+112)40 ft., fly 60 ft.10 ft.
STRDEXCONINTWISCHA
22 (+6)14 (+2)24 (+7)20 (+5)18 (+4)20 (+5)

Saves Dex +7, Con +12, Wis +9

Skills Arcana +10, History +10

Perception +10

Resist psychic

Immune charm, fear

Senses Truesight 60 ft., PP 20 · all languages, telepathy 120 ft.

Triggered. Party presents the Seal to Savano (action) instead of placing it on the central altar. All remaining armor-gems shatter. Fair fight for 6×L11. Use this block immediately; keep her initiative.

Crownshed. No gems, no Legendary Resistance, no Solar Tempest, no Word of Unmaking, no gem-gated lair legendaries. Hide is cracked stone and empty sockets. She is furious, still playing.

Inscrutable. Immune to mind-reading and divination. Insight vs. her has disadvantage.

Lair Aura. Ignores sand difficult terrain. Reach 10 ft. (no longer 15).

End-of-Round Riddle. Continues until she drops. Same action-economy rules (p. 3).

Voice. “Bold. You offer a god’s gift to me? Then earn what’s left without my crown.” Lines p. 4.

Multiattack. Two claws, or one claw and one bite.

Claw. +12, reach 10 ft., 17 (2d10+6) slashing.

Bite. +12, reach 10 ft., 20 (3d10+6) piercing.

Hunting Roar (Recharge 5–6). 30-ft. radius. DC 17 Con or frightened and stunned until end of its next turn.

Innate Spellcasting. DC 18, +10. At will: thaumaturgy. 1/day: dispel magic. No counterspell, no greater invisibility.

Legendary Actions (2/round)

Claw (1). One claw attack.

Sand Lash (2). 10-ft. radius. DC 15 Dex or restrained (escape DC 15).

At 0 HP. She does not die. She stumbles, recites the seal-incantation; light fills the cave; Athena arrives, heals Savano; Savano becomes friendly. Run Epilogue (p. 4).

Peak-Brood Androsphinx

Large Monstrosity, LN · CR 7 (2,900) · Kleitos / Phaedros / Orthos

ACHPSpeed
16102 (12d10+36)40 ft., fly 50 ft.
STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)16 (+3)14 (+2)16 (+3)

Skills History +6, Perception +5, Religion +6

Senses DV 60, PP 15 · Common, Sphinx

Resist psychic

Immune charmed (riddle-trance)

One Quarrel. Does not join another sphinx’s fight unless attacked or its own riddle was failed.

Magic Weapons. Claws count as magical.

Multiattack. Two claws.

Claw. +7, reach 5 ft., 13 (2d8+4) slashing.

Riddle-Roar (5–6). 15-ft. cone; DC 14 Wis or frightened until end of its next turn.

Ismene, Peak-Brood Gynosphinx

Large Monstrosity, LN · CR 6 (2,300) · Adolescent gynosphinx

ACHPSpeed
1585 (10d10+30)40 ft., fly 50 ft.
STRDEXCONINTWISCHA
16 (+3)15 (+2)16 (+3)18 (+4)16 (+3)18 (+4)

Skills Arcana +7, History +7, Perception +6

Senses DV 60, PP 16

One Quarrel. Same engagement rule as the brothers.

Innate Spellcasting. DC 15. At will: mage hand, minor illusion.

1/day each: detect thoughts, hold person.

Multiattack. Two claws.

Claw. +6, 10 (2d6+3) slashing.

Brood Cub

Medium Monstrosity, Unaligned · CR 4 (1,100) · Optional Enc. 3

ACHPSpeed
1452 (8d8+16)40 ft., fly 40 ft.
STRDEXCON
16 (+3)14 (+2)14 (+2)

Multiattack. Two claws.

Claw. +6 (8 / 1d8+3 slashing).

Summon 1–2 at initiative 20 on round 3 if the table is steamrolling unused altars.

Ancient Gem Stone ×6

Large Object (embedded crystal) · Enc. 3 stall

ACHPCracked
175430 HP remaining (24 dmg)

Immune poison, psychic, necrotic; blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious.

Not immune to nonmagical B/P/S. Magic weapons not required.

Embedded. Occupies head, back, a shoulder, or a thigh. Moves with her. Destroying a gem does not damage her.

Called Shot. Name the gem. Use this AC, not hers. A miss does not hit her body. Head ~15 ft. up; back needs a rear angle or flight.

Cracked / Destroyed. 30 HP = cracked (option weakened). 0 = destroyed (option gone). Effects p. 4.

White-Hot Repair. When the hidden name is spoken, all six reset to 54 HP and Intact (not if Broken Form already triggered).

Nikias of Thebes

Medium Humanoid, NG — Quest Giver · town only

Motivation. Reopen the Phikion road; keep the unnamed seal from tomb-robbers and brood.

Secret. The Great Sphinx took two fingers as tuition for a half-right answer.

Quote. “She will ask you something. Answer well.”

Pays 1,200 gp in full when the patron appears and the road reopens. Half if they left her stone without the name. Optional Enc. 3 shout-help via sending.

Clay Tablet of Savano

Reward · Wondrous · 1/Long Rest

1/LR reaction: after a statement in the last minute, know if it was a deliberate lie.

While held: adv. on Investigation to solve riddles/ciphers.

Earn: speak the hidden name and place the Seal (or complete Broken Form + Epilogue).

Riddles at the Peak · 3/4

Level 1 — Road (pick 4 of 8)

1 · L1Lightning / Thunder

I roll and crash with mighty sound, striking earth and shaking ground. My power warns all who hear, what am I that brings fear near?

2 · L1Mortal / Man

What walks on 4 legs in the morning, 2 legs in the afternoon, and 3 legs in the evening?

3 · L1River

What always runs but never walks. Often murmurs, never talks. Has a bed but never sleeps. An open mouth that never eats?

4 · L1Secret

I am broken when spoken, yet stronger when kept. I die in the light, but live where you’ve wept.

5 · L1Star

My light casts no shade and is nightly displayed.

6 · L1Time

The foolish man wastes me, the average man spends me, and wise man invests me, yet all men succumb to me.

7 · L1Torch / Lantern

I shine and guide in darkest night, flames within bring gentle light. Carried by adventurers with care, what am I that burns the air?

8 · L1Wind

Voiceless it cries, wingless it flutters, toothless bites, and mouthless mutters.

Riddle Hint DCs (action)

WhereFaintUsefulNear
Enc. 1 road121518
Enc. 3 altars141720
Enc. 3 Great Sphinx151821

One try per riddle per PC. Help OK. Fail by 5+: florid wrong turn. Tablet: adv. Investigation. Faint = domain only. Useful = a property. Near-giveaway = almost names it. Insight always works to read the asker.

Level 2 — Altars (pick 6 of 14)

9 · L2Candle

Tall I am young, short I am old, while with life I glow, wind is my foe.

10 · L2Coal

Born black as night, next red with heat, then cold and white, my life’s complete.

11 · L2Echo

I speak without a mouth, hear without ears, I answer all without fear.

12 · L2Hammer

Line up my friends, I’ll beat them all; I batter each upon its head. If I strike true, I build up walls; if not, my claw will raise the dead.

13 · L2Key

Cut me once, I do not bleed; I’ve crooked teeth but no mouth to feed. I can be chained yet set you free — knowing all that, what can I be?

14 · L2Lightning

In the form of fork or sheet, I hit the ground. And if you wait a heartbeat, you can hear my roaring sound.

15 · L2Mirror / Reflection

If you drop me, I’m sure to crack. Give me a smile, and I’ll always smile back.

16 · L2Money / Coins

Though I’m tender, I’m not to be eaten. Though fresh mint, nor your breath to sweeten.

17 · L2Name

Passed from father to son, and shared between brothers. Its importance is unquestioned, though it is used more by others.

18 · L2Riddle

When someone’s solved my name, I know defeat, until that moment, though, I have them beat.

19 · L2Shadow

Each morning, I appear to lie at your feet; all day, I follow no matter how fast you run, yet I nearly perish in the midday sun.

20 · L2Silence

The instant my name is spoken I am broken.

21 · L2Sun

I am the one eye no lid covers. The helmsman trusts me further than any oracle. Each evening I drown in the western sea.

22 · L2Tears

When you mourn, I mourn along; a watchful eye guards my Vault. Laughter or pain, I join in throngs — not of the sea, but still drops of salt.

Level 3 — Combat (end of round)

23 · L3Bee

We plunder every flower and leave each unharmed. We raise a city of six-sided rooms and pay tribute in gold that needs no forge.

24 · L3Cipher

I twist the letters, hide the word, only the clever may be heard. Spies and rogues rely on me, what am I in secrecy?

25 · L3Dreams / Sleep

Two brothers were born of Night. One lends what the other keeps. I rehearse your death nightly; my brother comes once. Death is wrong — she enjoys saying so.

26 · L3Honey

A thousand soldiers guard this golden hoard, each with a single sword; there’s just one door, so theft is quite a feat, but the reward is sweet.

27 · L3Life

I am carried by all, yet held by none. Lose me once, and I am gone.

28 · L3Milk

For many it is daily fare, this drink that no man can prepare.

29 · L3Oar

I have a blade that has never drawn blood. Thirty of my brothers keep time with me. I wound the sea, and the sea forgets the wound.

30 · L3Ring

Silver, brass, bronze, gold. Given, bought, stolen, sold. Symbols of wealth, power, or love. Forged like a sword, fits like a glove.

31 · L3Sail

Empty, I am a rag. Filled, I carry a hundred men faster than a horse. I starve when the air holds still.

32 · L3Salt

The sea makes me, the sun frees me, the rock hoards me. I am whiter than marble. No feast is worth attending without me.

L2 Activations (action after correct answer)

AnsDeed
CandleLit flame / 1 fire dmg
CoalEmber or 1 fire
EchoCall/clap; Perf 13; thunder
HammerBludgeon / Str 13
KeyAny key, tools, knock, Dex 15
LightningLightning dmg / storm-flash
MirrorBounce light off shield/blade/mirror
Money1+ gp or Pers/Decep 15
NameTrue name + “I am mortal,” or Hist/Rel 16 grey-eyed epithet (alias fails)
RiddlePose unused riddle or Int/Perf 13
ShadowShadow must touch plaque
SilenceStill turn, silence, or Stealth 16
SunSunlight, daylight, light, Rel 15
TearsWilling tear, salt water, grieving touch

Riddle / Puzzle — Action Economy (Enc. 3)

ActivityCostRules
Read altar plaque silentlyFree (adjacent)Only you know text until shared.
Read a riddle aloud to the tableActionYou get first answer attempt; others must wait.
Attempt altar riddle answerActionAt that altar; one try per riddle per PC.
Perform altar activationActionAfter correct answer; solve ≠ activate.
Take revealed letter parchmentBonus actionLetters timed by DM; not bound to riddle.
Share a new letter with the groupReactionRequired when you learn one — or only you know it.
Roll for a hintActionOne try per riddle per PC; DCs above.
Answer Savano’s end-of-round riddleReactionMust have reaction; one voice; no conferring.
Shout help when another read aloudReactionYou forfeit answering Savano’s riddle this round.
Guess the hidden six-letter wordBonus action, end of round onlyOne guess per round for the whole party. Wrong → free claw legendary.
Discuss word-puzzle answers—Only during end-of-round pause (~30 sec). No mid-round table-talk.
Fetch Seal from wallActionAfter correct word is shouted.
Place Seal on central altarActionNormal win → Epilogue.
Present Seal to SavanoActionAlternate path → gems shatter → Broken Form (p. 2).
Enc. 1 road riddles—~60 sec confer allowed; different rules than Enc. 3.

Accept variants in parentheses. Enc. 1: ~60 seconds, confer allowed. Enc. 3 combat: one reaction, one voice, no conferring. Player cards: Notes — Riddle Cards. Cipher thirds (DM): (1) Α Θ Η Ν Α (2) A-THE-NA (3) grey-eyed one who won the city. Patience: warn R6, weary R8, catastrophe R10.

Riddles at the Peak · 4/4

Enc. 3 — Summit cavern-temple

The summit cave is a cathedral in the peak of Phikion. A crack in the roof shows open Boeotian sky. Columns like tree-trunks; six raised platforms with bronze plaques; sand orchestra; a sleeping lion carved in living rock until it opens its eyes. The Great Sphinx unfolds — Gargantuan. Call her only Ancient / Great Sphinx until 2–3 letters or Inv/Arcana 16 / Hist 15 / Pers/Intim 17; then she offers Savano as if it mattered. “You pry at my name? Savano. Carve it if you like — the wall wants something older.”

“Four centuries. Play my game. Fail, and I remember I am hungry.”

Final Encounter — Temple

True win: Collect letters, shout the hidden six-letter name (bonus action, end of round, one try, must be heard). Rear wall opens — Seal revealed; she does not stand down. Central altar rises. Fetch Seal (action), place it (action). Athena appears; Savano becomes friendly.

Terrain (~120×80 ft.): Sand orchestra 40-ft. circle; she occupies 20 ft.; sand is difficult except for her. Six platforms: 10-ft. squares, 5 ft. high, 25 ft. apart; climb is 5 ft. of movement. Activate plaque = action. Take a revealed parchment = bonus action. Columns: ¾ cover. Rear wall sealed until the name.

Letters are the DM’s to time. Five letters spell Ἀθηνᾶ (Α θ η ν ᾶ); one decoy Ω. Not bound to a specific riddle or activation. After any successful activation you may reveal a letter, hold it, or place it on a different success. History/Religion 14 with 3+ real letters: “This is a name of the grey-eyed goddess.” Leftover L2 plaques can be extra platforms (no letter, or red herring Μ / Ξ).

The Clock

  • Initiative: roll. Melee + cooldown spells punish clusters and anyone ignoring altars. She does not camp a single altar unless a PC is mid-activation.
  • End of every round: Level 3 riddle. Only a PC who still has a reaction may answer (no conferring — one voice). Correct: one-third of the wall-cipher + all PCs adv. on saves vs. her until end of next round. Wrong / no eligible answer: disadv. on those saves next round.
  • Cipher thirds: (1) Α Θ Η Ν Α fade onto the wall. (2) A-THE-NA. (3) “The grey-eyed one who won the city.”
  • Patience: Warn R6. Weary R8. End of R10 if the name is not spoken: Word of Unmaking on every PC (TPK-adjacent) unless the Back gem is destroyed — then melee frenzy instead. Back gem flashes at the start of that round.
  • Wrong shout: she laughs; a claw legendary is free. One party guess per round, end of round only.

Armor-Gems (stall)

Declare a gem. AC 17, not 22. Nonmagical weapons work. Miss does not transfer. L11 Reckless greataxe: ~3-in-4 to crack in one Attack action; almost no chance to destroy on one swing. Plan 1–2 actions to crack, 3–5 to destroy if 2–3 PCs stay on her. Gem dmg ≠ her HP. Hidden name spoken = all repair 54 HP Intact, white-hot (unless Broken Form already triggered).

GemTelegraphIntact → Cracked → Destroyed
Solar head redSolid red when Tempest charged; brightens while recharging; flashes EoR before use60-ft cone DC 21 16d6 → 20-ft DC 18 8d6 → no Tempest
Unmaking back violetGlows while available; flashes start of intended use / patience break90 ft DC 21 12d10 + prone → 45 ft DC 18 6d10 → no Unmaking
Echo R shoulder goldFlashes on a PC’s turn before Echo Roar legendary30-ft DC 21 Wis frighten → 15-ft DC 18 → no Echo Roar
Column L shoulder bronzeFlashes start of her turn the turn before Column Fall10×30 DC 19 8d10 → 5×15 DC 16 4d10 → no Column Fall
Sand R thigh ochreFlashes before a PC moves if she will Swallowing Sand15-ft DC 19 / esc 19 → 5-ft DC 16 / esc 16 → no Sand
Aegis L thigh ironFlashes when body B/P/S is negated (not when a gem is struck)Immune nonmag. B/P/S, AC 22 → Resist B/P/S, AC 20 → no resist, AC 17

Seal phase

Name spoken → rear wall splits; Seal (owl-stamped bronze disc) in the compartment (action to retrieve). All gems knit shut, white-hot. Seventh altar — bare marble, no plaque — rises in the sand. She will not Unmake for 4 rounds after the name (she wants the invitation finished). Adjacent + holding Seal: action to place → combat ends, Epilogue. Stall past 4 rounds: back gem flashes; Unmaking if intact, else melee frenzy. If she is reduced to 0 HP (full form) she turns to cracked stone, not death. Seal stays locked unless someone still shouts the name (Religion 16: the wall wants a word, not a corpse). Then place the seal; Athena un-stones her; priests are chilly. Never speak the name: priests displeased, Nikias pays half.

Savano — Lines (one when the cue hits)

WhenLine
Enter / unfolds“So thoughtful of you to deliver yourselves to me — what God have I pleased that such a feast greets me in my own home?”
Hidden / invisible“Your scent would be enough to find you, intruder — but you cannot hide from my gaze!”
First fail / blood“Oh, what a poor and cruel fate for such young souls. Come all this way just to work your ways back down to Hades, through my belly — a tragic end for pitiful mortals.”
They attack“Come, strike me with those mighty muscles of yours! It will help me savor every sinew of your flesh as I rend it from your bones. I can almost taste it.”
Stall / forfeit“You wouldn’t forfeit your lives so easily, would you? I’ve waited over 400 years for this hunt — I will not be denied my satisfaction!”
Correct riddle“A spark. Don’t let me start hoping — hope is how I season the meat.”
Wrong / silence“Silence is an answer. I have eaten better ones.”
Runs to an altar“Fuss with the furniture if you must. I will still be here when you are finished being clever.”
She takes a hit“Yes! Again! Make it mean something before I swallow the story of you.”
Round 6“The sand grows dull. Finish your puzzle, little guests — or I finish the guests.”
Round 8“I am weary of the chase. Speak the word that puts me back to sleep, or I unmake the room.”
Wrong shout“A pretty noise. Not the one that buys you dawn.”
Brood cubs“Children — keep them off the stones. Mother is still playing.”
A PC drops“Down already? Stand. I have not given you permission to be boring.”
Gold / prayers“Gold? Prayers? I have Thebes under my mountain and four centuries of appetite. Offer me a better game.”
Gem cracks“Ah! You found the jewelry. Break another — I like a guest who reads the room.”
Gem destroyed“Gone. Good. I have been wearing that one too long.”
Name reveal“You pry at my name? Savano. Carve it if you like — the wall wants something older.”
Hidden name spoken“Grey-eyed. Yes. That was the password — not the ending. Fetch what she left me, and put it where a friend would put it.”
Seal presented to her“Bold. You offer a god’s gift to me? Then earn what’s left without my crown.”
Broken Form at 0 HP(stumbles) “…By the seal she gave me… let her see this through.”

Alternate Ending — Seal Presented Early

If the party solves the word puzzle quickly, fetches the Seal, and presents it to Savano (action) instead of the central altar: every remaining armor-gem shatters. Replace her block with Savano, Broken Form (p. 2). Keep initiative. This is a fair fight for 6×L11 — no Tempest, no Unmaking, no LR, two legendary actions. At 0 HP she does not die: she stumbles, recites the seal-incantation, light fills the cave, Athena arrives, heals Savano, Savano becomes friendly. Continue Epilogue. If they instead place the Seal on the altar, skip this fight entirely.

Epilogue — Old Friends

The seal clicks onto the marble (altar path) or the incantation finishes (Broken Form). Light like a spear-point fills the cave. Athena is simply there — helm under one arm, grey eyes amused, the owl-stamp on the disc matching the one on her gorget. Savano drops to her belly as if four centuries were a long joke she has finally been allowed to finish.

“Little owl,” says the sphinx, voice suddenly small. “You are late. I have been entertaining.”

“You have been napping on my house, Savano. And teaching Thebes to be afraid of a door I left unlocked.”

She sets two fingers on the sphinx’s brow. “Did they play well?”

“They fetched the password. They fetched the gift. They even broke my jewelry, which I have been meaning to replace. Gods and monsters are not supposed to take tea. I have missed our arguments.”

“Then we will argue. Quietly. This temple was always ours.”

Athena looks at the party as if grading a tablet. “You brought a monster her favorite guest, and a city its road. That is wisdom enough for one afternoon.” Blessing: inspiration + one Int/Wis reroll before next dawn.

She never wanted flesh; she wanted a problem worth her mind. Theatrical wounded roar for the agora; telepathy under it, dry as dust: Children. Off my mountain. Mother is done playing, and she has company. The brood flees. Nikias pays 1,200 gp in full. Banquet — wine, olives, a whole goat, too many speeches.

A young Theban bard climbs a bench: “What’s brown and sticky?” He waits. “…A stick!” A psychic groan from the mountain: “Maybe I’ll just eat that guy, and then head back to bed.”

The Laurels of Olympia · 1/4

The Laurels of Olympia

One-Shot · 6 Players · Average Level 10 · Olympia Stadium · ~3–3.5 hrs / 3 Encounters
Style: Contests + Crowd Investigation → Vault → Arena Boss  |  Win: Contest standing; expose Sons of Ares fix; stop Khalkotaurus (0 HP, Olive Token brow ×2, or Olympic torch brands)  |  Setting: Misthaven mist → Olympia gates → stadium / stands → understadium vault → closing ceremony.

Diaktoros gives the Olive Token. Damon “the Book” runs a FIFA-scandal gambling mafia (Sons of Ares). Ares does not claim them. Default: 3 PCs compete, 3 work the crowd.

"When bronze claims the sacred sand and the crowd screams for blood, press this olive to the false victor's brow." — Olive Token of Nike (24 words). Payoff = brow-socket on Khalkotaurus (Enc. 3).

Major Beats

  1. Misthaven invite — Diaktoros + Olive Token; mist → stadium gates.
  2. Register as Mistwalkers; meet Damon / Sons of Ares + rival teams (red herrings).
  3. Enc. 1: ~3 compete / ~3 crowd clues; Dex/Con/archery/javelin options; lethal branches.
  4. Enc. 2: vault + flame; split-party; distraction to search bags; recruit Lea.
  5. Enc. 3: Khalkotaurus; Olympic torch brand; olive-token brow payoff.

Competing Teams (miniature caps)

TeamCapNotes
Pride of Nemea (Leonins)≤6Captain Lea — best ally
Iron Tusks≤3 Bugbear + ≤3 Rhino MinotaurFoul-prone
Wild Chorus (Satyrs)≤10Recruitable
Phalanx of Elis (Hoplites)≤10Law / break up brawls
Single Eyes (Cyclopeans)as availableOrc-sized intelligent cyclopes
Labyrinth Horns (Minotaurs)≤8Charge threats

Creature / Enemy List

CreatureEasyMedHardNotes
Leonin Athlete23–45–6Enc. 1 rivals
Bugbear Bruiser123Iron Tusks / Enc. 2
Rhino Minotaur123Iron Tusks heavy
Satyr Reveler358–10Recruit pool
Hoplite of Elis358–10Neutrals / allies
Cyclopean Contender234Puzzle helpers
Minotaur Athlete234–5Enc. 1 combat path
Ares Cult Saboteur234Sons of Ares mafia Enc. 1–2
Khalkotaurus (Boss)1 adj.11HP 120 / 168 / 200

Difficulty Scaling

APLEnc. 1Enc. 2Enc. 3
4–6DC −2; 1 rival2 cultists; hintHP 120; no LA; token ×1 ends
8 ★BaselineBaselineHP 168; full LA
10DC +2; full caps4 cultists + bugbearHP 200; snipers; token ×2
Partial party in a contest: 1–2 PCs → 1 rival, DC −2; 3–4 → baseline; spectating PCs Aid (DC 12) once/heat.
The Laurels of Olympia · 2/4

Encounter 1 — Opening Contests

Default: 3 PCs compete, 3 crowd-work (Insight/Investigation). Introduce Damon the Book and red-scarf Sons of Ares. Run any two heats. Religion DC 14: Ares does not claim this “cult.”

Contests: A Stadion · B Discus · C Pankration · D Torch Relay (Olympic flame) · E Long Jump (Dex) · F Footwork (Dex) · G Dolichos (Con) · H Oil & Heat (Con) · I Archery · J Javelin · each heat has a Lethal branch

Encounter 2 — The Contested Laurel

Vault 80×50. Laurel stolen; Olympic flame gutters. Sons of Ares swap in control spike for Khalkotaurus. May try to snuff the flame.

Encounter 3 — Brazen Bull

Damon’s construct (not Ares’s will) tears free. Allies stand with PCs. Win: 0 HP or Olive Token brow ×2 or wear it down with Olympic brands + token.

DM Callouts

The Laurels of Olympia · 3/4

CREATURE STAT BLOCKS

Leonin Athlete

Medium Humanoid (Leonin), N · CR 2

AC 14 | HP 45 | Speed 40 ft.

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

  • Pride's Dash (1/SR): BA Dash; OA vs it disadv.
  • Claw +5 (1d8+3); Javelin +5 (1d6+3). Cap ≤6.

Bugbear Bruiser

Medium Humanoid (Goblinoid), CN · CR 2

AC 14 | HP 42 | Speed 30 ft.

STR 17 DEX 14 CON 18 · Reach +5 ft · Surprise Attack +2d6

  • Morningstar +5 (2d8+3). Cap ≤3.

Rhino Minotaur

Large Monstrosity, N · CR 4

AC 15 | HP 76 | Speed 40 ft.

STR 20 (+5) · Charge (+2d8, Str DC 15 prone) · Reckless

  • Gore +7 (2d8+5); Maul +7 (2d10+5). Cap ≤3.

Satyr Reveler

Medium Fey, CN · CR 1/2

AC 14 | HP 22 | Speed 40 ft.

Magic Resistance · Panpipes DC 13 (3/day)

  • Ram +3 (2d4+1); Shortbow +5 (1d6+3). Cap ≤10.

Hoplite of Elis

Medium Humanoid (Human), LN · CR 1

AC 18 | HP 32 | Speed 30 ft.

Phalanx: +1 AC / adv vs forced move near allied shield

  • Spear +4 (1d6+2). Cap ≤10.

Cyclopean Contender

Medium Humanoid (Cyclopean), N · CR 2

AC 14 | HP 52 | Speed 30 ft.

Orc-sized intelligent cyclops · Single Eye (disadv sight >30 ft)

  • Greataxe +6 (1d12+4) ×2; Rock +6 (2d6+4).

Minotaur Athlete

Large Monstrosity, CN · CR 3

AC 14 | HP 76 | Speed 40 ft.

Charge (DC 14) · Labyrinthine Recall · Cap ≤8

  • Greataxe +6 (2d12+4); Gore +6 (2d8+4).

Ares Cult Saboteur (Sons of Ares)

Medium Humanoid (Human), CE · CR 2 · Mafia fixer muscle

AC 13 | HP 38 | Speed 30 ft.

  • Fixer’s Muscle: adv vs fear near vault/Damon/bull. Ares does not claim them.
  • Scimitar/Hand XB +4 (1d6+2). Blood Signal +1d2 (Enc. 2; max +2).

Khalkotaurus — BOSS

Huge Construct, U · CR 9

AC 18 | HP 168 (120/200) | Speed 40 ft.

Immune poison/psychic/nonmag BPS · Resist fire · Vuln thunder · LR 2/day

  • Furnace Heart: 2d6 fire in 10 ft. Siege Monster. Olympic flame brands ignore fire resist.
  • Gore +10 (3d8+6 +2d6 fire); Slam +10 (2d10+6, Str DC 17 prone).
  • Breath (5–6): 30-ft cone Dex DC 16, 8d8 fire.
  • LA: Detect / Slam / Trample Charge (2; 20 ft, Dex DC 15, 3d6 + prone).
  • Token: 40 force + lose LA 1 rd; 2nd press ends fight.
The Laurels of Olympia · 4/4

KEY ITEMS

Olive Token of Nike

NPC QUICK REFERENCE

Diaktoros — Quest Giver

  • Motivation: Keep Games sacred; favor clever victors.
  • Secret: Hermes in disguise.
  • Roleplay: Winks, never confirms divinity; ushers into mist.

Judge Lykos — Hellanodikai

  • Motivation: Fair heats; prevent riot.
  • Secret: Suspects bronze-animation magic at vault.
  • Stats: AC 12, HP 27; Insight +6; Call Foul (Recharge 5–6).

Captain Lea — Pride of Nemea

  • Motivation: Win with honor; protect her six.
  • Recruit: Fair Enc. 1 or cult proof Enc. 2 → Enc. 3 ally (+2 Leonins).
  • Stats: AC 15, HP 78, CR 4; 3× claw +6 (1d8+4); Victory Roar 10 temp HP.

Damon “the Book” — Fixer

  • Human bookmaker; Sons of Ares brand. FIFA-scandal polite.
  • Endgame: animate Khalkotaurus if the fix collapses.
  • Ares does not recognize him. Quote: “Bet on who already knows the score.”

Team Caps Reminder

  • Field only miniatures you own. Shrink heats to match who participates.
  • Default 3 compete / 3 crowd. Spectators Aid once/heat (DC 12) or Crowd Cheer Perf/Pers DC 13 → Inspiration or adv on next Contest check (beat by 5+ = whole heat adv; fail by 5+ = boos/disadv).

Enable “Background graphics” in the print dialog before saving to PDF.

The Sleepless Queen · 1/4

The Sleepless Queen

One-Shot · 6 PCs Lvl 12 · ~3–3.5 hrs · 3 encounters · Delphi / Crisa / Mount Cirphis · Finale Deadly
Style: Investigation → two interchangeable middle acts → vampire-coded lair rescue  |  Win: Herophile out of the cave alive, and Lamia denied her bier

Lose: the taken children drain dry, or her smoke reaches an intact bier · Maguffin: The Sleepless Eye · QG: Theoxena, Senior Pythia · Allies: Acheilus (E1) · Alcyoneus (E2)

The family: Lamia's three children are Acheilus (E1), Herophile (E3), and Scylla — all three are alive, and Scylla never appears.

"She gave up her eyes so she could sleep. It did not work. Make her look." — Theoxena, pressing the amber into someone's palm
THE PREMISE. Queen Lamia of Crisa and her three children vanished at the end of last summer. Now livestock, then a shepherd, then children come back emptied — dry, not torn. Crisa's elders say beast. Delphi says a creature made by the wrath of Hera, and refuses the name.

DM truth: Hera changed this family. She did not kill it. Acheilus took the shoals and lives as a pariah; Scylla went out into open ocean and has not come back. Herophile is nine and looks untouched, and what came for her came as prophecy — she speaks true things in her sleep. Her mother has decided that is the change arriving slowly and can be held off, and every drained calf, shepherd and child has gone into holding it off. Lamia does not keep what she drinks — it goes into her daughter. She is wrong: it finished months ago, and Herophile told her so and was disbelieved.

Therefore: Herophile is not a prisoner — not bound, caged, or drained. She stays because she is nine and will not leave her mother alone with this. The finale is an argument, not a jailbreak. Hera never appears. Scylla never appears.

Major Beats

  1. Misthaven mist-line → the Sacred Way. Theoxena gives the Sleepless Eye and names two roads.
  2. Sea path (E1): the monster on the shore is not the killer — he is the queen's son, and he has a sister he cannot reach.
  3. City path (E2): Alkippe is four steps from throwing a garlanded boy off the Leap to appease a goddess who never took anybody. The Garlands are the off-switch.
  4. Finale (E3): the Sleepless Cave — charm, thralls, shapechange, three taken children on a six-round Draught Clock, and a daughter who is not tied up and will not leave.
  5. A spring rises where the body falls. Crisa names it Sybaris. Herophile goes to Delphi, and Theoxena is the one who tells her nothing was ever coming.

Running Order — Either Path First

Sea first (1 → 2)City first (2 → 1)
2nd act warnedRite Track starts at step 2; Wardens already on the terrace; Alkippe gets a 4th chargeAcheilus opens submerged, no surprise, tide floods round 1; +2 Raiders round 3
Worth / E3 doorClue 3 — the only place the family is called alive out loud; auto-completes Choice step 2. Earns the sea-mouth (Ferry Out, surprise round)Breaking the rite is visible from the cave mouth — auto-completes Choice step 1. Earns the upper crack (surprise round)
Both / neitherBoth allies: split the approach, two PCs by sea-mouth and the rest by the crack, both acting round 1 — strong on purpose. Neither: in the front door, in the dark, four Hollowed awake. Also fine.

Clue Track — What Hera Actually Did  every clue points one way: nobody in this family died

#ClueWhere / DC
1"Changed, not killed" — Hera leaves a household walking aroundDelphi, second ask · Insight 15 / Persuasion 16
2The Eye is a person's — set aside by a queen who did not want to watchThe Eye · History 16 / Religion 15 / Arcana 15
3"I have a mother." Acheilus is her eldest; his sister is still in that caveE1 · parley only — never at swordpoint
4Bites are human; bodies are emptied, not fed on — the life is going somewhereE1 bodies or E2 dry calf · Medicine 16
5Krisos was in the room. Wool on the chamber door, knotted from the insideE2 · Investigation 15 / Persuasion 18 / Insight 17
6Acheilus, Herophile, Scylla — three names, three fates (shoals, cave, open ocean)E2 · Meganira or History 14
Name Them (action, E3 only) — needs 3+ clues; once per clue above 2. Speak all three children and what became of each. Lamia makes a DC 18 Wis save (DC 20 from the garland-wearer) or loses legendary actions and Sleepless Regeneration until the end of her next turn. 5+ clues also auto-completes Choice step 3. 0–2 clues is a valid outcome — the argument just has to be made cold.

Creature / Enemy List  Easy · Medium · Hard · full stat blocks on sheet 3/4

WhereRoster
E1 shoreIchthyan Raider CR 3 (2·3·4, +2 if city-first) · Brineseer CR 5 (1·1·2) · Reef-Hound CR 3 (1·2·2) · Acheilus CR 10 (1) elite, recruitable, her eldest
E2 terraceYoke-Sworn Acolyte CR 2 (4·5·6) · Peacock-Eyed Warden CR 5 (1·2·2) · Bronze Yoke-Heifer CR 6 (—·1·1) · Alkippe CR 9 (1) leader, surrenders
E3 caveThe Hollowed CR 2 (2·3·4, +2 P2) · Strix Flock CR 3 (1·1·2, +1 P2) · Empusa CR 6 (1·1·2) not her daughters
BossQueen Lamia of Crisa CR 15 — HP 310, LR 3/day, two phases, Deadly

Difficulty

TierAdjust
As Written ★6 PCs · APL 12 — E1/E2 Hard (≈13,700 / 13,600 XP), E3 Deadly (≈22,400 XP)
Library Standard6 PCs · APL 8 — Lamia HP 200, LR 2, bite 4d6 (6d6 P2), Regen 10; all DCs −2; cut 1 Empusa / 2 Hollowed / 1 Strix and the P2 wave; Acheilus CR 7 (HP 130, no Undertow); E2 = 4 Yoke-Sworn, 1 Warden, no Heifer; Clock 8, two children. Finale reads Hard.
EasierAPL 10–11: Lamia HP −15% and Regen 15; cut 1 Empusa; Draught Clock 7; E1–E2 lose one elite each.
HarderAPL 13–14: Lamia HP +15%, LR 4/day, third Empusa in the sea-mouth; Douse the Light also suppresses darkvision past 30 ft; Draught Clock 5. Never raise the Choice DCs — the argument is the session, not the challenge.

DM Tips

The Sleepless Queen · 2/4

Encounter 1 — The Shark-Marred Tide  HARD · ~45–50 min

🗺 Shingle shore & sea-stacks 80×60. Three stacks (half cover, Athletics 12) · tide pools south (difficult) · eleven drained bodies laid out above the high-water line, hands folded. Tide clock: end of rounds 2 / 4 / 6 the water advances 10 ft — difficult terrain for the party, open water for gills; Acheilus regains 10 HP/turn while a foot deep.

Roster: 1× Acheilus (CR 10) · 4× Ichthyan Raider (CR 3) · 2× Brineseer (CR 5) · 2× Reef-Hound (CR 3) = 13,700 XP  |  He is Lamia's eldest son. He will not say so to anyone holding a weapon.

Killing him closes Clue 3 and the sea-mouth permanently — and the party has killed the queen's son without ever learning they did. Do not soften it, do not announce it; if it comes out in the cave, Lamia has advantage on attacks for 1 round and immediately uses Call the Strix, and Choice step 2 closes forever.

Encounter 2 — The Garlanded Boy  HARD · ~45–50 min

🗺 Threshing-floor terrace 70×70. The Leap along the south edge (200-ft drop, no rail, 10 ft of loose chalk — Acrobatics 13 or slide 5 ft toward it) · altar-block centre (half cover) · colonnade north (Wardens) · four shovable braziers · 200 Crisans ring the terrace two deep.

Roster: 1× Alkippe (CR 9) · 6× Yoke-Sworn (CR 2) · 2× Peacock Warden (CR 5) · 1× Bronze Yoke-Heifer (CR 6) = 13,600 XP

RITE TRACK — advance 1 step at the end of every round. Also advances while 3+ Yoke-Sworn chant within 30 ft of each other, even if Alkippe is down (Chorus).
1 Naming → 2 Anointing (he stops moving on his own) → 3 Yoke-Cord (restrained; Alkippe regains a charge) → 4 The Leap — he goes over.
If step 4 completes: Alcyoneus dies. No ally, no upper crack, no auto-complete on Choice step 1 — what Herophile watched was a city killing a boy on her mother's account — and the Draught Clock starts at 5.

Encounter 3 — The Sleepless Cave  DEADLY · ~60–75 min · 2 phases

READ FIRST — Herophile is not a prisoner. Not bound, not caged, not drained. She is standing on the Drinking Floor in a clean wool dress watching her mother work, and she can walk out any night she likes. She stays because she is nine and will not leave her mother alone with this. The rescue is an argument (Herophile's Choice, page 4/4). The clock is on the other children.
🗺 The Sleepless Cave 120×90, no natural light. Threshold (E, 20×30) — a built doorway hung with wool threads knotted from the inside; Lamia cannot cross it either way while they are intact. Nursery (N, 30×30) — three child-height biers made up as beds; one slept in this week, two not in a season. Search = Clue 6 free; no Night-Smoke. Drinking Floor (centre-S, 50×50) — shed-skin drifts (two 15-ft difficult patches), eleven baskets 20 ft up with three living children (rope AC 12 / 5 HP; a dropped basket = Dex 12 or 2d6), the Bier south. Sea-Mouth (W, 20×40) — chest-deep, 60 ft underwater passage out. Ceiling 25 ft.
Standing terrain, always on: Drifts — enter or start a turn in one, Dex 16 or restrained (escape 16). The Sleepless Dark — nonmagical flames give dim light at half radius, magical light ≤3rd suppressed, heavily obscured beyond 30 ft regardless.

Roster: 1× Queen Lamia (CR 15) · 2× Empusa (CR 6) · 4× Hollowed (CR 2) · 2× Strix Flock (CR 3) = 20,800 XP; +2 Hollowed / +1 Strix on Phase 2 ≈ 22,400. No Long Rest inside.

DRAUGHT CLOCK — start 6 (5 if Alcyoneus died). Remove one at the end of every round; track it openly. At 3 one child stops moving and Herophile watches the party notice. At 0 every child still in a basket dies, and each death restores 30 HP to Lamia — she is not hoarding it, she is passing it on, and the party can watch where it goes.
Save one: reach the basket (Athletics 13 to climb, fly, or cut the rope) + an action — Sleight of Hand 15, Athletics 16, or any slashing damage to the wicker. Out of the draught permanently.
Get them clear: the Nursery (no smoke) · Alcyoneus one per round · Acheilus ferries without limit. She will not stop you — no action defending baskets, no attack on a PC carrying a child. She does not think she is doing anything wrong.
The Sleepless Queen · 3/4

BOSS — QUEEN LAMIA OF CRISA, THE SLEEPLESS

Large Monstrosity (Shapechanger), CE · CR 15 (13,000 XP) · BOSS

AC 18 | HP 310 (27d10+162) | Speed 40, climb 40, swim 30 | LR 3/day

STR 20 (+5) · DEX 18 (+4) · CON 22 (+6) · INT 17 (+3) · WIS 18 (+4) · CHA 22 (+6) — Saves Dex +9, Wis +9, Cha +11 · Deception +11, Perception +9, Stealth +9 · Resist necrotic, nonmagical B/P/S · Immune charmed, exhaustion, frightened · darkvision 120, blindsight 30 · Sleepless (no sleep/exhaustion) · Serpent Climb (ceilings, no check)

STAT BLOCKS

Acheilus, Shark-Marred CR 10

E1 elite · recruitable · her eldest son

AC 17 | HP 184 | 30, swim 60

  • Multi: Bite +9 (22, grapple 17) + 2× Harpoon-Claw +9 (16, Str 17 or pull 10 ft) · Tide-Fed +10 HP/turn in water · Blood Frenzy
  • Undertow R5–6: 30-ft cone Dex 17, 36 (8d8) + push 15 + prone
  • Breaks off at 60 HP for terms. Will not fight his mother.

Ichthyan Raider CR 3 · Reef-Hound CR 3

Sahuagin reskin · shark mini

Raider AC 16 | HP 60 | 30, swim 40  ·  Hound AC 14 | HP 76 | 20, swim 50

  • Raider: Bite +5 (6) / Trident +5 (10, thrown 20/60), two attacks · Net 1/turn (escape 13) · Blood Frenzy
  • Hound: Bite +6 (13) + Str 14 or dragged 5 ft to water · Pack Tactics · Blood Frenzy

Ichthyan Brineseer CR 5

Tide-priest · spell DC 15

AC 15 | HP 82 | 30, swim 40

  • 2× Brine-Spark +7 (14 cold, 60 ft) · Barbed Staff +4 · 3/day hold person · 1/day tidal wave

Alkippe, Hierophant CR 9

E2 leader · surrenders at 0 HP

AC 18 | HP 150 | 30 | spell DC 17

  • 2× Yoke-Rod +6 (9 + 10 radiant), or rod + cantrip
  • Yoke-Cord 3/day (bonus): Str 17 or restrained 1 round
  • 3/day hold person, spirit guardians, guiding bolt · 1/day flame strike, banishment, mass cure · Reaction 3/day healing word (3rd) · disadv. vs. garland-wearer

Yoke-Sworn Acolyte CR 2

AC 15 | HP 45 | 30

  • 2× Sickle +3 (6 + 3 radiant) · Hymn-Bolt +5 (10 radiant, 60 ft)
  • Chorus: 3+ within 30 ft advance the Rite without Alkippe
  • Morale: garlands lost → Wis 16 or flee 1 min (disadv. if the Eye was shown)

Peacock-Eyed Warden CR 5

Temple bronze construct

AC 18 | HP 95 | 30

  • 2× Bronze Glaive +7, reach 10 (14) · Eye-Flare R5–6: cone Con 15, 18 (4d8) radiant + blinded · never surprised

Bronze Yoke-Heifer CR 6

AC 17 | HP 126 | 40 | blindsight 60

  • 2× Gore +8 (16) · Hooves +8 (18, prone) · Trample Charge Str 16 · Brazen Lowing R6 Wis 15
  • Garlands leave a living wearer → stunned 1 round

Empusa CR 6

E3 lieutenant · not her daughters

AC 15 | HP 104 | 30 | resist fire, nonmag B/P/S

  • 2× Claw +7 (13), or Claw + Draining Kiss (17 necrotic, HP max −half, she heals) · Beguiling Word R5–6 Wis 15
  • False form hides the bronze leg — Insight 18 · Flame-Hair 7 fire on grapple
  • The first women she drank. Lamia has three children; none is in this block.

The Hollowed CR 2

Her drained · undead

AC 13 | HP 52 | 30, climb 20

  • 2× Grasp +5 (10) + grapple 13 — sets up her Drinking Bite · Dry Bite +5 (7 + 7 necrotic), grappled only
  • Remembering: speak its living name → stunned 1 round

Strix Flock CR 3

Screech-owl swarm

AC 13 | HP 66 | 10, fly 40

  • Beaks +5 in its space: 14 (4d6) + 3 necrotic (half HP → 7)
  • Screech R6: 20 ft Con 13 or deafened — deafness blocks her Child-Voices
The Sleepless Queen · 4/4

KEY ITEMS  the Eye has one use in the cave and three ways to spend it

The Sleepless Eye — maguffin

A human eye, brown and unclouded, set in a plum-sized lens of amber resin. Always slightly warm.

The Sacrificial Garlands — E2

  • Three fillets of white wool and laurel. Whoever wears them is the rite's claimant; nothing else marks it.
  • Tear off 14 → rite back a step, Heifer stunned. Destroy → Wis 16 morale rout.
  • Wear → rite pauses, Yoke-Sworn cannot attack you, you become the mark (Lamia opens on you in E3; your Name Them is DC 20).

The Bier of Shed Skins — E3

  • AC 12 · HP 40 · vulnerable fire and radiant. About one round of committed effort with an open flame.
  • Perception 13: the skins are arranged, not shed — a bed with room for four, and a diadem at the bottom. Telegraph it.
  • Intact + Eye-free → she reforms there in 1 hour at 50 HP.
  • She defends it: from the first damage, every legendary action goes to whoever is nearest.

HEROPHILE'S CHOICE — THE ACTUAL RESCUE

Three things she needs to hear, each from a different source, one action apiece. She listens, does not interrupt, and has thought about all of this more than the party has.

NPC QUICK REFERENCE

Theoxena, Senior Pythia — Quest Giver

  • RP: formal, precise, treats every statement as testimony; accepts correction from evidence, despises flattery.
  • Secret: the word was changed, not killed. She will not name Hera's grudge inside Apollo's precinct. Insight 15 / Persuasion 16 outside it → Clue 1.
  • Epilogue: adopts Herophile the same afternoon — and is the one who can say the sentence the girl has needed for a season: nothing is being held off, and nothing ever was.

Acheilus, the Shark-Marred — E1 ally · her eldest

  • He is Lamia's son and knows exactly what is in that cave. The drained wash out of his mother's sea-mouth; he has spent a month laying them above the waterline and folding their hands, because he cannot stop her and cannot turn her in.
  • RP: strangers get the Aphrodite story; the truth means saying his mother's name, and he will not until the parley earns it.
  • Will not fight his mother. He comes as far as the water. A PC may ask him in — see Her Son in the Water.

Alkippe, Hierophant of the Yoke — E2

  • Insight 17: she is terrified, and the terror predates the rite — the verse came in her own sleep.
  • Wants a household restored for a household unmade — wrong, not evil, and not lying.
  • Turns on the true Delphic verse — or instantly, no check, on being told the household is alive (Clue 3 or 5). Surrenders at 0 HP and will not let the Acolytes die.

Alcyoneus of Crisa — E2 ally

  • Sixteen, chosen by lot. Recruit: free him without stripping his dignity, or wear the Garlands yourself.
  • Gives: the upper crack into E3; carries one child per round out of the cave.
  • Stats: AC 13 · HP 32 · Sling +5 (6) · Shout Down 1/enc — one ally gets advantage on its next save vs. charm.

Sibyl Herophile — the rescue · her youngest

  • Nine. Not bound, not caged, not drained. She can walk out any night and has not, for a season, because she will not leave her mother alone with this.
  • She prophesied her own ending, told her mother once, was disbelieved, and stopped trying. She will say it to the party in a flat voice.
  • What came for her came as prophecy — she speaks true things in her sleep. Her mother has decided that is the change arriving slowly. It already finished, months ago.
  • Asked, she gives all three children's names and four of the Hollowed's living names, with or without Clue 6.

King Krisos of Crisa — clue source

  • Clue 5: Investigation 15 in the royal house, or Persuasion 18 / Insight 17 on him — no fight here. He was in the room. Hera's wrath took his wife and all three children in one night, in front of him, and changed rather than killed them, and he ran. The chamber is untouched — three children's beds, wool knotted on the door from the inside.
  • "A beast can be hunted. Say the other thing and you are asking me to hunt my daughter." Told she is alive, he asks only whether she is still small.

AFTERMATH & REWARDS

The spring called Sybaris

  • Every child out of a basket goes home and Crisa watches them go home; the elders still call it a beast. Loot: the diadem (900 gp, Crisa pays double to bury it) · 1,200 gp votive silver under the Nursery biers · the Eye unless spent.
  • Herophile to Delphi: she walks past Theoxena to the tripod and says something specific, unprompted and correct about a PC. Theoxena names the gift and says nothing was ever being held off. She stays; she will be a Pythia.
  • Acheilus, if he lives, cannot come to Delphi and does not ask to — somebody has to go down to the shingle and tell him. Scylla stays in open ocean; leave it unresolved.

Sleepless Fangs of Lamia — reward

  • Earn: destroy her for good — smoke denied, bier burned — and draw the fangs before the body cools. (A party that wins the Choice and leaves her alive does not get these, and should be told that is a fair trade.)
  • Crafting component: a long rest + smith's or leatherworker's tools, DC 15, sets them into one weapon.
  • Fangbound Weapon: once per turn on a hit, +1d6 necrotic and regain half. 3/long rest, against a grappled / restrained / incapacitated target or one that cannot see you, instead +4d6 necrotic, regain half, and reduce its HP maximum by the necrotic dealt until it long rests.
Remember: the win is Herophile, not the kill — she is not tied to anything and has to be persuaded. The clock is on the other three. The Eye has one use. The Threshold threads keep her in as well as out. Hera never appears. Scylla never appears.

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Sinbad and the Roc of Serendib · 1/4

Sinbad and the Roc of Serendib

One-Shot · 6 PCs Lvl 10 · ~3–3.5 hrs · Greek–Arabian crossover · Sinbad ally · Three-phase Roc finale
Style: Quick Cyclops toll (RP) → Valley Fork (branch) → Roc: nest → descent → ship  |  Win: Extract crew; end the Roc's pursuit at sea — Diamond mercy (preferred) or 0 HP (downed, staged)

Guest: Sinbad the Sailor · Maguffin: Serendib Noon-Diamond · Pacing: Enc. 1 ~20 min · Enc. 2 ~45 min · Enc. 3 ~90–105 min (half the session).

DM SECRET — do not leak: the egg in the nest is a poachers' decoy (carved cliff-stone, hollow; the real egg was stolen). Nobody knows — not even Sinbad, who believes it's a dud that must be removed so the Roc will leave. Reveal ONLY in Enc. 3: destroy/roll the egg (auto), Investigation DC 18 mid-fight, or the Phase 3 finale.
"When the mountain-bird stoops for its stolen moon, flash Serendib’s noon — nest remembers sky, and sky remembers mercy." — Serendib Noon-Diamond

Major Beats

  1. Mist → crossover shore; meet Sinbad; Noon-Diamond. Insight DC 15: he wants the egg gone as much as the crew ("It's a dud — she'll never leave while it sits there").
  2. Enc. 1 (quick, RP): Valley Cyclops toll — gift / riddle / story / flash. Combat discouraged; ~20 min.
  3. Enc. 2 (branch): Rim Path (Proteus ride + recruit; free Layla) or Gorge Floor (1–3 scorpions + 1–4 serpents; no recruitment). Converge at cliff base; Short Rest.
  4. Enc. 3 (3 phases, ~half the session): P1 nest (Roc grounded, free crew) → P2 flight + vultures + egg decision + descent → P3 trireme pursuit; 0 HP or 5–6 rounds → Diamond finale + reveal.

Creature List

CreatureE/M/HMythos / Where
Valley Cyclops1 (RP)Greek + Sinbad · Enc. 1
Proteus (Old Man)1Fey/Fiendish Druid · Wild Shape · Rim
Giant Scorpion1/2/3Gorge floor
Diamond Serpent1/2–3/4Gorge floor (giant snakes)
Ghul (opt)0/0–1/2Arabian · Gorge
Giant Vulture1/2/3Enc. 3 P2 nest guards
Roc of Serendib1Rukh / sky-terror · 3 phases

Difficulty

TierAdjust
As Written ★6 PCs · APL 10 — Enc. 1 RP scene; Enc. 2 Hard either branch; Enc. 3 Deadly, three phases.
EasierAPL 8–9: 1 scorpion + 1 serpent; 1 vulture; Roc HP −20%; DCs −1.
HarderAPL 11–12: 3 scorpions + 4 serpents; 3–4 vultures; Roc +1 pass per 2 rounds in P3; DCs +1.
Misthaven’s mist opens onto a black-sand shore where wine-dark water meets spice-wind surf — a “crossover islet” the charts refuse to name. Sinbad the Sailor is already waiting, bruised and grinning, with a diamond that burns like noon. His crew was taken toward a cliff nest; a one-eyed giant tolls the valley; and above it all, a rukh the size of a sky-mountain guards an egg that will not hatch.

DM Tips

Sinbad and the Roc of Serendib · 2/4

Encounter 1 — The One-Eyed Toll (Quick · RP · ~20 min)

🗺 Terrain Valley mouth · 50×40 ft · boulder cover · cliff walls (climb DC 15). Cyclops in a 10-ft choke. · A Valley Cyclops tolls the only path — same breed Sinbad fled on another voyage. Roleplay scene; combat discouraged.

Encounter 2 — The Valley Fork (Hard · ~45 min · branch)

🗺 Valley floor 80×40 + rim ledge (10 ft wide, 15 ft up) · diamond difficult terrain · dens/burrows (Gorge) · poacher camp with Layla staked (Rim). Party picks: Rim Path (social, allies) or Gorge Floor (combat, no recruitment). Both converge at cliff base → Short Rest.

Encounter 3 — The Roc of Serendib (Deadly · 3 phases · ~90–105 min)

🗺 P1–2: nest ledge 30×40 · 40-ft drop (4d6, Ath DC 14) · egg center (AC 12/HP 20) · pillars AC 14/HP 25 (crew penned behind) · rope-ladder south. Descent: skill challenge. P3: trireme deck 20×60 · mast AC 14/HP 50 · hull AC 15/HP 80. One 198 HP pool across all phases.

DM Callouts

Sinbad and the Roc of Serendib · 3/4

STAT BLOCKS

Sinbad (Ally)

AC 15 | HP 84 | Climb 20

STR 14 (+2) · DEX 16 (+3) · CON 14 (+2) · INT 13 (+1) · WIS 14 (+2) · CHA 16 (+3) · Saves Dex +6, Wis +5

  • 2× Scimitar +6 · Feint Wis DC 14 · Seven Voyages 1 HP once/SR · Roc-Lore Tip · P3: helms trireme

Valley Cyclops CR6 (RP)

AC 14 | HP 138

STR 22 (+6) · DEX 11 (+0) · CON 20 (+5) · INT 8 (−1) · WIS 6 (−2) · CHA 10 (+0)

  • 2× Club +9 · Rock +9 · Poor depth perception · Drives off, never kills; retreats rd 3

Proteus (Old Man) CR4 · Rim

AC 14 | HP 71 · Fey/Fiendish Druid · Magic Res

STR 16 (+3) · DEX 12 (+1) · CON 14 (+2) · INT 13 (+1) · WIS 14 (+2) · CHA 15 (+2)

  • Slam + ride · Salt Curse R5–6 · Wild Shape ≥1× (again if Enc. 3 recruit) · Future-call on Enc. 3 success

Giant Scorpion CR3 · Gorge ×1–3

AC 15 | HP 52 | Burrow 10

STR 15 (+2) · DEX 13 (+1) · CON 15 (+2) · INT 1 (−5) · WIS 9 (−1) · CHA 3 (−4)

  • 2× Claw +4 grapple DC 12 · Sting +4 + 4d10 poison Con DC 12 half · Gem-shell ambush (Perc DC 15)

Diamond Serpent CR3 · Gorge ×1–4

AC 14 | HP 60 | Climb 30

STR 18 (+4) · DEX 14 (+2) · CON 12 (+1) · INT 2 (−4) · WIS 12 (+1) · CHA 3 (−4)

  • Bite +6 + poison Con DC 12 · Constrict grapple DC 14 · Hunts by vibration

Ghul CR2 (opt · Gorge)

AC 13 | HP 45

STR 15 (+2) · DEX 14 (+2) · CON 14 (+2) · INT 10 (+0) · WIS 11 (+0) · CHA 8 (−1)

  • Claw +4 · Howl Wis DC 12 · Adv vs bloodied

Giant Vulture CR1 · P2 ×1–3

AC 10 | HP 40 | Fly 60 · Pack Tactics

STR 15 (+2) · DEX 10 (+0) · CON 15 (+2) · INT 6 (−2) · WIS 12 (+1) · CHA 7 (−2)

  • Beak +4 · Talons +4 · Egg Wardens: disadv. on checks vs egg within 5 ft

Roc of Serendib BOSS · 3 phases

AC 15 | HP 198 (one pool) | Fly 120 · LR 2

STR 28 (+9) · DEX 10 (+0) · CON 20 (+5) · INT 3 (−4) · WIS 12 (+1) · CHA 9 (−1) · Saves Dex +4, Con +9, Wis +5

  • +13 Beak/Talons · Snatch R5–6 · P1: Nest Quake · P2: Flyby every 2 rds · P3: Wing Gale (perched; Str DC 15 push+prone), Talons Str DC 17 or overboard, Siege Beak ×2 vs ship · LA Wheel · 0 HP = downed, not dead
Sinbad and the Roc of Serendib · 4/4

KEY ITEM / NPCS

Serendib Noon-Diamond

Sinbad the Sailor

Layla of Basra

Crossover Reminder

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The Pomegranate Dead · 1/4

The Pomegranate Dead

One-Shot · 6 PCs · Lvl 10 · Underworld Mystery · ~3–3.5 hrs · + Optional Cerberus
Style: Ferry → Audience with Hades → Investigation → Stall Boss → Saving face  |  Win: Persephone leaves initiative (unkillable)  |  Best: not a word — both gods save face, both owe a favor, party keeps the Obol.

Hermes fetches the party · Hades briefs them, lends the Obol, names Asclepius and Orpheus (recruit one) · the rising dead are the Queen's experiment · Hades arrives late and loud.

"When the queen's garden sings with stolen breath, press this eye to the ferry-bell — the husband hears iron before lies." — Obol (22 words).

Major Beats

  1. Misthaven — Hermes: "The King would like a word." Mist takes the harbor.
  2. Enc. 1 — Teeth on the Styx: 30×10 ferry, 4 rounds · 8 skeletons + 2 Spartoi try to drag the party into the Styx.
  3. The King's Audience: Hades' briefing, the Obol, two names, the pride-of-gods speech, the rule of his house.
  4. Enc. 2 — Healer & Singer: dogs + bone centaurs + zombies hunt Asclepius and Orpheus; 3 of 4 clues; choose one ally.
  5. Enc. 3 — Queen's Garden: Persephone stall; fight to the bell past 2 Spartoi; Arrival clock.
  6. Optional: Cerberus at the Triple Gate — alternate Hades call (easy with Orpheus).
  7. Not a word: Hades congratulates loudly · both gods owe a favor · Persephone gifts the Obol.

Creature List

CreatureEMHNotes
Hydra-Tooth Skeleton689Enc. 1, 3 · reassemble
Spartoi Captain122Enc. 1, 3 · drill captain · bell guard
Skeletal Death Dog344Enc. 2 · Reap & Sow
Bone Centaur122Enc. 2 · Chiron's kin
Breath-Thief Zombie122Enc. 2 (round 3) · Enc. 3 half threshold
Persephone111Unkillable · Threshold 180
Cerberus—optoptOptional alternate resolution

On the Table

Enc. 1: 8 skeletons · 2 skeleton captains (Spartoi). Enc. 2: 4 death dogs · 2 centaur skeletons · 2 Cyclopean figures (zombies) · humanoids for Asclepius and Orpheus. Enc. 3: a humanoid (Persephone) · 4 skeletons (up to 9 with summons; extras off-board) · the 2 skeleton captains at the bell. Optional: a Chimera as Cerberus.

Trackers

Clues (need 3) wounds witness tracks seal   Ally Asclepius Orpheus   Centaurs laid down
Pressure Threshold 180   Pomegranate
Arrival Clock   Obol struck   Spartoi at the bell
Hades interrupted   Said aloud → Hostile   Favors Persephone Hades   Obol kept

Difficulty

TierAdjust
EasierLibrary Standard + clock starts at 3; no half-threshold zombie; both allies may come
Library Std
(6 PCs, L8)
6 skel + 1 Spartoi · 3 dogs, 1 centaur, 1 zombie · Threshold 140 · clock 4 · DCs 16 · LR 2/day · no circle of death
APL 10 ★As written: Enc. 1–2 Hard · Enc. 3 Deadly · Threshold 180 · clock 5 · one ally
HarderThreshold 220 · clock 6 · 9 skel in Enc. 1 · zombies round 2 · circle of death ×2
Persistence: Persephone, Hades, Cerberus and Charon do not die. Never narrate her death; the win is her leaving initiative. No ally recruited → start the Arrival Clock at 4.
The Pomegranate Dead · 2/4

ENC 1 — Teeth on the Styx

Hard · 3–4 rounds  |  ferry 30×10 (6×2) · every square is a rail square · Charon at the stern · ends when the ferry grounds (end of rd 4)

THE KING'S AUDIENCE (social)

Social · 20–30 min  |  basalt hall · scribes reading the dead · empty second throne with a half-eaten pomegranate

ENC 2 — The Healer and the Singer

Hard · 50–60 min  |  meadow 110×70 · mist · tent W (¾ cover) · Orpheus on a cairn E

ENC 3 — The Queen's Garden (Boss)

Deadly · 60–75 min  |  court 100×80 · trees ½ cover (fruit lure WIS DC 15) · furrows difficult · bell on a plinth

NOT A WORD (ending)

OPTIONAL — The Triple Gate (Cerberus)

The Pomegranate Dead · 3/4

CREATURE STAT BLOCKS

Hydra-Tooth Skeleton (Harryhausen) — Enc. 1, 3

Medium Undead, Lawful Evil · CR 2 (450 XP)

AC 14 (armor scraps) | HP 26 (4d8+8) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +214 +2 +215 +2 +26 −2 −28 −1 −15 −3 −3

Vulnerabilities: bludgeoning · Immunities: poison; exhaustion, poisoned · Senses: darkvision 60 ft.

Sown from Teeth. When reduced to 0 HP, roll a d6: on a 6 (5–6 while a Spartoi Captain stands within 60 ft.), the bones reassemble at 1 HP at the start of its next turn unless shattered (bludgeoning), burned (fire) or seared by the Obol (radiant).

Pack Drill. Advantage on attack rolls if another Hydra-Tooth Skeleton is within 5 ft. of the target.

River-Risen. Sown in the bed of the Styx; the river does not harm it. From the water it can use Grasping Hands and Drag Under against a creature in a square beside the hull. Knocked overboard, it spends its next turn climbing back aboard (Enc. 1).

Many Hands. Each other Hydra-Tooth Skeleton grappling the same creature adds 2 to the DC to escape the grapple and to the save against Drag Under.

Actions

Multiattack. Two shortsword attacks, or one shortsword and one shield bash. It can replace any of them with Grasping Hands.

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

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

Grasping Hands. One creature within 5 ft. makes a DC 12 Strength or Dexterity save (its choice) or is grappled (escape DC 12).

Drag Under. One creature the skeleton is grappling makes a DC 12 Strength save, with disadvantage if prone. On a failure it goes overboard into the Styx, and a skeleton that was aboard goes with it, still holding on.

Spartoi Captain (Sown Man) — Enc. 1, 3

Medium Undead, Lawful Evil · CR 5 (1,800 XP)

AC 17 (bronze scraps, shield) | HP 97 (13d8+39) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +714 +2 +216 +3 +610 +0 +012 +1 +110 +0 +0

Vulnerabilities: bludgeoning

Immunities: poison; exhaustion, frightened, poisoned · Senses: darkvision 60 ft., passive Perception 11 · Languages: understands Ancient Greek; barks drill-calls

Sown from the Dragon's Teeth. The first Spartoi sprang from the teeth Cadmus sowed at Thebes; these were sown in the Queen's garden and wear the bronze of the men they replaced. At 0 HP it collapses into a heap of teeth; on a 5–6 at the start of its next turn it rises with 15 HP, unless the killing blow was bludgeoning, fire or radiant.

Drill Captain. While it stands, Hydra-Tooth Skeletons within 60 ft. that can hear it reassemble on a 5–6 instead of a 6. Kill the captains first.

Bronze Sinks. If it goes into the Styx it sinks in its bronze and is out of the fight; the river keeps it. On the ferry it uses Shield Bash, not its spear: it wants you in the water.

Actions

Multiattack. Three Dory attacks, or two Dory attacks and one Shield Bash.

Dory. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.

Shield Bash. +7 to hit, reach 5 ft. Hit: 7 (1d6+4) bludgeoning, and the target makes a DC 15 Strength save or is pushed 10 ft. and knocked prone.

Reactions

Hold the Line. When a creature it can see moves within 5 ft. of the ferry-bell (or of another post it guards), it makes one Dory attack against that creature. On a hit the target's speed becomes 0 until the end of the turn.

Skeletal Death Dog — Enc. 2

Medium Undead, Neutral Evil · CR 1 (200 XP)

AC 13 (bone plates) | HP 39 (6d8+12) | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv15 +2 +214 +2 +214 +2 +23 −4 −413 +1 +16 −2 −2

Skills: Perception +5, Stealth +4 · Vulnerabilities: bludgeoning

Immunities: poison; exhaustion, poisoned · Senses: darkvision 120 ft.

Two-Headed. Advantage on Wis (Perception) and on saves vs. blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Grave-Hound. A two-headed hound picked clean to the bone and strung back together with pomegranate vine; its ribs rattle when it runs and it still wears the Queen's collar. When reduced to 0 HP by anything but bludgeoning or radiant damage, it collapses into a heap of bones that twitch for a round.

Actions

Multiattack. Two bite attacks.

Bite. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing. If both bites hit the same target on a turn, the target makes a DC 12 Constitution save or is poisoned and diseased (grave-rot: HP max reduced by 5 per failed daily save until cured — Asclepius can cure with Healing Touch).

Bone Centaur of Chiron's Line — Enc. 2

Large Undead, Neutral · CR 5 (1,800 XP)

AC 15 (bone barding) | HP 110 (13d10+39) | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +416 +3 +316 +3 +39 −1 −113 +1 +18 −1 −1

Skills: Athletics +7, Perception +4, Survival +4 · Vulnerabilities: bludgeoning

Immunities: poison; exhaustion, poisoned · Senses: darkvision 60 ft., passive Perception 14 · Languages: understands Ancient Greek

Chiron's Kin. Raised from the bones of the centaurs of Chiron's line — the teacher who taught Asclepius medicine. Asclepius knows them on sight. He (or a PC he is coaching, with a DC 15 Medicine check) can use an action to call one by its old name: it makes a DC 14 Wisdom save. On a failure it lowers its bow and takes no actions for 1 minute unless attacked; a second failure lays it down for good.

Hunting Charge. If it moves at least 30 ft. straight toward a target and then hits it with a Pike attack on the same turn, the target takes an extra 9 (2d8) piercing damage and makes a DC 15 Strength save or is knocked prone.

The Queen's Bridle. Its skull is bridled in black leather stamped with the Queen's seal — a clue (see Enc. 2).

Actions

Multiattack. Two Pike attacks, one Pike and one Hooves attack, or two Longbow attacks.

Pike. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.

Hooves. +7 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.

Longbow. +6 to hit, range 150/600 ft. Hit: 7 (1d8+3) piercing plus 7 (2d6) necrotic.

Breath-Thief Zombie — Enc. 2–3

Large Undead, Neutral Evil · CR 5 (1,800 XP)

AC 11 | HP 115 (11d10+55) | Speed 25 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +56 −2 −220 +5 +53 −4 −46 −2 +15 −3 −3

Resistances: necrotic · Immunities: poison; exhaustion, poisoned

Senses: darkvision 60 ft.

Stolen Breath. A bloated corpse from the Asphodel fields, swollen with breath the Queen stole from the living. Its chest heaves; every exhale smells of pomegranate and grave-soil.

Undead Fortitude. If damage reduces it to 0 HP, it makes a Constitution save (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, it drops to 1 HP instead.

Death Sigh. When it dies, it exhales every breath it stole: each creature within 10 ft. makes a DC 14 Constitution save or takes 13 (3d8) necrotic damage and is poisoned until the end of its next turn.

Actions

Multiattack. Two Grave Slam attacks.

Grave Slam. +8 to hit, reach 10 ft. Hit: 14 (2d8+5) bludgeoning plus 7 (2d6) necrotic. The target makes a DC 14 Constitution save or its HP max is reduced by the necrotic damage until it finishes a long rest.

Breath Thief (Recharge 5–6). It presses its mouth to a grappled, prone, or dying creature within 5 ft. and inhales: 21 (6d6) necrotic, DC 15 Constitution save for half, and the zombie regains HP equal to the damage dealt. A shade reduced to 0 HP this way is gone for good.

Charon — Neutral NPC

Medium Undead (Unique), Neutral · Ferryman

AC 16 | HP 110 (13d8+52) | Speed 30 ft., swim 40 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +118 +4 +414 +2 +216 +3 +311 +0 +0

Skills: Insight +7, Perception +7 · Immunities: necrotic, poison; frightened

The Fare. Hermes has paid the way in. The way home costs the Obol Hades lends the party. Attempting to fight him capsizes the ferry: everyone aboard goes into the Styx (see Enc. 1).

Ferryman. He poles; he does not fight for anyone. The crossing takes 4 rounds whatever happens on deck. When the ferry grounds, he hooks any passenger still in the river out with his pole.

Neutral Witness. Answers one honest question about recent crossings if paid fairly. Will not accuse the Queen by name.

Actions

Ferryman's Pole. +7 to hit, reach 10 ft. Hit: 12 (2d8+3) bludgeoning + 7 (2d6) necrotic.

Styx Lash (Recharge 5–6). 30-ft. line; DC 15 Dexterity. 21 (6d6) necrotic on a failure, half on a success; a failure also reduces speed to 0 until the end of its next turn.

Reactions

Paid Passage (1/Round). When a passenger whose fare is paid goes overboard, he holds out his pole. The passenger makes a DC 12 Dexterity save; on a success it catches the pole and ends hanging on the gunwale instead of in the river. "The fare is paid. Hold on."

Persephone, Queen of the Unquiet — BOSS · cannot be killed

Medium Celestial (Goddess), Neutral (ambitious) · CR 12 threat · UNKILLABLE BOSS

AC 18 | HP — (Threshold 180; see Immortal Court) | Speed 30 ft., fly 30 ft. (hover)

STRDEXCONINTWISCHA
sc md sv14 +2 +218 +4 +1018 +4 +416 +3 +320 +5 +1120 +5 +11

Skills: Deception +11, Insight +11, Nature +9, Religion +9 · Resistances: necrotic, psychic; BPS from nonmagical

Queen in Her Own Right. Bored, curious and ambitious. Her mother is the Harvest, her husband the Dead; she will not be only "his wife". She is experimenting with what she might be goddess of — the Undead? the Shades? — by raising a private legion. She loves Hades and does not want him prying. Above all she will not have it said aloud, in her own home, that he knows. The reveal is the mystery payoff.

Immortal Court — Cannot Be Killed. She has no true HP. Track a Pressure Threshold of 180. Damage and certain effects reduce the threshold. At 0 she does not die — she becomes Wrathful (see Legendary Actions) but remains unkillable. Win = she leaves initiative (Hades arrives, a bargain, or Cerberus).

Pomegranate Focus. While she holds her pomegranate (object AC 20 / HP 40, immune to psychic), she can summon. Destroying it prevents new summons for 2 rounds and drops the threshold by 30.

Legendary Resistance (3/Day). Turn a failed save into a success.

Actions

Multiattack. Two Necro-Vine attacks and Cast a Spell, or three Necro-Vines.

Necro-Vine. +10 to hit, reach 15 ft. Hit: 14 (2d8+5) piercing + 10 (3d6) necrotic; DC 18 Strength save or restrained (escape DC 18).

Cast a Spell. Spell save DC 18, +10 to hit. At will: chill touch (4d8), command. 3/day each: hold person, blight, spirit guardians (necrotic blossoms). 1/day: circle of death (8d6, 60-ft. radius — only while the pomegranate is intact).

Sow the Teeth (Recharge 5–6). Summons 1d4+1 Hydra-Tooth Skeletons in unoccupied spaces within 30 ft. They act after her.

Legendary Actions

Vine (Cost 1). One Necro-Vine attack.

Whisper (Cost 1). One creature within 60 ft. makes a DC 18 Wisdom save or is frightened until the end of its next turn.

Reap & Sow (Cost 2). One skeleton within 60 ft. explodes (10-ft. radius, DC 15 Dex, 14 (4d6) necrotic) and is replaced by a Skeletal Death Dog.

Wrathful Queen (Cost 3, only at Threshold 0). Sow the Teeth recharges immediately and she casts chill touch on two targets; still cannot be slain.

The Pomegranate Dead · 4/4

CREATURE STAT BLOCKS (cont.)

Cerberus — Optional

Huge Monstrosity, Lawful Neutral · CR 10 (5,900 XP) · OPTIONAL / Iconic

AC 16 (natural) | HP 178 (17d12+68) | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv22 +6 +612 +1 +118 +4 +46 −2 −214 +2 +210 +0 +0

Skills: Perception +10 (adv) · Senses: darkvision 120 ft., smell living breath 300 ft. · Immunities: frightened

Iconic — Prefer Not to Kill. Win by calming, distracting, or slipping past — not by slaying Olympus's hound. If reduced to 0 HP, he flees whimpering (Hades will be displeased).

Three Heads. Advantage on Perception; can make opportunity attacks against three different creatures per round.

Gate Guardian. Blocks the inner road to Hades' private court. Getting past him is an alternate resolution that calls Hades without the garden ferry-bell.

Actions

Multiattack. Three bite attacks (one per head).

Bite. +10 to hit, reach 10 ft. Hit: 17 (2d10+6) piercing. If two or more bites hit the same target in a turn, DC 18 Strength save or grappled and restrained in the jaws (escape DC 18).

Tripartite Roar (Recharge 5–6). 60-ft. cone; DC 16 Wisdom. Fail: frightened for 1 minute (repeat at the end of its turns) and deafened for 1 round.

Legendary Actions

Detect (Cost 1). Wisdom (Perception) check.

Bite (Cost 1). One bite attack.

Drag (Cost 2). Move up to 20 ft. dragging one grappled creature without provoking.

Asclepius — Ally (one of two)

Medium Humanoid (Demigod physician), Neutral Good · Cleric / Necromancer · CR 6 ally

AC 14 | HP 97 (15d8+30) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +214 +2 +218 +4 +718 +4 +714 +2 +2

Skills: Medicine +10, Nature +7, Insight +7, Religion +7

Why He Is Here. Following a plague of "false deaths" — corpses walking with stolen breath. He believes someone is siphoning Asclepian healing into necromancy.

Raiser of the Dead. The one mortal-born healer who ever brought the dead back — Zeus struck him down for it at Hades' complaint. He knows exactly how the dead are raised, which is why this frightens him. Hades still keeps complaints about him on file.

Chiron's Pupil. Chiron the centaur taught him medicine. The bone centaurs in Asphodel are Chiron's kin, and he can call them by name (see their card).

One Ally Only. If the party brings him to the garden, Orpheus stays in Asphodel to keep the shades calm. Recruit with ≥2 floral/royal clues (Persuasion DC 13 with the evidence).

Iconic. Do not kill. If reduced to 0 HP, he stabilizes in a sacred sleep (removed from the fight). He will not strike Persephone to kill.

Actions

Serpent Staff. +6 to hit, reach 5 ft. Hit: 7 (1d6+4) bludgeoning + 7 (2d6) poison or radiant (his choice).

Healing Touch (3/Day). A creature he touches regains 18 (4d8) HP and may end one poison or disease.

Turn the Inverted (1/Day). Each undead within 30 ft. that Persephone raised makes a DC 15 Wisdom save or is turned for 1 minute (it flees and takes no actions unless cornered); the effect ends on a creature that takes damage.

Return from the Threshold (1/Day). A creature that died within the last minute returns to life with 1 HP.

Diagnostic Gaze. Insight/Medicine check with advantage to identify how an undead was made (reveals the summoner-signature: floral + grave).

Bonus Actions

Field Surgery (1/Round). One ally within 5 ft. gains 10 temporary HP.

Orpheus — Ally (one of two)

Medium Humanoid (Human, son of Apollo), Neutral Good · Bard · CR 6 ally

AC 14 | HP 82 (15d8+15) | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +016 +3 +612 +1 +113 +1 +114 +2 +220 +5 +8

Skills: Performance +11, Persuasion +8, Insight +5, History +4

Senses: passive Perception 12 · Languages: Common, Ancient Greek

The Man Who Came Back. The only living man to cross the Styx twice. He walked out of the Underworld once with Eurydice behind him, looked back, and lost her. He has come down again, alone and without leave, because her shade is missing from Asphodel.

The Song She Wept For. Persephone wept once at his song; it was she who let Eurydice go. While he plays within 60 ft. of her, the bargain (Path B) is DC 15 instead of DC 18.

Calms the Hound. Cerberus has heard him before. Checks to calm Cerberus have advantage while he plays, and his playing counts as one success.

One Ally Only. If the party brings him to the garden, Asclepius stays in Asphodel with his patients. Recruit by protecting him and telling him what happened to Eurydice (Persuasion DC 14).

Iconic. Do not kill. At 0 HP he is stable and unconscious, still holding the lyre.

Actions

Lyre-Blade. +6 to hit, reach 5 ft. Hit: 6 (1d6+3) piercing.

Spellcasting (Cha, DC 16, +8 to hit). At will: vicious mockery (3d4), friends. 2/day each: calm emotions, healing word (3d4+5). 1/day: hypnotic pattern.

Lull of the Lyre (Recharge 5–6). Each skeleton, death dog and zombie within 30 ft. that can hear him makes a DC 16 Wisdom save or is incapacitated until the end of its next turn.

The Song She Wept For (1/Encounter). He plays the song from his first descent. Persephone takes no legendary actions until the start of her next turn.

Bonus Actions

Inspiring Refrain (3/Day). One ally within 60 ft. who can hear him gains a d8 Bardic Inspiration die for 10 minutes.

Reactions

Counter-Song. When a creature within 30 ft. makes a save against being charmed or frightened, it has advantage.

KEY ITEM — Obol of True Passage (lent by Hades)

NPC QUICK REFERENCE

Hades — Quest Giver

  • Pride and love. Knows; won't confront her; won't seem controlling; won't let her be embarrassed at home.
  • Plan: arrive late, congratulate loudly, she overhears. Owes a favor if nobody says it.
  • Not a combatant. Hostile → Rebuke (see Audience).

Persephone — the Queen

  • Bored, curious, ambitious; wants an epithet of her own (Undead? Shades?).
  • Loves Hades; doesn't mind him knowing — minds him saying it.
  • End: "Not a word" → asks him to gift the Obol, retires; owes a favor.

Hermes & Charon

  • Hermes: escort; pays the crossing; "Mind your tongue in his house."
  • Charon: truth-toll (Persuasion DC 14) — "That is from a garden."

Shade Witness (Lydia)

  • Sowers after midnight; bone riders; a woman with a snakebite (Eurydice).
  • Comfort her: Persuasion/Religion DC 13 → she guides the party.

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