Chains on Caucasus

A storm-climb to the titan's iron crag.

📜 Session Summary

Style High-altitude rescue with a moral branch, for 6 level-8 PCs across 3 rugged encounters.
Win Condition Break, loosen, or sanctify the chains so Prometheus' suffering no longer feeds the eagle-cult.
Loss Condition The cult keeps the wound open and turns stolen divine fire into a beacon for tyrants.
Players 6 × Level 11 · 3–3.5 hrs · 3 encounters
Key Ally Io the Wind-Lost (recruit Enc. 1) · Maguffin: Kindling Nail

Description

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.

"Bring no crown to the mountain. Bring a hand that can open and a blade that can choose not to cut."— Charcoal words on sailcloth handed over at Misthaven.

Major Beats

  • Dione frames the mission as rescue, then admits rescue has consequences.
  • The mountain tests strength, mercy, and patience before blades matter.
  • The cult believes pain is a renewable holy resource.
  • Prometheus asks what kind of freedom mortals are ready to defend.

Creature / Enemy List

CreatureEasyMedHardNotes
Eagle-Cult ZealotmedhardCR 3 · Fanatic skirmisher
Crag Harpy BloodcallermedhardCR 4 · Aerial controller
Chainbound GiantmedhardCR 7 · Titanic bruiser
Aetos, Eagle-Wound HierophantmedhardCR 10 · Boss cult priest
Io the Wind-Lost11Recruit Enc. 1

Encounter 1 — The Climb of Stolen Sparks

Skill / Medium · ~45 min

Overview

Ascend storm cliffs under harpy song while sparks from Prometheus' wound fall like meteors.

🗺 Terrain

Three switchback ledges, rope bridge, ash-snow chute, and a ruined shepherd shrine.

Mechanics

  • Group climb: 6 successes before 3 failures at DC 15 using Athletics, Survival, Nature, or Medicine.
  • Failure costs hit dice from cold and thin air, then draws a Crag Harpy Bloodcaller.
  • The Kindling Nail anchors one impossible crossing for automatic progress.
  • Recruit Io by rescuing her from a bloodsong lure or accepting her warning about the chains.

Creature Cards

👤

Dione of the Ash Lantern

Fire-scarred priest, quest giver

Motivation. She wants the cult stopped before they sell Promethean pain as miracle-fire.

Secret. She fears freeing Prometheus may start a divine reprisal and accepts a merciful half-measure.

Hard rule. Prometheus must not be killed; his death would not end the fire, only scatter it uncontrolled.

Kindling Nail

Adamant relic, chain wedge

Appearance: Black nail with a coal-red seam and a head shaped like a tiny torch.

Handout. "Drive it where iron learned cruelty; turn once for mercy, twice for rebellion."

Enc. 1–2. Can anchor a rope, calm divine fire, or grant advantage on one Athletics check during the climb.

Enc. 3. Wedged into the central shackle, it lets the party free, loosen, or consecrate the chains.

🦅

Io the Wind-Lost

Medium Humanoid, Neutral · Recruitable Ally · Scout, omen-reader, and reluctant witness

AC 14  |  HP 71  |  Speed 30 ft.

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

Role: Scout, omen-reader, and reluctant witness

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.

Crag Harpy Bloodcaller

Medium Creature · CR 4 · Aerial controller

AC 14  |  HP 90  |  Speed 30 ft.

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

Note. Her song can be answered with Performance or thunder to break the lure.

Attack. Bloodsong DC 15 Wis or move toward the nearest cliff edge.


Encounter 2 — The Cult of the Open Wound

Medium · ~55 min

Overview

Raid or parley at a cliffside camp where zealots bottle sparks from the titan's torment.

🗺 Terrain

Wind tents, spark vats, chained giant pen, altar crane, and cliff paths on two elevations.

Mechanics

  • Stealth or parley can disable two spark vats before combat begins.
  • Each intact vat lets a zealot add 7 fire damage once; Medicine or Religion DC 16 spoils a vat.
  • The Chainbound Giant attacks everyone until its pain brand is broken or the altar crane is dropped.
  • Io identifies which zealot carries the rite-key if treated as a person, not an omen.

Creature Cards

Eagle-Cult Zealot

Medium Creature · CR 3 · Fanatic skirmisher

AC 15  |  HP 72  |  Speed 30 ft.

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

Note. Fights harder near exposed drops but may flee if the eagle omen fails.

Attack. Hooked spear +6 to hit, 12 piercing and pulls 10 ft.

Chainbound Giant

Medium Creature · CR 7 · Titanic bruiser

AC 17  |  HP 148  |  Speed 30 ft.

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

Note. A victim of the cult; can be freed from frenzy by breaking its pain brand.

Attack. Iron sweep +8 to hit, 22 bludgeoning and knocks prone.

🦅

Io the Wind-Lost

Medium Humanoid, Neutral · Recruitable Ally · Scout, omen-reader, and reluctant witness

AC 14  |  HP 71  |  Speed 30 ft.

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

Role: Scout, omen-reader, and reluctant witness

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.

Kindling Nail

Adamant relic, chain wedge

Appearance: Black nail with a coal-red seam and a head shaped like a tiny torch.

Handout. "Drive it where iron learned cruelty; turn once for mercy, twice for rebellion."

Enc. 1–2. Can anchor a rope, calm divine fire, or grant advantage on one Athletics check during the climb.

Enc. 3. Wedged into the central shackle, it lets the party free, loosen, or consecrate the chains.


Encounter 3 — Prometheus Beneath the Eagle

Hard · ~70 min

Overview

At the iron crag, choose freedom, refusal, or mercy while Aetos keeps the eagle diving.

🗺 Terrain

Central shackle dais, Prometheus' ledge, eagle perches, chain winches, and storm gaps.

Mechanics

  • Three chain seals require actions and DC 16 checks; each seal changes the moral outcome.
  • The Kindling Nail decides the finish: free him, loosen torment, or consecrate the wound closed.
  • At initiative 20 the eagle dives; disabling perches or calming it with Animal Handling DC 16 redirects the strike.
  • Win by ending the rite and escaping divine attention; killing Aetos is optional and not sufficient.

Creature Cards

Aetos, Eagle-Wound Hierophant

Large Creature · CR 10 · Boss cult priest · Boss

AC 18  |  HP 196  |  Speed 40 ft.

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

Role: Boss cult priest

Note. Defeat by breaking his rite, freeing the eagle from command, or forcing retreat.

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

Multiattack / Assault. Woundfire lance +9 to hit, 21 radiant/fire and prevents healing until next turn.

Advance (1). Move up to half Speed.

Strike (1). One attack from Assault.

Kindling Nail

Adamant relic, chain wedge

Appearance: Black nail with a coal-red seam and a head shaped like a tiny torch.

Handout. "Drive it where iron learned cruelty; turn once for mercy, twice for rebellion."

Enc. 1–2. Can anchor a rope, calm divine fire, or grant advantage on one Athletics check during the climb.

Enc. 3. Wedged into the central shackle, it lets the party free, loosen, or consecrate the chains.

🦅

Io the Wind-Lost

Medium Humanoid, Neutral · Recruitable Ally · Scout, omen-reader, and reluctant witness

AC 14  |  HP 71  |  Speed 30 ft.

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

Role: Scout, omen-reader, and reluctant witness

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.

Chainbound Giant

Medium Creature · CR 7 · Titanic bruiser

AC 17  |  HP 148  |  Speed 30 ft.

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

Note. A victim of the cult; can be freed from frenzy by breaking its pain brand.

Attack. Iron sweep +8 to hit, 22 bludgeoning and knocks prone.


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 11

  • Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 11.

Library Standard — 6 Players, Average Level 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.

Easier

  • APL 9–10: use Library Standard, then Favor/track win −1 or boss HP −10%.

Harder

  • APL 12–13: boss HP +25%; add a lieutenant; no free rest.

📋 Appendix — Cards

👤

Dione of the Ash Lantern

Fire-scarred priest, quest giver

Motivation. She wants the cult stopped before they sell Promethean pain as miracle-fire.

Secret. She fears freeing Prometheus may start a divine reprisal and accepts a merciful half-measure.

Hard rule. Prometheus must not be killed; his death would not end the fire, only scatter it uncontrolled.

Kindling Nail

Adamant relic, chain wedge

Appearance: Black nail with a coal-red seam and a head shaped like a tiny torch.

Handout. "Drive it where iron learned cruelty; turn once for mercy, twice for rebellion."

Enc. 1–2. Can anchor a rope, calm divine fire, or grant advantage on one Athletics check during the climb.

Enc. 3. Wedged into the central shackle, it lets the party free, loosen, or consecrate the chains.

🦅

Io the Wind-Lost

Medium Humanoid, Neutral · Recruitable Ally · Scout, omen-reader, and reluctant witness

AC 14  |  HP 71  |  Speed 30 ft.

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

Role: Scout, omen-reader, and reluctant witness

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

Medium Creature · CR 3 · Fanatic skirmisher

AC 15  |  HP 72  |  Speed 30 ft.

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

Note. Fights harder near exposed drops but may flee if the eagle omen fails.

Attack. Hooked spear +6 to hit, 12 piercing and pulls 10 ft.

Crag Harpy Bloodcaller

Medium Creature · CR 4 · Aerial controller

AC 14  |  HP 90  |  Speed 30 ft.

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

Note. Her song can be answered with Performance or thunder to break the lure.

Attack. Bloodsong DC 15 Wis or move toward the nearest cliff edge.

Chainbound Giant

Medium Creature · CR 7 · Titanic bruiser

AC 17  |  HP 148  |  Speed 30 ft.

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

Note. A victim of the cult; can be freed from frenzy by breaking its pain brand.

Attack. Iron sweep +8 to hit, 22 bludgeoning and knocks prone.

Aetos, Eagle-Wound Hierophant

Large Creature · CR 10 · Boss cult priest · Boss

AC 18  |  HP 196  |  Speed 40 ft.

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

Role: Boss cult priest

Note. Defeat by breaking his rite, freeing the eagle from command, or forcing retreat.

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

Multiattack / Assault. Woundfire lance +9 to hit, 21 radiant/fire and prevents healing until next turn.

Advance (1). Move up to half Speed.

Strike (1). One attack from Assault.