The Hot Gates

One-Shot · 6 Players · Level 10 · ~3–3.5 Hours · Thermopylae · Hold the Pass · Summon Ares

📜 Session Summary

Style Thermopylae Defense — Hold the Pass → Parley → Earn Ares’s Favor
Win Condition Reach Favor 6 and plant the Enyalian Spearhead — Ares arrives and slaughters/routs the horde
Loss Condition Choke broken with Leonidas and ≥3 PCs down, or the horde holds the altar for 3 rounds
Players 6 × Level 10 · 3–3.5 hrs · 3 encounters · Same map
Key Allies King Leonidas + Spartan hoplites · Recruit Dienekes · Maguffin: spearhead

Description

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.

"Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."— Enyalian Spearhead

The Pass (All Encounters)

  • Map (reuse): 80×40 ft total — sea cliff west, mountain east, 20-ft-wide choke center, entrance north, Spartan camp/altar south.
  • Hazards: steam vents, rockfall overhang, Hold the Line checks — see Pass Tools.
  • Persistence: Leonidas is iconic (no execute). Ares manifests as win, not a fight. Titan-kin are mortal remnants, not Olympian Titans.

Major Beats

  • Mist → Hot Gates; spearhead handed; Leonidas accepts the party into the wall.
  • Enc. 1: First wave — learn choke, vents, rockfall; recruit Dienekes.
  • Enc. 2: Truce-spears — parley with Kharos (delay, intel, or fight).
  • Enc. 3 (Final): Horde surge + Favor track → plant spearhead → Ares.

Creature / Enemy List

CreatureEasyMedHardNotes
Titan-kin Raider468Waves
Titan-kin Brute245Waves
Leonin Pride-Hunter234Waves
Leonin Pride-Captain011Enc. 2–3
Warlord Kharosparley11Enc. 2/3
Spartan Hoplite466Allies

Encounter 1 — First Wave at the Throat

Medium · ~40–45 min · Same pass

Overview

Drums in the east. Leonidas locks shields with 6× Spartan Hoplites. Wave: 6× Raiders, 3× Brutes, 2× Pride-Hunters.

🗺 Terrain

Full Hot Gates map · choke · 2 steam vents · rockfall overhang (2 charges) · altar rear. See Pass Tools.

Mechanics

  • Hold the Line: Encourage PCs to brace (Ath/Intim DC 14) — teaches the choke before Enc. 3 Favor.
  • Non-combat pressure valve: Collapse rockfall early (Ath/Sleight DC 14) to scare off remaining raiders if ≥half the wave is down — ends Enc. 1 early.
  • RECRUIT DIENEKES: After the wave, he lies by a vent. Heal or Medicine DC 13 → joins Enc. 2–3.
  • If 3+ enemies break past the choke into the camp zone, Leonidas spends Rally early (still available once in Enc. 3 if unused).

Creature Cards

🦅

King Leonidas

Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally

AC 18  |  HP 136 (16d8+64)  |  Speed 30 ft.

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

Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6

Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.

Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.

Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.

Multiattack. Two spear attacks.

Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.

Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).

Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.

Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.

🦅

Spartan Hoplite

Medium Humanoid, Lawful Neutral · CR 3 · Squad ally

AC 17  |  HP 52  |  Speed 30 ft.

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

Shield wall specialists — count as allies for Favor Triple Fall

Shield Wall. While adjacent to another Spartan or Leonidas, +1 AC and advantage on shove checks to Hold the Line.

Multiattack. Two spear attacks.

Spear. +5 to hit. Hit: 7 (1d8+3) piercing.

🦅

Dienekes

Medium Humanoid (Spartan officer), Lawful Neutral · Recruitable Ally

AC 17  |  HP 71  |  Speed 30 ft.

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

Dry wit; expert at Hold the Line checks

RECRUITMENT (Enc. 1). Wounded at the steam vent after wave one. Heal him (any healing) or Medicine DC 13 + share water → joins as elite hoplite for Enc. 2–3. “Then we shall fight in the shade.”

Shade Remark. Once per combat when a ranged volley starts: allies within 30 ft. gain half cover until end of round.

Multiattack. Two spear attacks.

Spear. +6 to hit. Hit: 8 (1d8+4) piercing.

Hold the Line Assist. Action: make Hold the Line (Ath/Intim DC 14) with advantage; on success, enemies in the choke are also shoved 5 ft. back.

Titan-kin Raider

Medium Humanoid (Titan-kin), Chaotic Evil · CR 1

AC 13  |  HP 22  |  Speed 30 ft.

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

Light armor; tries to slip past the choke if the wall breaks

Scimitar. +4 to hit. Hit: 5 (1d6+2) slashing.

Shortbow. +4 to hit, range 80/320. Hit: 5 (1d6+2) piercing.

Titan-kin Brute

Medium Humanoid (Titan-kin; orc reskin), Chaotic Evil · CR 2

AC 14  |  HP 42  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
16 (+3)CON
8 (−1)INT
10 (+0)WIS
9 (−1)CHA

Stone-gray skin; tusks; remnant Titan blood — not true Titans

Relentless (1/rest). If reduced to 0 by non-crit, drop to 1 HP instead.

Greataxe. +5 to hit. Hit: 10 (1d12+3) slashing.

Javelin. +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing.

Leonin Pride-Hunter

Medium Humanoid (Leonin), Neutral Evil · CR 2

AC 14  |  HP 39  |  Speed 35 ft.

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

Claw and spear; pride-marks of the eastern host

Pounce. If it moves 15+ ft. then hits with Claw, bonus spear attack.

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

Spear. +5 to hit. Hit: 6 (1d6+3) piercing.

Daunting Roar (Recharge 5–6). 15-ft cone Wis DC 12 or frightened until end of its next turn.

Hot Gates — Pass & Hazards

Shared Battlefield Toolkit · All encounters · Same map

Narrow cliff pass · sea wall west · steam vents · crumbling overhang east

Choke (20×40 ft killing ground). Only 3 Medium creatures abreast in the throat. Flanking impossible from the sides. Enemies beyond the throat are “at the entrance.”

Hold the Line (skill). Action: Athletics, Intimidation, or Persuasion (with Leonidas) DC 14 — shove/brace the shield wall. Success: until start of your next turn, enemies treat the throat as difficult terrain and cannot Dash through it.

Steam Vent. 2 vents (marked). Creature shoved onto a vent: Con DC 13 or 7 (2d6) fire and blinded until end of its next turn. Action to open a vent wider: Ath DC 13 — next shove into it auto-fails the save.

Rockfall Line. Overhang above the entrance. Action: Athletics or Sleight with a pry-bar DC 14 (or ranged attack AC 14 vs. keystone). Success: 15-ft cone at entrance Dex DC 14; 14 (4d6) bludgeoning; rubble becomes difficult terrain. 2 uses per session.

Hot Spring Altar. Rear of the Spartan line. Enc. 3 Favor site for the spearhead. Bloodied creature can Action: Religion or Medicine DC 14 to cauterize — heal 2d8 once per creature.


Encounter 2 — Parley under Truce-Spears

Social / Medium · ~40–50 min · Same pass

Overview

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.

🗺 Terrain

Parley circle in the choke (10-ft radius). Breaking truce first = enemies surprised 1 round OR party surprised if they strike during words.

Mechanics

  • PARLEY (primary path): Contested social clock — party needs 3 successes before 3 failures (Persuasion, Intimidation, Insight, History DC 14; Performance DC 13 if quoting Spartan law). Leonidas can grant one auto-success if a PC proposes an honorable delay until sundown.
  • Success outcomes (pick 1–2): (a) Enc. 3 starts with −4 raiders; (b) Kharos reveals Ares “watches blood in the throat — not speeches”; DM may preview one Favor deed; (c) Pride-Captain sits out Enc. 3 opener; (d) 10-minute short rest under truce.
  • Failure / betrayal: Immediate skirmish — Kharos + captain + 4 brutes + 2 hunters. If Kharos drops to half, he withdraws (flees to Enc. 3).
  • Non-combat absolute: Party may refuse parley and reset the wall — skip to Enc. 3 with +2 Favor already (Ares likes scorn for chatter) but no rest and full enemy count.
  • Killing Kharos here: allowed but Enc. 3 gains +4 brutes and a furious Pride-Captain with Pride Roar charged.

Creature Cards

Warlord Kharos

Medium Humanoid (Titan-kin war-chief), Neutral Evil · CR 7 · Horde Leader

AC 17  |  HP 136 (16d8+64)  |  Speed 30 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
12 (+1)INT
13 (+1)WIS
15 (+2)CHA

Saves: Str +8, Con +7, Wis +4 · Skills: Intimidation +8, Athletics +8, Insight +4

Parley Face (Enc. 2). Speaks Common and Giant. Respects strength and delays. Killing him in Enc. 2 skips intel and hardens Enc. 3 (+4 brutes).

Horde Banner. While he lives and holds the banner (object AC 13, HP 20), Titan-kin within 60 ft. have advantage on saves vs. frightened.

Icon note. Not a Greek god — may be slain in Enc. 3. Prefer capture/parley yield in Enc. 2.

Multiattack. Two maul attacks; or one maul and Command Rush.

Maul. +8 to hit. Hit: 13 (2d6+5) bludgeoning.

Command Rush. Up to 3 allied Titan-kin or Leonin within 60 ft. may use reaction to move half Speed toward the choke.

Earthshatter (Recharge 5–6). 20-ft line through the choke Str DC 15; 18 (4d8) thunder; fail also knocked prone.

Advance (1). Move up to half Speed without provoking.

Maul (1). One maul attack.

Reform (2). One downed Titan-kin raider within 30 ft. stands with 1 HP (once per creature).

Leonin Pride-Captain

Medium Humanoid (Leonin), Lawful Evil · CR 4

AC 16  |  HP 76  |  Speed 35 ft.

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

Commands pride wings; may attend Enc. 2 parley as second

Pack Tactics. Adv on attacks if an ally is within 5 ft. of the target.

Multiattack. Two glaive attacks.

Glaive. +6 to hit, reach 10 ft. Hit: 10 (1d10+4) slashing.

Pride Roar (1/day). Allies within 30 ft. gain 10 temp HP; enemies Wis DC 13 or frightened 1 minute (save end of turn).

🦅

King Leonidas

Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally

AC 18  |  HP 136 (16d8+64)  |  Speed 30 ft.

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

Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6

Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.

Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.

Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.

Multiattack. Two spear attacks.

Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.

Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).

Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.

Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.

Enyalian Spearhead

Wondrous Item (maguffin), Unique

Appearance: a blood-dark bronze spear tip, warm to the touch, etched with a boar and a spear

Handout (23 words). "Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."

Enc. 1–2. While held: once per encounter, when you help Hold the Line (see Pass Tools), gain advantage on the check.

Enc. 3 (primary). Action at the steam-altar when Favor ≥ 6: plant the spearhead. Ares arrives at the end of that round (win). If planted early (Favor < 6), it flares — Favor +1 once, then must be wrenched free (Ath DC 12) to reuse.


Encounter 3 — Favor of Ares (Final Hold)

Hard · ~60–70 min · Same pass · Puzzle-combat

Overview

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.

🗺 Terrain

Same Hot Gates. Rockfall charges remaining from Enc. 1 carry over. Altar active for Offerings and spearhead.

Favor Track (Win at 6)

Full menu on Favor of Ares. Quick reference:

DeedFavorNotes
Hold Fast (end of round)+2No breach + ≥5 foes at entrance
Triple Fall (same round)+1Max 2 times
One Blow (above half → 0)+1Need 2 such deeds total
King’s Witness+2Once; near conscious Leonidas
Steam Offering+11/round; DC 14; risk fire
  • Win: Favor ≥ 6 → Action plant spearhead in altar → end of round Ares arrives: all hostiles slain or routed; dying PCs stabilize; Leonidas (if up) salutes the god in silence.
  • Ares on the field: Not a stat block fight. Narrate crimson storm and spear-shadows. He ignores PCs unless a PC attacks him — then a warning blow (4d10 force, nonlethal) and he finishes the horde anyway.
  • Spawn pressure: Each round until Favor 6, if fewer than 4 enemies are in the entrance zone, add 2 raiders (or 1 brute) from the east — the horde is endless until the god comes.
  • Suggested path: Hold Fast twice (+4) + One Blow ×2 (+2) or Hold Fast + King’s Witness + Offering.

Opening Wave (Medium baseline)

  • 4 brutes · 4 raiders · 3 pride-hunters · 1 pride-captain (unless sat out) · Kharos if alive
  • Adjust from Enc. 2 parley outcomes.

Creature Cards

Favor of Ares (Enc. 3 Win Track)

War-God Attention · Win at Favor 6 + plant spearhead

Track Favor openly for the table — Ares watches the pass

Hold Fast (+2, repeatable). At end of round: no enemy past the choke AND ≥5 enemies within 20 ft. of the entrance this round → +2 Favor.

Triple Fall (+1, max 2). In a single round, the party (incl. Spartan allies) downs 3+ enemies → +1 Favor.

One Blow (+1, need 2 total). Reduce an enemy from above half HP to 0 with a single hit/spell attack → +1 Favor (counts toward needing 2 such deeds).

King’s Witness (+2, once). While Leonidas is conscious, a PC finishes a Titan-kin or Leonin of CR 2+ within 10 ft. of him → +2 Favor once.

Steam Offering (+1, 1/round). Bloodied PC Action at altar: Religion or Athletics DC 14 → +1 Favor. Fail by 5+: 7 (2d6) fire.

Arrival. Favor ≥ 6 and spearhead planted → Ares manifests; all remaining hostiles are slain or rout off-map. Session win. PCs who are dying stabilize.

Enyalian Spearhead

Wondrous Item (maguffin), Unique

Appearance: a blood-dark bronze spear tip, warm to the touch, etched with a boar and a spear

Handout (23 words). "Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."

Enc. 1–2. While held: once per encounter, when you help Hold the Line (see Pass Tools), gain advantage on the check.

Enc. 3 (primary). Action at the steam-altar when Favor ≥ 6: plant the spearhead. Ares arrives at the end of that round (win). If planted early (Favor < 6), it flares — Favor +1 once, then must be wrenched free (Ath DC 12) to reuse.

Warlord Kharos

Medium Humanoid (Titan-kin war-chief), Neutral Evil · CR 7 · Horde Leader

AC 17  |  HP 136 (16d8+64)  |  Speed 30 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
12 (+1)INT
13 (+1)WIS
15 (+2)CHA

Saves: Str +8, Con +7, Wis +4 · Skills: Intimidation +8, Athletics +8, Insight +4

Parley Face (Enc. 2). Speaks Common and Giant. Respects strength and delays. Killing him in Enc. 2 skips intel and hardens Enc. 3 (+4 brutes).

Horde Banner. While he lives and holds the banner (object AC 13, HP 20), Titan-kin within 60 ft. have advantage on saves vs. frightened.

Icon note. Not a Greek god — may be slain in Enc. 3. Prefer capture/parley yield in Enc. 2.

Multiattack. Two maul attacks; or one maul and Command Rush.

Maul. +8 to hit. Hit: 13 (2d6+5) bludgeoning.

Command Rush. Up to 3 allied Titan-kin or Leonin within 60 ft. may use reaction to move half Speed toward the choke.

Earthshatter (Recharge 5–6). 20-ft line through the choke Str DC 15; 18 (4d8) thunder; fail also knocked prone.

Advance (1). Move up to half Speed without provoking.

Maul (1). One maul attack.

Reform (2). One downed Titan-kin raider within 30 ft. stands with 1 HP (once per creature).

🦅

King Leonidas

Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally

AC 18  |  HP 136 (16d8+64)  |  Speed 30 ft.

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

Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6

Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.

Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.

Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.

Multiattack. Two spear attacks.

Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.

Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).

Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.

Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.

Hot Gates — Pass &amp; Hazards

Shared Battlefield Toolkit · All encounters · Same map

Narrow cliff pass · sea wall west · steam vents · crumbling overhang east

Choke (20×40 ft killing ground). Only 3 Medium creatures abreast in the throat. Flanking impossible from the sides. Enemies beyond the throat are “at the entrance.”

Hold the Line (skill). Action: Athletics, Intimidation, or Persuasion (with Leonidas) DC 14 — shove/brace the shield wall. Success: until start of your next turn, enemies treat the throat as difficult terrain and cannot Dash through it.

Steam Vent. 2 vents (marked). Creature shoved onto a vent: Con DC 13 or 7 (2d6) fire and blinded until end of its next turn. Action to open a vent wider: Ath DC 13 — next shove into it auto-fails the save.

Rockfall Line. Overhang above the entrance. Action: Athletics or Sleight with a pry-bar DC 14 (or ranged attack AC 14 vs. keystone). Success: 15-ft cone at entrance Dex DC 14; 14 (4d6) bludgeoning; rubble becomes difficult terrain. 2 uses per session.

Hot Spring Altar. Rear of the Spartan line. Enc. 3 Favor site for the spearhead. Bloodied creature can Action: Religion or Medicine DC 14 to cauterize — heal 2d8 once per creature.

Titan-kin Brute

Medium Humanoid (Titan-kin; orc reskin), Chaotic Evil · CR 2

AC 14  |  HP 42  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
16 (+3)CON
8 (−1)INT
10 (+0)WIS
9 (−1)CHA

Stone-gray skin; tusks; remnant Titan blood — not true Titans

Relentless (1/rest). If reduced to 0 by non-crit, drop to 1 HP instead.

Greataxe. +5 to hit. Hit: 10 (1d12+3) slashing.

Javelin. +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing.

Leonin Pride-Hunter

Medium Humanoid (Leonin), Neutral Evil · CR 2

AC 14  |  HP 39  |  Speed 35 ft.

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

Claw and spear; pride-marks of the eastern host

Pounce. If it moves 15+ ft. then hits with Claw, bonus spear attack.

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

Spear. +5 to hit. Hit: 6 (1d6+3) piercing.

Daunting Roar (Recharge 5–6). 15-ft cone Wis DC 12 or frightened until end of its next turn.

Leonin Pride-Captain

Medium Humanoid (Leonin), Lawful Evil · CR 4

AC 16  |  HP 76  |  Speed 35 ft.

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

Commands pride wings; may attend Enc. 2 parley as second

Pack Tactics. Adv on attacks if an ally is within 5 ft. of the target.

Multiattack. Two glaive attacks.

Glaive. +6 to hit, reach 10 ft. Hit: 10 (1d10+4) slashing.

Pride Roar (1/day). Allies within 30 ft. gain 10 temp HP; enemies Wis DC 13 or frightened 1 minute (save end of turn).


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 10

  • Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 10.

Library Standard — 6 Players, Average Level 8

  • Dial back: reduce boss HP ~20–25%, cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1.

Easier

  • APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.

Harder

  • APL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.

📋 Appendix — Cards

Quest / Tools / Favor

👤

Gorgo’s Mist-Envoy (Quest Giver)

Medium Humanoid (Spartan herald; Athena’s whisper behind her), Lawful Neutral

Meets the party at Misthaven; lambda cloak-pin; voice like cold iron

Motivation. Thermopylae must hold until the war-god answers. Titan-kin and leonin pride-hosts choke the east road — if the Hot Gates fall before dusk, Hellas burns.

Charge. Stand with King Leonidas. Bleed for Ares’s notice. When Favor is full, the spearhead calls him — and he ends the horde.

Hard rule. Leonidas is iconic — he may fall unconscious, never execute him. Ares is summoned as slaughter, not fought.

Enyalian Spearhead

Wondrous Item (maguffin), Unique

Appearance: a blood-dark bronze spear tip, warm to the touch, etched with a boar and a spear

Handout (23 words). "Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."

Enc. 1–2. While held: once per encounter, when you help Hold the Line (see Pass Tools), gain advantage on the check.

Enc. 3 (primary). Action at the steam-altar when Favor ≥ 6: plant the spearhead. Ares arrives at the end of that round (win). If planted early (Favor < 6), it flares — Favor +1 once, then must be wrenched free (Ath DC 12) to reuse.

Hot Gates — Pass &amp; Hazards

Shared Battlefield Toolkit · All encounters · Same map

Narrow cliff pass · sea wall west · steam vents · crumbling overhang east

Choke (20×40 ft killing ground). Only 3 Medium creatures abreast in the throat. Flanking impossible from the sides. Enemies beyond the throat are “at the entrance.”

Hold the Line (skill). Action: Athletics, Intimidation, or Persuasion (with Leonidas) DC 14 — shove/brace the shield wall. Success: until start of your next turn, enemies treat the throat as difficult terrain and cannot Dash through it.

Steam Vent. 2 vents (marked). Creature shoved onto a vent: Con DC 13 or 7 (2d6) fire and blinded until end of its next turn. Action to open a vent wider: Ath DC 13 — next shove into it auto-fails the save.

Rockfall Line. Overhang above the entrance. Action: Athletics or Sleight with a pry-bar DC 14 (or ranged attack AC 14 vs. keystone). Success: 15-ft cone at entrance Dex DC 14; 14 (4d6) bludgeoning; rubble becomes difficult terrain. 2 uses per session.

Hot Spring Altar. Rear of the Spartan line. Enc. 3 Favor site for the spearhead. Bloodied creature can Action: Religion or Medicine DC 14 to cauterize — heal 2d8 once per creature.

Favor of Ares (Enc. 3 Win Track)

War-God Attention · Win at Favor 6 + plant spearhead

Track Favor openly for the table — Ares watches the pass

Hold Fast (+2, repeatable). At end of round: no enemy past the choke AND ≥5 enemies within 20 ft. of the entrance this round → +2 Favor.

Triple Fall (+1, max 2). In a single round, the party (incl. Spartan allies) downs 3+ enemies → +1 Favor.

One Blow (+1, need 2 total). Reduce an enemy from above half HP to 0 with a single hit/spell attack → +1 Favor (counts toward needing 2 such deeds).

King’s Witness (+2, once). While Leonidas is conscious, a PC finishes a Titan-kin or Leonin of CR 2+ within 10 ft. of him → +2 Favor once.

Steam Offering (+1, 1/round). Bloodied PC Action at altar: Religion or Athletics DC 14 → +1 Favor. Fail by 5+: 7 (2d6) fire.

Arrival. Favor ≥ 6 and spearhead planted → Ares manifests; all remaining hostiles are slain or rout off-map. Session win. PCs who are dying stabilize.

Allies

🦅

King Leonidas

Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally

AC 18  |  HP 136 (16d8+64)  |  Speed 30 ft.

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

Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6

Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.

Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.

Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.

Multiattack. Two spear attacks.

Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.

Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).

Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.

Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.

🦅

Spartan Hoplite

Medium Humanoid, Lawful Neutral · CR 3 · Squad ally

AC 17  |  HP 52  |  Speed 30 ft.

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

Shield wall specialists — count as allies for Favor Triple Fall

Shield Wall. While adjacent to another Spartan or Leonidas, +1 AC and advantage on shove checks to Hold the Line.

Multiattack. Two spear attacks.

Spear. +5 to hit. Hit: 7 (1d8+3) piercing.

🦅

Dienekes

Medium Humanoid (Spartan officer), Lawful Neutral · Recruitable Ally

AC 17  |  HP 71  |  Speed 30 ft.

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

Dry wit; expert at Hold the Line checks

RECRUITMENT (Enc. 1). Wounded at the steam vent after wave one. Heal him (any healing) or Medicine DC 13 + share water → joins as elite hoplite for Enc. 2–3. “Then we shall fight in the shade.”

Shade Remark. Once per combat when a ranged volley starts: allies within 30 ft. gain half cover until end of round.

Multiattack. Two spear attacks.

Spear. +6 to hit. Hit: 8 (1d8+4) piercing.

Hold the Line Assist. Action: make Hold the Line (Ath/Intim DC 14) with advantage; on success, enemies in the choke are also shoved 5 ft. back.

Enemies

Titan-kin Raider

Medium Humanoid (Titan-kin), Chaotic Evil · CR 1

AC 13  |  HP 22  |  Speed 30 ft.

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

Light armor; tries to slip past the choke if the wall breaks

Scimitar. +4 to hit. Hit: 5 (1d6+2) slashing.

Shortbow. +4 to hit, range 80/320. Hit: 5 (1d6+2) piercing.

Titan-kin Brute

Medium Humanoid (Titan-kin; orc reskin), Chaotic Evil · CR 2

AC 14  |  HP 42  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
16 (+3)CON
8 (−1)INT
10 (+0)WIS
9 (−1)CHA

Stone-gray skin; tusks; remnant Titan blood — not true Titans

Relentless (1/rest). If reduced to 0 by non-crit, drop to 1 HP instead.

Greataxe. +5 to hit. Hit: 10 (1d12+3) slashing.

Javelin. +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing.

Leonin Pride-Hunter

Medium Humanoid (Leonin), Neutral Evil · CR 2

AC 14  |  HP 39  |  Speed 35 ft.

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

Claw and spear; pride-marks of the eastern host

Pounce. If it moves 15+ ft. then hits with Claw, bonus spear attack.

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

Spear. +5 to hit. Hit: 6 (1d6+3) piercing.

Daunting Roar (Recharge 5–6). 15-ft cone Wis DC 12 or frightened until end of its next turn.

Leonin Pride-Captain

Medium Humanoid (Leonin), Lawful Evil · CR 4

AC 16  |  HP 76  |  Speed 35 ft.

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

Commands pride wings; may attend Enc. 2 parley as second

Pack Tactics. Adv on attacks if an ally is within 5 ft. of the target.

Multiattack. Two glaive attacks.

Glaive. +6 to hit, reach 10 ft. Hit: 10 (1d10+4) slashing.

Pride Roar (1/day). Allies within 30 ft. gain 10 temp HP; enemies Wis DC 13 or frightened 1 minute (save end of turn).

Warlord Kharos

Medium Humanoid (Titan-kin war-chief), Neutral Evil · CR 7 · Horde Leader

AC 17  |  HP 136 (16d8+64)  |  Speed 30 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
12 (+1)INT
13 (+1)WIS
15 (+2)CHA

Saves: Str +8, Con +7, Wis +4 · Skills: Intimidation +8, Athletics +8, Insight +4

Parley Face (Enc. 2). Speaks Common and Giant. Respects strength and delays. Killing him in Enc. 2 skips intel and hardens Enc. 3 (+4 brutes).

Horde Banner. While he lives and holds the banner (object AC 13, HP 20), Titan-kin within 60 ft. have advantage on saves vs. frightened.

Icon note. Not a Greek god — may be slain in Enc. 3. Prefer capture/parley yield in Enc. 2.

Multiattack. Two maul attacks; or one maul and Command Rush.

Maul. +8 to hit. Hit: 13 (2d6+5) bludgeoning.

Command Rush. Up to 3 allied Titan-kin or Leonin within 60 ft. may use reaction to move half Speed toward the choke.

Earthshatter (Recharge 5–6). 20-ft line through the choke Str DC 15; 18 (4d8) thunder; fail also knocked prone.

Advance (1). Move up to half Speed without provoking.

Maul (1). One maul attack.

Reform (2). One downed Titan-kin raider within 30 ft. stands with 1 HP (once per creature).