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.
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
| Creature | Easy | Med | Hard | Notes |
|---|---|---|---|---|
| Titan-kin Raider | 4 | 6 | 8 | Waves |
| Titan-kin Brute | 2 | 4 | 5 | Waves |
| Leonin Pride-Hunter | 2 | 3 | 4 | Waves |
| Leonin Pride-Captain | 0 | 1 | 1 | Enc. 2–3 |
| Warlord Kharos | parley | 1 | 1 | Enc. 2/3 |
| Spartan Hoplite | 4 | 6 | 6 | Allies |
Encounter 1 — First Wave at the Throat
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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)
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:
| Deed | Favor | Notes |
|---|---|---|
| Hold Fast (end of round) | +2 | No breach + ≥5 foes at entrance |
| Triple Fall (same round) | +1 | Max 2 times |
| One Blow (above half → 0) | +1 | Need 2 such deeds total |
| King’s Witness | +2 | Once; near conscious Leonidas |
| Steam Offering | +1 | 1/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.
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.
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 & 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.
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.
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.
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 & 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.
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.
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.
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.
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.
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.
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.
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.
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).