The Laurels of Olympia

One-Shot · 6 Players · Level 6 · ~3–3.5 Hours · Olympia Stadium / Greek Mythology

📜 Session Summary

Style Mythic Contest / Stadium Crisis — Skill Games → Investigation → Boss Crash
Win Condition Compete with honor (or cleverness) and stop Khalkotaurus before the stadium is ruined; press the Olive Token of Nike for the divine payoff
Players 6 × Level 6
Est. Duration 3–3.5 hours
Encounters 3 (two contest/skill-forward with combat paths; one Hard boss combat)

Description

Invited through Misthaven’s mists to Olympia’s living Games, the party arrives at the colosseum gates as guest champions among rival teams of leonins, satyrs, hoplites, and horned brutes. Glory is optional — survival of the sacred sand is not, once a bronze war-idol of Ares wakes hungry for a blood-crowned victor.

Handouts

"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)

Key NPCs

👤

Diaktoros — Quest Giver (Hermes in disguise)

Lean herald who meets the party in Misthaven, hands over the olive token, and ushers them into the mist. Secret: Hermes.

👤

Judge Lykos — Hellanodikai

Chief judge. Explains contest rules, awards heats, and quietly worries about forbidden bronze magic near the prize vault.

🦅

Captain Lea — Pride of Nemea

Leonin captain. Best recruitment path for Enc. 3 if the party competes fairly or exposes cheaters without needless slaughter.

Competing Teams

TeamComposition (miniature caps)Tone
Pride of NemeaUp to 6× Leonin Athlete (led by Captain Lea)Proud, fair, fierce
Iron TusksUp to 3× Bugbear Bruiser + up to 3× Rhino MinotaurBrutal, foul-prone
Wild ChorusUp to 10× Satyr RevelerChaotic, recruitable
Phalanx of ElisUp to 10× Hoplite of ElisDisciplined, legalistic
The Single EyesCyclopeans (Cyclopean Contender) — orc-sized intelligent cyclopesClever smiths, proud
Labyrinth HornsUp to 8× Minotaur AthleteDirect, honor-charge
MistwalkersThe PCsGuest champions

Field only as many miniatures as you have — the caps above are hard table limits, not encounter budgets. Shrink opposing heat sizes to match who shows up.

Creature / Enemy List

Creature / EnemyEasyMediumHardNotes
Leonin Athlete23–45–6Contest rivals; Lea separate
Bugbear Bruiser123Iron Tusks / Enc. 2 combat path
Rhino Minotaur123Iron Tusks heavy
Satyr Reveler358–10Crowd / recruit pool
Hoplite of Elis358–10Legal enforcers if fouls escalate
Cyclopean Contender234Puzzle / forge path
Minotaur Athlete234–5Charge threats in arena
Ares Cult Saboteur234Enc. 2 investigation combat
Khalkotaurus1 (adj.)11Boss Enc. 3; HP scales

Major Beats

  • Misthaven: Diaktoros invites the party; hands Olive Token of Nike.
  • Mist crossing — immediate arrival at Olympia’s stadium/colosseum gates.
  • Judge Lykos registers the Mistwalkers; explains contest menu.
  • Enc. 1 — Opening Contests: party picks events; skill/puzzle first; combat path if fouls or Iron Tusks push.
  • Enc. 2 — Contested Laurel: sabotage at the prize vault / sacred flame; puzzle + optional fight; recruit Captain Lea or satyrs.
  • Closing ceremony — bronze prize idol stirs.
  • Enc. 3 — Brazen Bull: Khalkotaurus rampages; allied team joins; olive-token brow payoff.

Encounter 1 — Opening Contests

Skill Challenge  ·  ~50–60 min  ·  Combat optional

Overview

Inside the stadium, Judge Lykos presents a slate of Olympic heats. The Mistwalkers may enter any two contests (or split across heats). Rivals from the listed teams fill other lanes. Glory, olive-leaf tokens (flavor), and rapport with captains are the prizes — not XP from slaughter.

  • Style: Menu of skill contests with combat escape valves
  • Win Condition: Earn at least 1 Contest Victory for the team (place 1st or 2nd in a heat) or survive a forced brawl without a disqualification if violence erupts

Typical Rival Presence

  • Heat A: 3× Leonin Athlete or 4× Satyr Reveler
  • Heat B: 2× Bugbear Bruiser + 1× Rhino Minotaur orHoplite of Elis
  • Heat C: 2× Cyclopean Contender or 2× Minotaur Athlete

🗺 Terrain & Features

Olympia stadium floor — 200×80 ft sand track + side courts (pankration circle 40 ft diameter; discus field; judges’ dais).

  • Crowd tiers = difficult terrain to climb; thrown objects possible if brawl starts
  • Sacred center flame (noncombat hazard if knocked: DC 14 Dex or 2d6 fire)
  • Gates/north tunnel lead to Enc. 2 prize vault area later
Partial-Party Scaling
1–2 PCs in a heat: Oppose with 1 rival creature (or satyr pair); Contest DCs −2; victory = beat that rival’s check total.
3–4 PCs: Baseline DCs; 2–3 rivals.
5–6 PCs: Full heat; DCs as written; rivals may use team features (Phalanx, Pride’s Dash).
Spectating PCs: Can Aid (action, DC 12 relevant skill) once per heat, shout warnings (Perception vs. saboteur Stealth), or bribe judges (DC 15 Persuasion — risky; Lykos disapproves on fail by 5+).

Mechanics — Contest Menu

Each contest is a short skill challenge (3 rounds of checks unless noted). A PC who rolls a natural 1 or fails by 5+ while an Iron Tusk is present may be fouled — see Combat Path.

A. Stadion Footrace
  • Each round: Athletics or Acrobatics (DC 14). Best 2-of-3 vs. rival group’s highest check.
  • Optional: shove rival (opposed Athletics) once — success = +2 on your next check; fail by 5+ = foul.
B. Discus of Apollo
  • Attack roll vs. AC 12 (improvised / athletics tool) or Athletics DC 15; range accuracy matters (disadvantage if rushed).
  • Best of 3 throws. Puzzle twist: wind flags — Nature or Survival DC 13 once for advantage on all throws.
C. Pankration Circle
  • Nonlethal. Opposed Athletics/Acrobatics; first to 3 degrees of success pins the foe.
  • Spellcasters may use Athletics with spellcasting ability if they describe a magical grapple; judges ban damaging cantrips.
D. Riddle of the Judges
  • Group puzzle: History, Religion, or Insight DC 14 (one check per PC; need 3 successes before 3 failures).
  • Sample riddle answer: olive / peace-crown / Nike’s leaf — if players answer in character, auto-success that check.
  • Cyclopeans love this heat and play fair.
E. Torch Relay Puzzle
  • Carry a lit torch through 4 stations (sand, water channel, wind corridor, dark tunnel).
  • Stations: Athletics DC 13 → Acrobatics DC 14 → Strength DC 13 (brace against wind) → Perception or Survival DC 14.
  • Fail a station: torch sputters (1 strike). 3 strikes = loss. Prestidigitation/Create Bonfire clever use = remove 1 strike (once).
Combat Path
  • Trigger: deliberate foul, attacking a rival, or Iron Tusks refuse a loss (DM: after a PC Contest Victory against them).
  • Skirmish budget (Medium):Bugbear Bruiser + 1× Rhino Minotaur orMinotaur Athlete.
  • Lykos calls for nonlethal; Phalanx of Elis joins on round 3 to break it up if still fighting (3× Hoplite as neutrals).
  • Win skirmish: reduce foes to 0 HP (nonlethal) or force surrender (Intimidation DC 14 after dropping one).
RECRUITMENT OPPORTUNITY
  • Fair play toward Captain Lea’s heat → she seeks the party after Enc. 1 (sets up Enc. 2/3 alliance).
  • Win a musical/performance flourish for the crowd (Performance DC 15) → 1× Satyr Reveler offers to “share wine and steel” later.

Resolution

Contest Victory
Crowd favor: advantage on one social check with judges or captains in Enc. 2. Short rest available in athlete tents.
Brawl without Massacre
No disqualification if nonlethal. Iron Tusks hold a grudge (they tip Ares cultists in Enc. 2).
Lethal Overkill
Lykos fines the party; disadvantage on Enc. 2 social checks; Lea will not recruit unless they atone (donate prize / public apology DC 15).

Creature Cards

Leonin Athlete

Medium Humanoid (Leonin), Neutral · CR 2 (450 XP)

AC 14 (natural)  |  HP 45 (6d8+18)  |  Speed 40 ft.

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

Skills: Athletics +5, Perception +3, Survival +3  |  Senses: darkvision 60 ft.

Pride's Dash. Once per short rest, Dash as a bonus action; opportunity attacks vs. it have disadvantage that round.

Team Cap. Pride of Nemea fields up to 6 Leonins (miniature limit).

Multiattack. Two claw attacks, or one claw and one javelin.

Claw. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) slashing.

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

Roaring Challenge (1/day). Creatures of its choice within 30 ft. make a DC 13 Wisdom save or have disadvantage on their next Contest check or attack.

Bugbear Bruiser

Medium Humanoid (Goblinoid), Chaotic Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 42 (5d8+20)  |  Speed 30 ft.

17 (+3)STR
14 (+2)DEX
18 (+4)CON
9 (−1)INT
11 (+0)WIS
10 (+0)CHA

Skills: Athletics +5, Stealth +6, Survival +2  |  Senses: darkvision 60 ft.

Long-Limbed. +5 ft. reach with melee attacks.

Surprise Attack. If it hits a creature that hasn't acted yet in combat, deal +7 (2d6) damage.

Team Cap. Iron Tusks field up to 3 Bugbears.

Morningstar. +5 to hit, reach 10 ft. Hit: 12 (2d8+3) piercing.

Javelin. +5 to hit, range 30/120 ft. Hit: 10 (2d6+3) piercing.

Rhino Minotaur

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

AC 15 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

20 (+5)STR
10 (+0)DEX
17 (+3)CON
6 (−2)INT
12 (+1)WIS
8 (−1)CHA

Skills: Athletics +7  |  Senses: darkvision 60 ft.  |  Resistances: bludgeoning from nonmagical

Charge. If it moves ≥20 ft. straight toward a target and hits with gore on the same turn, +9 (2d8) piercing and DC 15 Strength save or prone.

Reckless. Advantage on melee attacks; attacks vs. it have advantage until its next turn.

Team Cap. Iron Tusks field up to 3 Rhino Minotaurs.

Gore. +7 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.

Maul. +7 to hit, reach 5 ft. Hit: 16 (2d10+5) bludgeoning.

🦅

Satyr Reveler

Medium Fey, Chaotic Neutral · CR 1/2 (100 XP)

AC 14 (leather)  |  HP 22 (5d8)  |  Speed 40 ft.

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

Skills: Performance +6, Persuasion +4, Stealth +5  |  Magic Resistance: advantage on saves vs. spells

Team Cap. Wild Chorus fields up to 10 Satyrs.

RECRUITMENT. A spared/impressed satyr may join Enc. 3 with DC 13 Persuasion or Performance (adv if the party won a musical contest fairly).

Ram. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) bludgeoning.

Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.

Panpipes (3/day). 30 ft.; DC 13 Wisdom. Fail: enchanted (incapacitated, dance) 1 minute; repeat save end of turns. Or: calm emotions / sleep (as spell, CHA-based).

Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

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

Skills: Athletics +4, Perception +2

Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.

Team Cap. Phalanx of Elis fields up to 10 Hoplites.

Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.

Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.

Cyclopean Contender

Medium Humanoid (Cyclopean), Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 52 (7d8+21)  |  Speed 30 ft.

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

Skills: Athletics +6, Intimidation +2, Perception +3 (adv on sight-based checks beyond 30 ft.: disadvantage)

Single Eye. Disadvantage on Perception checks relying on sight beyond 30 ft.; immune to gaze attacks that require meeting both eyes.

Forge-Kin Cunning. Intelligent — speaks Common and Giant; can contest riddles and craft checks.

Reskin Note. Orc-sized intelligent cyclopes (not Huge mythic Cyclopes).

Multiattack. Two greataxe attacks.

Greataxe. +6 to hit, reach 5 ft. Hit: 10 (1d12+4) slashing.

Rock. +6 to hit, range 30/60 ft. Hit: 11 (2d6+4) bludgeoning.

Minotaur Athlete

Large Monstrosity, Chaotic Neutral · CR 3 (700 XP)

AC 14 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

18 (+4)STR
11 (+0)DEX
16 (+3)CON
6 (−2)INT
16 (+3)WIS
9 (−1)CHA

Skills: Athletics +6, Perception +7  |  Senses: darkvision 60 ft.

Labyrinthine Recall. Perfect memory for mazes/paths; advantage on Survival to navigate stadium tunnels.

Charge. As Rhino Minotaur charge, but DC 14 and +9 (2d8) piercing.

Team Cap. Labyrinth Horns field up to 8 Minotaurs.

Greataxe. +6 to hit, reach 5 ft. Hit: 17 (2d12+4) slashing.

Gore. +6 to hit, reach 5 ft. Hit: 13 (2d8+4) piercing.


Encounter 2 — The Contested Laurel

Medium  ·  ~45–55 min  ·  Puzzle / skill; combat path

Overview

Between heats, the sacred laurel crown for the closing ceremony goes missing from the prize vault beneath the stands — and the eternal flame gutters. Judge Lykos asks the Mistwalkers to investigate before the crowd turns riotous. Ares cult saboteurs (optionally tipped by sore Iron Tusks) are swapping the true laurel for a bronze-keyed idol control rod that will wake Khalkotaurus.

  • Style: Timed investigation / vault puzzle with optional skirmish
  • Win Condition: Recover the true laurel or learn the brow-socket secret of the bronze bull and prevent a vault collapse; combat win = defeat saboteurs

Creatures (Combat Path)

  • Ares Cult Saboteur
  • Optional reinforce: 1× Bugbear Bruiser if Enc. 1 grudge
  • Neutral complication: 2× Cyclopean Contender guarding forge door (talk-down possible)

🗺 Terrain & Features

Vault & service tunnels — 80×50 ft understadium grid.

  • Prize vault door: puzzle lock (see Mechanics)
  • Oil channels (fire hazard), statue niches (½ cover), amphora stacks (difficult terrain if smashed)
  • Viewing grate to arena sand above — fall = 20 ft
Partial-Party Scaling
Split party: Contestors still in Enc. 1 heats can finish while 2–3 PCs run the vault. Reduce saboteurs to 2; puzzle needs 2 successes only.
Full party in vault: Baseline 3 saboteurs; puzzle as written.
Only 1–2 investigators: Lykos assigns 2× Hoplite escorts (allies, AC 18 / HP 32); DCs −2.

Mechanics

Phase 1 — Soft Clues (stadium floor)
  • Perception or Investigation DC 13: bronze filings trail toward north tunnel.
  • Insight DC 14 vs. a smirking Iron Tusk: they were paid to “look away.”
  • Ask Cyclopeans: History/Persuasion DC 13 — they forged a “ceremonial bull” with a brow socket “for a victor’s seal.”
Phase 2 — Vault Puzzle Lock
  • Four reliefs: Footrace, Discus, Wrestling, Sacred Flame. Press in the order of today’s opening slate (DM: whatever two contests the party played, plus flame last — or tell them Lykos’s posted order).
  • Default order if needed: Race → Discus → Pankration → Flame.
  • Wrong press: DC 14 Dexterity save or 2d6 poison dart; lock resets. Three failures = alarm (combat path).
  • Arcana/Religion DC 15 identifies that the false laurel is a control spike for a construct.
Phase 3 — Confrontation
  • Non-combat: Stealth DC 14 to snatch true laurel; or Persuasion/Intimidation DC 15 to force cultists to flee (they drop a diagram of the bull’s brow).
  • Combat: 3× saboteurs; round 2 one tries to escape upward with the control spike (chase Athletics/Acrobatics DC 14).
  • If control spike reaches the arena idol before Enc. 3, Khalkotaurus starts Enc. 3 with 1 legendary action already spent recharge (i.e. scarier opener) — actually: starts with Furnace Breath available.
RECRUITMENT OPPORTUNITY
  • Captain Lea: share proof of Ares cult → automatic ally for Enc. 3 (brings 2 Leonins if miniatures allow).
  • Spare a cultist for questioning (Medicine DC 12 keep alive): reveals brow-socket weakness — pairs with olive token handout.
  • Wild Chorus: Performance or Persuasion DC 13 after returning the laurel → 2 satyrs join Enc. 3 as skirmishers.

Resolution

Laurel Restored
Closing ceremony proceeds; party seated in honor boxes (good staging for Enc. 3). Short rest OK.
Spike Escapes
Ceremony still starts, but Khalkotaurus animates with breath ready; Lykos begs the party to stand ready.
Aftermath
  • Confirm olive-token payoff if they found the brow-socket diagram.
  • Lock in which ally team (if any) stands with the Mistwalkers.

Creature Cards

Ares Cult Saboteur

Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP)

AC 13 (studded)  |  HP 38 (7d8+7)  |  Speed 30 ft.

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

Skills: Deception +4, Sleight of Hand +4, Stealth +4

Fanatic. Advantage on saves vs. being frightened while it can see Khalkotaurus or the prize vault.

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

Hand Crossbow. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

Blood Signal (1/day). Summons 1d2 additional saboteurs at the end of the next round (Enc. 2 only; max +2 total).

Bugbear Bruiser

Medium Humanoid (Goblinoid), Chaotic Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 42 (5d8+20)  |  Speed 30 ft.

17 (+3)STR
14 (+2)DEX
18 (+4)CON
9 (−1)INT
11 (+0)WIS
10 (+0)CHA

Skills: Athletics +5, Stealth +6, Survival +2  |  Senses: darkvision 60 ft.

Long-Limbed. +5 ft. reach with melee attacks.

Surprise Attack. If it hits a creature that hasn't acted yet in combat, deal +7 (2d6) damage.

Team Cap. Iron Tusks field up to 3 Bugbears.

Morningstar. +5 to hit, reach 10 ft. Hit: 12 (2d8+3) piercing.

Javelin. +5 to hit, range 30/120 ft. Hit: 10 (2d6+3) piercing.

Cyclopean Contender

Medium Humanoid (Cyclopean), Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 52 (7d8+21)  |  Speed 30 ft.

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

Skills: Athletics +6, Intimidation +2, Perception +3 (adv on sight-based checks beyond 30 ft.: disadvantage)

Single Eye. Disadvantage on Perception checks relying on sight beyond 30 ft.; immune to gaze attacks that require meeting both eyes.

Forge-Kin Cunning. Intelligent — speaks Common and Giant; can contest riddles and craft checks.

Reskin Note. Orc-sized intelligent cyclopes (not Huge mythic Cyclopes).

Multiattack. Two greataxe attacks.

Greataxe. +6 to hit, reach 5 ft. Hit: 10 (1d12+4) slashing.

Rock. +6 to hit, range 30/60 ft. Hit: 11 (2d6+4) bludgeoning.

🦅

Captain Lea (Pride of Nemea)

Medium Humanoid (Leonin), Neutral Good · CR 4 (1,100 XP) · Ally Candidate

AC 15  |  HP 78 (12d8+24)  |  Speed 40 ft.

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

Skills: Athletics +6, Insight +3, Intimidation +4

RECRUITMENT. Help her team fairly in Enc. 1 or expose cheaters in Enc. 2 without slaughtering Leonins → she offers alliance for Enc. 3 (joins with 2 athletes if available).

Pack Leader. Allied Leonins within 30 ft. gain +1 to Contest checks and saving throws vs. fear.

Multiattack. Three claw attacks.

Claw. +6 to hit, reach 5 ft. Hit: 9 (1d8+4) slashing.

Victory Roar (1/rest). Allies within 30 ft. gain 10 temporary HP.

Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

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

Skills: Athletics +4, Perception +2

Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.

Team Cap. Phalanx of Elis fields up to 10 Hoplites.

Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.

Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.


Encounter 3 — The Brazen Bull Awakens (Boss)

Hard  ·  ~60–70 min  ·  ~6–9 rounds

Overview

At the crowning moment, the bronze prize idol — Khalkotaurus, Brazen Bull of Ares — tears free of its plinth and turns the stadium into a kill-box. Crowds stampede. One allied team (ideally Captain Lea’s Pride, or satyrs/hoplites if recruited) fights beside the party. This is not a god-killing: it is stopping a war-construct before Olympia’s Games become a massacre.

  • Style: Arena boss fight with environmental collapses
  • Win Condition: Reduce Khalkotaurus to 0 HP or press the Olive Token of Nike to its brow-socket twice (second press requires ally help or the bull prone/restrained) — either ends the animation

Creatures

  • Khalkotaurus (boss)
  • Allies: Captain Lea + up to 2× Leonin orSatyr orHoplite
  • Optional trash (Hard+): 2× Ares Cult Saboteur cheering from stands

🗺 Terrain & Features

Stadium arena — 120×80 ft sand + crumbling plinth + gate tunnels.

  • Collapsed stand section (difficult terrain, ½ cover)
  • Water troughs: action to hurl (Athletics DC 13) — suppress Furnace Heart 1 round
  • Brow-socket: visible after first thunder damage or Investigation DC 14 from within 10 ft
Scaling
Easier: HP 120; no legendary actions; breath recharge 6 only; Lea auto-helps.
Harder: HP 200; 2 cultists snipe; legendary resistance 3/day; gates seal until bull ≤ half HP.

Mechanics

  • Initiative: Bull acts on initiative count; lair tremor at init 20 (10-ft square becomes difficult terrain).
  • Olive Token: Action, adjacent: 40 force damage + lose legendary actions until end of its next turn. Second press (ally uses Help action, or bull prone): bull’s animation ends at 0 HP equivalent (crumbles, non-exploding).
  • Crowd: End of round 2, stampede — DC 13 Strength save or 2d6 bludgeoning and prone if in outer 10 ft ring.
  • Ally captains: Lea focuses the bull; satyrs harass cultists; hoplites form a shield corridor for civilians (failing to protect civilians is a soft failure, not a TPK condition).
  • Persistence: Do not kill gods or level Olympia. If the bull would destroy the Temple of Zeus, it turns back to the party — Ares wants a fight, not rubble.

Resolution

Bull Broken
Games saved. Lykos offers true olive crowns. Diaktoros/Hermes appears at the gate with a wink — mist home open.
Token Victory
Same as above, plus rumor that Nike herself favored the Mistwalkers (flavor renown).
Failure: Party downed — allied team drags survivors out; stadium wing ruined; cult escapes with spike fragment (sequel hook). Not world-ending.

Creature Cards

Khalkotaurus, Brazen Bull of Ares

Huge Construct, Unaligned · CR 9 (5,000 XP) · BOSS

AC 18 (natural / bronze)  |  HP 168 (16d12+64)  |  Speed 40 ft.

22 (+6)STR
9 (−1)DEX
18 (+4)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

Immunities: poison, psychic; bludgeoning/piercing/slashing from nonmagical  |  Resistances: fire  |  Vulnerabilities: thunder  |  Senses: darkvision 120 ft.

Siege Monster. Double damage to objects and structures (stands, gates, prize vault).

Furnace Heart. Start of turn: creatures that begin within 10 ft. take 7 (2d6) fire. Water/holy oil splash (action) suppresses for 1 round.

False Victor. Animated prize-idol meant to crown Ares's 'true champion.' Destroying it or pressing the Olive Token ends the rampage.

Legendary Resistance (2/day). Turn a failed save into a success.

Multiattack. One gore and one slam, or two slams.

Gore. +10 to hit, reach 10 ft. Hit: 19 (3d8+6) piercing + 7 (2d6) fire.

Slam. +10 to hit, reach 10 ft. Hit: 17 (2d10+6) bludgeoning; DC 17 Strength save or knocked prone.

Furnace Breath (Recharge 5–6). 30-ft. cone; DC 16 Dexterity save. 36 (8d8) fire on fail, half on success.

Detect (Cost 1). Khalkotaurus makes a Wisdom (Perception) check.

Slam (Cost 1). One slam attack.

Trample Charge (Cost 2). Moves up to 20 ft. without provoking; each creature in path DC 15 Dexterity save or 10 (3d6) bludgeoning and prone.

🦅

Captain Lea (Pride of Nemea)

Medium Humanoid (Leonin), Neutral Good · CR 4 (1,100 XP) · Ally Candidate

AC 15  |  HP 78 (12d8+24)  |  Speed 40 ft.

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

Skills: Athletics +6, Insight +3, Intimidation +4

RECRUITMENT. Help her team fairly in Enc. 1 or expose cheaters in Enc. 2 without slaughtering Leonins → she offers alliance for Enc. 3 (joins with 2 athletes if available).

Pack Leader. Allied Leonins within 30 ft. gain +1 to Contest checks and saving throws vs. fear.

Multiattack. Three claw attacks.

Claw. +6 to hit, reach 5 ft. Hit: 9 (1d8+4) slashing.

Victory Roar (1/rest). Allies within 30 ft. gain 10 temporary HP.

Leonin Athlete

Medium Humanoid (Leonin), Neutral · CR 2 (450 XP)

AC 14 (natural)  |  HP 45 (6d8+18)  |  Speed 40 ft.

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

Skills: Athletics +5, Perception +3, Survival +3  |  Senses: darkvision 60 ft.

Pride's Dash. Once per short rest, Dash as a bonus action; opportunity attacks vs. it have disadvantage that round.

Team Cap. Pride of Nemea fields up to 6 Leonins (miniature limit).

Multiattack. Two claw attacks, or one claw and one javelin.

Claw. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) slashing.

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

Roaring Challenge (1/day). Creatures of its choice within 30 ft. make a DC 13 Wisdom save or have disadvantage on their next Contest check or attack.

🦅

Satyr Reveler

Medium Fey, Chaotic Neutral · CR 1/2 (100 XP)

AC 14 (leather)  |  HP 22 (5d8)  |  Speed 40 ft.

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

Skills: Performance +6, Persuasion +4, Stealth +5  |  Magic Resistance: advantage on saves vs. spells

Team Cap. Wild Chorus fields up to 10 Satyrs.

RECRUITMENT. A spared/impressed satyr may join Enc. 3 with DC 13 Persuasion or Performance (adv if the party won a musical contest fairly).

Ram. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) bludgeoning.

Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.

Panpipes (3/day). 30 ft.; DC 13 Wisdom. Fail: enchanted (incapacitated, dance) 1 minute; repeat save end of turns. Or: calm emotions / sleep (as spell, CHA-based).

Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

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

Skills: Athletics +4, Perception +2

Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.

Team Cap. Phalanx of Elis fields up to 10 Hoplites.

Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.

Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.

Ares Cult Saboteur

Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP)

AC 13 (studded)  |  HP 38 (7d8+7)  |  Speed 30 ft.

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

Skills: Deception +4, Sleight of Hand +4, Stealth +4

Fanatic. Advantage on saves vs. being frightened while it can see Khalkotaurus or the prize vault.

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

Hand Crossbow. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

Blood Signal (1/day). Summons 1d2 additional saboteurs at the end of the next round (Enc. 2 only; max +2 total).


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 6

  • Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 6.

Library Standard — 6 Players, Average Level 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.

Easier

  • APL 4–5: −1 enemy/wave; DCs −1; ally auto-recruits if approached peacefully.

Harder

  • APL 7–8: use Library Standard (6×L8).

📋 Appendix — Cards

Full stat blocks for every creature, NPC, and item in this session (including optional / difficulty-adjusted entries).

Creature Cards

Leonin Athlete

Medium Humanoid (Leonin), Neutral · CR 2 (450 XP)

AC 14 (natural)  |  HP 45 (6d8+18)  |  Speed 40 ft.

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

Skills: Athletics +5, Perception +3, Survival +3  |  Senses: darkvision 60 ft.

Pride's Dash. Once per short rest, Dash as a bonus action; opportunity attacks vs. it have disadvantage that round.

Team Cap. Pride of Nemea fields up to 6 Leonins (miniature limit).

Multiattack. Two claw attacks, or one claw and one javelin.

Claw. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) slashing.

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

Roaring Challenge (1/day). Creatures of its choice within 30 ft. make a DC 13 Wisdom save or have disadvantage on their next Contest check or attack.

Bugbear Bruiser

Medium Humanoid (Goblinoid), Chaotic Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 42 (5d8+20)  |  Speed 30 ft.

17 (+3)STR
14 (+2)DEX
18 (+4)CON
9 (−1)INT
11 (+0)WIS
10 (+0)CHA

Skills: Athletics +5, Stealth +6, Survival +2  |  Senses: darkvision 60 ft.

Long-Limbed. +5 ft. reach with melee attacks.

Surprise Attack. If it hits a creature that hasn't acted yet in combat, deal +7 (2d6) damage.

Team Cap. Iron Tusks field up to 3 Bugbears.

Morningstar. +5 to hit, reach 10 ft. Hit: 12 (2d8+3) piercing.

Javelin. +5 to hit, range 30/120 ft. Hit: 10 (2d6+3) piercing.

Rhino Minotaur

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

AC 15 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

20 (+5)STR
10 (+0)DEX
17 (+3)CON
6 (−2)INT
12 (+1)WIS
8 (−1)CHA

Skills: Athletics +7  |  Senses: darkvision 60 ft.  |  Resistances: bludgeoning from nonmagical

Charge. If it moves ≥20 ft. straight toward a target and hits with gore on the same turn, +9 (2d8) piercing and DC 15 Strength save or prone.

Reckless. Advantage on melee attacks; attacks vs. it have advantage until its next turn.

Team Cap. Iron Tusks field up to 3 Rhino Minotaurs.

Gore. +7 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.

Maul. +7 to hit, reach 5 ft. Hit: 16 (2d10+5) bludgeoning.

🦅

Satyr Reveler

Medium Fey, Chaotic Neutral · CR 1/2 (100 XP)

AC 14 (leather)  |  HP 22 (5d8)  |  Speed 40 ft.

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

Skills: Performance +6, Persuasion +4, Stealth +5  |  Magic Resistance: advantage on saves vs. spells

Team Cap. Wild Chorus fields up to 10 Satyrs.

RECRUITMENT. A spared/impressed satyr may join Enc. 3 with DC 13 Persuasion or Performance (adv if the party won a musical contest fairly).

Ram. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) bludgeoning.

Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.

Panpipes (3/day). 30 ft.; DC 13 Wisdom. Fail: enchanted (incapacitated, dance) 1 minute; repeat save end of turns. Or: calm emotions / sleep (as spell, CHA-based).

Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

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

Skills: Athletics +4, Perception +2

Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.

Team Cap. Phalanx of Elis fields up to 10 Hoplites.

Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.

Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.

Cyclopean Contender

Medium Humanoid (Cyclopean), Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 52 (7d8+21)  |  Speed 30 ft.

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

Skills: Athletics +6, Intimidation +2, Perception +3 (adv on sight-based checks beyond 30 ft.: disadvantage)

Single Eye. Disadvantage on Perception checks relying on sight beyond 30 ft.; immune to gaze attacks that require meeting both eyes.

Forge-Kin Cunning. Intelligent — speaks Common and Giant; can contest riddles and craft checks.

Reskin Note. Orc-sized intelligent cyclopes (not Huge mythic Cyclopes).

Multiattack. Two greataxe attacks.

Greataxe. +6 to hit, reach 5 ft. Hit: 10 (1d12+4) slashing.

Rock. +6 to hit, range 30/60 ft. Hit: 11 (2d6+4) bludgeoning.

Minotaur Athlete

Large Monstrosity, Chaotic Neutral · CR 3 (700 XP)

AC 14 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

18 (+4)STR
11 (+0)DEX
16 (+3)CON
6 (−2)INT
16 (+3)WIS
9 (−1)CHA

Skills: Athletics +6, Perception +7  |  Senses: darkvision 60 ft.

Labyrinthine Recall. Perfect memory for mazes/paths; advantage on Survival to navigate stadium tunnels.

Charge. As Rhino Minotaur charge, but DC 14 and +9 (2d8) piercing.

Team Cap. Labyrinth Horns field up to 8 Minotaurs.

Greataxe. +6 to hit, reach 5 ft. Hit: 17 (2d12+4) slashing.

Gore. +6 to hit, reach 5 ft. Hit: 13 (2d8+4) piercing.

Ares Cult Saboteur

Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP)

AC 13 (studded)  |  HP 38 (7d8+7)  |  Speed 30 ft.

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

Skills: Deception +4, Sleight of Hand +4, Stealth +4

Fanatic. Advantage on saves vs. being frightened while it can see Khalkotaurus or the prize vault.

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

Hand Crossbow. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

Blood Signal (1/day). Summons 1d2 additional saboteurs at the end of the next round (Enc. 2 only; max +2 total).

Khalkotaurus, Brazen Bull of Ares

Huge Construct, Unaligned · CR 9 (5,000 XP) · BOSS

AC 18 (natural / bronze)  |  HP 168 (16d12+64)  |  Speed 40 ft.

22 (+6)STR
9 (−1)DEX
18 (+4)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

Immunities: poison, psychic; bludgeoning/piercing/slashing from nonmagical  |  Resistances: fire  |  Vulnerabilities: thunder  |  Senses: darkvision 120 ft.

Siege Monster. Double damage to objects and structures (stands, gates, prize vault).

Furnace Heart. Start of turn: creatures that begin within 10 ft. take 7 (2d6) fire. Water/holy oil splash (action) suppresses for 1 round.

False Victor. Animated prize-idol meant to crown Ares's 'true champion.' Destroying it or pressing the Olive Token ends the rampage.

Legendary Resistance (2/day). Turn a failed save into a success.

Multiattack. One gore and one slam, or two slams.

Gore. +10 to hit, reach 10 ft. Hit: 19 (3d8+6) piercing + 7 (2d6) fire.

Slam. +10 to hit, reach 10 ft. Hit: 17 (2d10+6) bludgeoning; DC 17 Strength save or knocked prone.

Furnace Breath (Recharge 5–6). 30-ft. cone; DC 16 Dexterity save. 36 (8d8) fire on fail, half on success.

Detect (Cost 1). Khalkotaurus makes a Wisdom (Perception) check.

Slam (Cost 1). One slam attack.

Trample Charge (Cost 2). Moves up to 20 ft. without provoking; each creature in path DC 15 Dexterity save or 10 (3d6) bludgeoning and prone.

NPC Cards

🦅

Captain Lea (Pride of Nemea)

Medium Humanoid (Leonin), Neutral Good · CR 4 (1,100 XP) · Ally Candidate

AC 15  |  HP 78 (12d8+24)  |  Speed 40 ft.

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

Skills: Athletics +6, Insight +3, Intimidation +4

RECRUITMENT. Help her team fairly in Enc. 1 or expose cheaters in Enc. 2 without slaughtering Leonins → she offers alliance for Enc. 3 (joins with 2 athletes if available).

Pack Leader. Allied Leonins within 30 ft. gain +1 to Contest checks and saving throws vs. fear.

Multiattack. Three claw attacks.

Claw. +6 to hit, reach 5 ft. Hit: 9 (1d8+4) slashing.

Victory Roar (1/rest). Allies within 30 ft. gain 10 temporary HP.

👤

Judge Lykos

Medium Humanoid (Human), Lawful Neutral · Official

AC 12  |  HP 27 (6d8)  |  Speed 30 ft.

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

Skills: Insight +6, Persuasion +4, Religion +3

Hellanodikai. Chief judge of these Games. Can disqualify a team, award a heat, or call for trial-by-contest.

Secret. Suspects forbidden bronze-animation magic near the prize vault — will tip helpful parties.

Staff. +2 to hit, reach 5 ft. Hit: 3 (1d6) bludgeoning.

Call Foul (Recharge 5–6). One creature must DC 13 Charisma save or be barred from the next Contest check (spectate only).

👤

Diaktoros (Hermes in Disguise)

Medium Celestial (shapechanged), Chaotic Good · Quest Giver

Role: Quest giver · Public face: lean Olympic herald

Motivation. Ensure the Games honor the gods — and that mortals remember cleverness as well as strength.

Secret. He is Hermes. If confronted with divine truth, he winks and changes the subject.

If Confronted. "Run the race you were given. The olive will know the finish."

Item Cards

Olive Token of Nike

Wondrous Item (maguffin), Unique

Appearance: olive-wood disc, winged victory stamp, warm to the touch

Handout Text (24 words). "When bronze claims the sacred sand and the crowd screams for blood, press this olive to the false victor's brow."

Enc. 1–2. Optional: presenting the token grants advantage on one contested Contest check per event (judges recognize the invitation).

Enc. 3 Payoff. As an action adjacent to Khalkotaurus, press the token to its brow-socket: the colossus loses legendary actions for 1 round and takes 40 force damage (ignores resistances). Once per fight, or a second time if a recruited captain aids the press (helps as an action).