The Shattered Pact of Ironstone Hills

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

📜 Session Summary

Style Investigation / Roleplay / Combat — branching narrative
Win Condition Reach the Forge-Shrine of Koros, expose the true manipulator, and restore peace to the Ironstone Hills
Players 6 × Level 8
Est. Duration 3–3.5 hours
Encounters 3 total — Enc 1: skill challenge + optional combat; Enc 2: mostly roleplay/skill, combat avoidable; Enc 3: boss fight (branching)
Branching Enc 1 outcome determines the Act 2 obstacle AND the Act 3 boss + reinforcements. Three main paths: Cyclopean Alliance (A), Satyr Alliance (B), Neutral/Both Hostile (C)

Description

An ancient divine truce between the armored Cyclopean clans and the wild Dwarf-Satyr tribes has kept the Ironstone Hills at peace for three centuries — until now. Someone has been secretly stoking their hatred, and unless the party intervenes, both peoples will tear each other apart before they realise the true enemy lurking in the sacred Forge-Shrine of Koros.

True Backstory (DM Only)

A Medusid Sorcerer named Kephira has been manipulating both factions for weeks. She sent each side a shipment of the Cyclopeans' sacred iron ore, accompanied by a forged letter blaming the other. Once both peoples are weakened by war, she intends to claim the Forge-Shrine's divine fire for herself and use it to petrify the entire region. The Bronze Pact Medallion given by Lykaon was forged in Hephaestus's fire and will react violently to her sorcery — the party just doesn't know that yet.

"The ancient pact between the Children of Kyklops and the Wild-Hoofed ones has kept these hills at peace for three hundred years — and something has poisoned that peace. Seek the source; it will not be where the anger points. Take this seal: it was struck in divine fire and carries Hephaestus's word as law. Let it speak where words fail you. And be wary — a serpent's tongue is sweetest when it tells you what you want to hear." Lykaon of Delphi, divine messenger and seer, handing the party the Bronze Pact Medallion
Hint Payoff: "A serpent's tongue" foreshadows the Medusid Sorcerer (snake-haired). Players who ask Lykaon to clarify can make a DC 15 Arcana or History check to recall that Medusids are creatures of serpentine sorcery and ancient deception. The Medallion's glow near her is the physical payoff in Act 3.

Key NPCs

🔮

Lykaon of Delphi — Questgiver

Elderly divine seer, silver-eyed, soft-spoken. Messenger of the gods. Gives the party the Bronze Pact Medallion and the session's central hook. Can answer lore questions but will not fight.

🗿

Thrakos, Clan-Father — Cyclopean Elder (Enc 1)

Massive, scarred Cyclopean with a forge-hammer staff. Believes the Satyrs stole his clan's sacred iron ore. Furious but not unreasonable. Secret: A masked courier (Kephira's spy) delivered the ore to him with a forged Satyr seal.

🪈

Aireen, Grove-Elder — Dwarf-Satyr Elder (Enc 1)

Ancient silver-haired Dwarf-Satyr with golden hooves and a crooked pipe. Calm and perceptive, though her younger warriors are volatile. Secret: She has had visions of a snake-haired woman whispering into the Cyclopean Warlord's ear near the shrine.

Creature / Enemy List

CreatureCREasyMediumHardAppears In
Cyclopean Warrior 123–45 Enc 1; Enc 2 Branch B; Enc 3 Branch B (initial)
Dwarf-Satyr ½34–55+ Enc 1
Human-like Satyr 1234 Enc 2 Branch A
Satyr Hoplite 212–33 Enc 2 Branch A; Enc 3 Branch A (initial)
Centaur 233 Enc 2 Branch C (potential allies or obstacles)
Cyclops 611+ Enc 2 Branch B
Agrios (orc-equivalent) ½0–44–8 Enc 3 Branch A (optional minions)
Minotaur Hoplite 444 Enc 3 Branch A (round 3 reinforcements)
Skeletal Minotaur 333 Enc 3 Branches B & C (round 3 reinforcements)
Skeletal Centaur 322 Enc 3 Branch C (initial)
Satyr War-Chief ★ Boss A 611 Enc 3 Branch A
Cyclopean Warlord ★ Boss B 711 Enc 3 Branch B
Medusid Sorcerer ★ Boss C 811 Enc 3 Branch C

Major Beats

  • The Commission: Lykaon briefs the party, hands over the Bronze Pact Medallion, hints at outside manipulation.
  • The Crossroads Dispute (Enc 1): Party stumbles on Thrakos and Aireen mid-argument over stolen ore. Skill challenge / combat / side-choosing determines the session branch.
  • The Path to the Shrine (Enc 2): Whoever the party didn't befriend now blocks the road. Mostly avoidable with roleplay or the Medallion.
  • The Medallion Glows: As the party nears the Forge-Shrine, the Medallion pulses with warm light — Kephira is nearby. This is the "aha" moment paying off Lykaon's serpent-tongue hint.
  • Fury at the Forge-Shrine (Enc 3): Boss fight. The Medallion can be invoked mid-battle to turn the tide — either exposing Kephira's manipulation to a duped faction leader, or disrupting Kephira's own sorcery directly.
  • Aftermath: If both faction leaders are alive and the manipulation is exposed, they can be reconciled (re-sign the Pact). Otherwise, the victorious faction claims the Shrine. Lykaon rewards the party regardless.

Encounter 1 — The Crossroads Dispute

Skill Challenge Medium (if combat)  ·  ~30 min (skill) / ~45 min (combat)  ·  3–5 rounds if combat

Overview

On the ancient Road of Koros, the party crests a rise to find a tense standoff at a crumbling roadside shrine of Hermes. Thrakos, massive forge-hammer raised, is bellowing at Aireen, who stands calmly between her agitated Dwarf-Satyrs and three armored Cyclopean Warriors. A pile of ore sacks — marked with Cyclopean forge-stamps — sits between them. Both sides are seconds from violence.

  • Style: Skill Challenge (3 successes before 3 failures) with escalating combat fallback
  • Win Conditions: Defuse (all four outcomes below count as a win — path diverges, not difficulty)
  • Failure State: Combat erupts; party must choose a side or fight both

Creatures — Cyclopean Side

  • Cyclopean Warrior — CR 1 (200 XP)
  • Thrakos — Non-combatant NPC (use Warlord stat block if he joins combat)

Creatures — Satyr Side

  • Dwarf-Satyr — CR ½ (100 XP)
  • Aireen — Non-combatant NPC

🗺 Terrain & Features

Ancient crossroads shrine — 80×60 ft

  • Crumbling stone columns (half cover, can be toppled with DC 16 Athletics; Large object, AC 12, 20 HP)
  • Pile of ore sacks (center, half cover; if examined — DC 12 Perception — bears a Cyclopean forge stamp AND unfamiliar bootprints, not Satyr hooves)
  • Hermes shrine (small altar, touching it allows a DC 10 Religion check to call for divine truce — grants advantage on the next Persuasion check)
  • Rocky hillside on the north edge — Kephira's spy watches from here (DC 16 Perception to spot a hooded figure; DC 18 Stealth to approach without being seen fleeing)
Easier: Reduce to 2 Cyclopean Warriors + 3 Dwarf-Satyrs; lower all DCs by 2.
Harder: Thrakos enters combat on round 2 if any Cyclopean is bloodied; add 1 Human-like Satyr hidden in the rocks who fires first.

Mechanics

Skill Challenge — 3 Successes Before 3 Failures

Each PC may attempt one check per "round" of argument. Multiple PCs can attempt the same check but only one counts per narrative beat (though advantage can be granted by a helping PC). On 3 failures, combat erupts.

Available Checks

  • DC 12 Perception / Investigation: Notice the unfamiliar bootprints near the ore sacks (not Satyr hooves). On success, grants advantage on the next Persuasion or Insight check — the party knows neither faction stole the ore.
  • DC 12 History / Religion: Recall that the Pact of Ironstone binds both peoples under Hephaestus's law. Quoting this aloud counts as an automatic success on this check. (Showing the Bronze Pact Medallion grants 1 free success here.)
  • DC 13 Insight: Read Aireen's body language — she is genuinely confused, not guilty. Sharing this observation publicly shifts Thrakos's posture from rage to suspicion.
  • DC 14 Persuasion / Deception: Convince one side to hear out the other without striking first. (Advantage if the bootprint clue was found.)
  • DC 14 Athletics / Intimidation: Step between the two groups physically and command silence. On a success, both sides hold for one full narrative beat — buys time for another check. On a failure, one side interprets it as aggression → 1 failure.
  • DC 15 Arcana / Nature: Identify the mysterious bootprints as belonging to a petrification-magic user (smooth-soled, no heel impact, dragging gait — consistent with a Medusid moving cautiously). Counts as a success AND gives the party the Medusid clue.
Combat Fallback — If Challenge Fails
  • Thrakos roars "Kill the goat-thieves!" — Cyclopean Warriors attack Dwarf-Satyrs. Party must declare a side (or fight all) on initiative count 20 of round 1.
  • Joining Cyclopeans: Target Dwarf-Satyrs; Thrakos fights alongside party (treat as CR 7 Warlord ally) → Branch A outcome.
  • Joining Satyrs: Target Cyclopeans; Aireen retreats and directs her warriors to aid the party → Branch B outcome.
  • Fighting Both: All creatures hostile → Branch C outcome. Aireen and Thrakos flee after losing half their warriors; party can mop up remaining.
  • Holding Back / Defusing Mid-Combat: Party may still attempt DC 16 Persuasion (no advantage) as an action once per round; on success, fighting stops and the challenge resolves as a partial success (Branch C outcome).

Resolution

Path A — Cyclopean Alliance
Party aided or sided with Thrakos's Cyclopeans. Thrakos grants 3 Cyclopean Warrior escorts. Aireen and her Satyrs flee toward the sacred grove — which now blocks the road. → Encounter 2 Branch A; Boss = Satyr War-Chief.
Path B — Satyr Alliance
Party aided or sided with Aireen's Satyrs. Aireen gifts the party passage through the grove and 2 Dwarf-Satyr guides. Thrakos storms toward the Forge-Road — which his Cyclopean patrol now controls. → Encounter 2 Branch B; Boss = Cyclopean Warlord.
Path C — Neutral / Both Hostile
Party defused without sides, or fought both factions. Neither escort is provided. The Road of Koros passes through Centaur-patrolled neutral ground — impartial guardians now stand between the party and the shrine. → Encounter 2 Branch C; Boss = Medusid Sorcerer.
Loot / Rewards
  • Ore sacks (if examined fully): Hidden inside the false bottom of one sack — a small black obsidian shard bearing a faintly carved snake glyph (Medusid's calling card; DC 14 Arcana to identify as a scrying focus).
  • If the bootprint clue was found: The spy's trail leads northeast — toward the Forge-Shrine. Advantage on Survival checks to navigate in Enc 2.
  • XP: ~400 XP if combat; 300 XP if fully resolved via skill challenge.

Creature Cards

🗿

Cyclopean Warrior

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

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

17 (+3)STR
10 (+0)DEX
15 (+2)CON
8 (−1)INT
9 (−1)WIS
7 (−2)CHA

Skills: Athletics +5

Senses: Darkvision 60 ft., passive Perception 9

Poor Depth Perception. Disadvantage on ranged attack rolls.

Iron-Blooded. Advantage on saving throws against the frightened condition.

Spear. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 7 (1d6+3) piercing. Ranged attacks made at disadvantage.

Shield Bash. +5 to hit, reach 5 ft. Hit: 5 (1d4+3) bludgeoning; target DC 13 Strength save or pushed 5 ft. and knocked prone.

🪈

Dwarf-Satyr

Small Fey, Chaotic Neutral · CR ½ (100 XP)

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

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

Skills: Perception +3, Stealth +4

Senses: Darkvision 60 ft., passive Perception 13

Magic Resistance. Advantage on saving throws against spells and magical effects.

Bracing Ram. If the Dwarf-Satyr doesn't move on its turn, its Ram attack deals an extra 1d4 bludgeoning damage.

Ram. +2 to hit, reach 5 ft. Hit: 5 (1d10) bludgeoning.

Short Sword. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.

Panpipe Wail (Recharge 6). Each creature within 20 ft. that can hear must succeed on a DC 12 Wisdom save or be frightened until the end of its next turn.


Encounter 2 — The Contested Path

Roleplay / Skill Moderate (if combat)  ·  ~20–30 min  ·  Three branches depending on Enc 1 outcome

Overview

The road to the Forge-Shrine of Koros passes through contested territory. Who controls that territory — and how the party navigates them — depends entirely on which side they took (or refused) in Encounter 1. Combat in all three branches is fully avoidable with good roleplay or use of the Bronze Pact Medallion. As the party travels, the Medallion begins to faintly pulse — warmer the closer they get to the Shrine.

DM Note — The Medallion Pulse: Describe this subtly. If a player investigates, a DC 12 Arcana check confirms it is reacting to a nearby concentration of arcane petrification energy — Kephira's residue. This is the payoff of Lykaon's "serpent's tongue" warning and signals the boss encounter is near.

Branch A — Cyclopean Alliance: The Satyr Grove

The road passes through the Satyrs' sacred grove. Aireen's forces have retreated here, and her war-ready Human-like Satyrs and armored Satyr Hoplites have formed a line across the path. They are not immediately hostile — but the Cyclopean escorts make their blood boil.

Creatures (Branch A)

  • Human-like Satyr — CR 1 (200 XP)
  • Satyr Hoplite — CR 2 (450 XP)

Avoidance Options

  • Pact Medallion: Showing it grants automatic success on the first check below (Satyrs recognize the divine seal)
  • DC 13 Persuasion: Convince them Kephira manipulated the dispute; they stand aside distrustfully
  • DC 15 Deception: Claim the Cyclopean escort is in custody; Satyrs let party pass alone
  • DC 14 Intimidation: Invoke Hephaestus's name and the divine pact; they back down (Cyclopean escort must stay behind)

🗺 Sacred Grove Path — Terrain

Ancient olive grove, narrow track — 60×40 ft

  • Dense tree cover: half cover everywhere; ranged attacks beyond 30 ft made at disadvantage
  • Satyr Hoplites fight in a Shield Wall across the track — entering their reach triggers Brace reaction
  • Fallen sacred tree (center): difficult terrain, can be used as high ground (+1 AC on top)
Easier: Remove 1 Satyr Hoplite; lower all DCs by 2.
Harder: Add 1 Human-like Satyr in the canopy; if combat begins, 2 more Dwarf-Satyrs arrive on round 3.

Branch B — Satyr Alliance: The Forge Road Gate

The Forge Road to Koros passes a massive carved stone gate. Thrakos has posted two Cyclopean Warriors as guards — and behind the gate, a full-sized Cyclops named Brokhos serves as the gatekeep. He is not bright but fiercely loyal to the clan. He is eating a goat and barely paying attention until the party approaches.

Creatures (Branch B)

  • Cyclopean Warrior — CR 1 (200 XP)
  • Cyclops (Brokhos) — CR 6 (2,300 XP)

Avoidance Options

  • Pact Medallion: Auto-success vs. the Warriors (they stand aside immediately); still need to deal with Brokhos
  • DC 13 Persuasion vs. Warriors: Claim urgent business at the Shrine (Pact Medallion = advantage)
  • DC 16 Persuasion vs. Brokhos: He responds to flattery about his strength; success = he waves them through with a grunt
  • DC 14 Deception: Claim to be smiths sent by Hephaestus to inspect the Shrine; Brokhos makes DC 8 Insight — on fail, he believes them
  • DC 10 Sleight of Hand: Throw a large quantity of food/wine past him — Brokhos is distracted for 3 rounds while he eats

🗺 Forge Road Gate — Terrain

Carved stone archway, open road — 70×50 ft

  • Gate archway (can be locked with DC 18 Athletics to force; AC 17, HP 40 if targeted)
  • Brokhos fights from behind the arch — ranged attacks against him from outside have half cover
  • Loose rubble piles: difficult terrain in the northern corners
  • If combat — Brokhos hurls gate debris as improvised Rock attacks (use standard Rock stat, range 30/90 ft)
Easier: Brokhos is asleep — DC 12 Stealth to slip past undetected.
Harder: Thrakos arrives on round 2 (use Cyclopean Warlord stat block, enraged, not persuadable mid-combat).

Branch C — Neutral / Both Hostile: The Centaur Guardians

The neutral high road passes through a valley held by three Centaurs — Ironstone's impartial wardens, sworn to permit no armed faction through without proof of worthy intent. They are not hostile, but they are immovable by force alone (attempting violence makes all three attack immediately with no hesitation). They will ask the party three questions.

Creatures (Branch C)

  • Centaur — CR 2 (450 XP) each
  • All three are potential allies if the trial is passed with distinction (see Outcomes)

The Three Questions

  • Q1 — Intent: "For whom do you carry arms into the Hills?" DC 13 Persuasion to give a satisfying answer (showing the Medallion = auto-pass)
  • Q2 — Knowledge: "Who broke the Pact of Ironstone?" DC 14 History or Insight to answer correctly (correct answer: "Neither side — an outsider did")
  • Q3 — Worth: "Prove it." DC 14 Survival (track Kephira's spy trail from Enc 1) or DC 15 Arcana (identify the obsidian shard found in Enc 1). Alternatively: show the obsidian shard — auto-pass.
Centaur Trial — 3 Successes
The Centaurs bow and pledge to ride at the party's side for the assault on the Shrine. In Encounter 3, each PC may call on one Centaur Charge once during the fight (each deals 19 piercing damage to one target, DC 14 Strength save or knocked prone). Use the 3 Centaur miniatures as visual trackers — click a Centaur off when used.
Centaur Trial — 1–2 Successes
Centaurs allow passage but offer no aid. They may provide one piece of intelligence: "The shrine's mirrors are her eyes — break them and she is half-blind." (In Enc 3 Branch C: destroying a Forge-Mirror as a bonus action removes Kephira's Serpent Sense for 3 rounds.)
Centaur Trial — 0 Successes or Violence
Combat. The Centaurs fight to subdue (knock unconscious, not kill). A subdued party wakes up 1 hour later outside the valley — a short rest occurs, but the party arrives at the Shrine with no intel and no Centaur allies.

🗺 The Centaur Valley — Terrain

Open hillside pass — 100×60 ft

  • Open terrain favors the Centaurs' Charge trait — they have full run-up room in all directions
  • Shallow stream bisects the valley (difficult terrain, 5 ft wide)
Easier: Reduce DCs by 2; only 2 questions required.
Harder: If combat, add 1 Centaur (use a minotaur mini as a "centauroid brute").

Creature Cards

Cards for Branch A and B. Cyclopean Warrior card printed in Enc 1 (see above). Branch C Centaur card below.

🏹

Human-like Satyr

Medium Fey, Chaotic Neutral · CR 1 (200 XP)

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

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

Skills: Perception +2, Stealth +5

Senses: passive Perception 12

Magic Resistance. Advantage on saving throws against spells and magical effects.

Fleet-Hoofed. Opportunity attacks against this creature are made at disadvantage.

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

Short Sword. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) piercing.

Ram (after moving ≥10 ft.). +3 to hit, reach 5 ft. Hit: 3 (1d4+1) bludgeoning; DC 12 Strength save or knocked prone.

🛡

Satyr Hoplite

Medium Fey, Lawful Neutral · CR 2 (450 XP)

AC 15 (scale mail, shield)  |  HP 45 (7d8+14)  |  Speed 30 ft.

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

Skills: Athletics +5

Senses: passive Perception 10

Magic Resistance. Advantage on saving throws against spells and magical effects.

Shield Wall. While adjacent to at least one other Satyr Hoplite, gains +2 bonus to AC (not yet included above — adjust to AC 17 when two or more stand together).

Multiattack. Makes two Spear attacks.

Spear. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) piercing, or 9 (1d10+3) if wielded two-handed.

Shield Slam. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) bludgeoning; DC 13 Strength save or the target is stunned until the end of its next turn.

Brace. When a creature moves into the hoplite's reach, it may make one Spear attack against that creature.

🐎

Centaur

Large Fey, Chaotic Good · CR 2 (450 XP)

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

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

Skills: Athletics +6, Perception +3, Survival +3

Senses: passive Perception 13

Charge. If the centaur moves ≥30 ft. in a straight line toward a target and then hits it with a Pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.

Multiattack. Makes one Pike attack and one Hooves attack.

Pike. +6 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.

Hooves. +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.

👁

Cyclops

Large Giant, Chaotic Neutral · CR 6 (2,300 XP)

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

22 (+6)STR
11 (+0)DEX
18 (+4)CON
8 (−1)INT
8 (−1)WIS
7 (−2)CHA

Senses: passive Perception 9

Poor Depth Perception. Disadvantage on any attack roll against a target more than 30 ft. away.

Unstoppable (1/combat). When reduced to 0 HP by bludgeoning, piercing, or slashing damage, the cyclops may make a DC 15 Constitution save; on a success it drops to 1 HP instead.

Multiattack. Makes two Greatclub attacks.

Greatclub. +9 to hit, reach 10 ft. Hit: 19 (3d8+6) bludgeoning.

Rock. +9 to hit, range 30/120 ft. Hit: 28 (4d10+6) bludgeoning. Attack made at disadvantage if target is more than 30 ft. away.

Rock Catch. If hit by a thrown weapon or ranged rock attack, Brokhos makes a DC 10 Dexterity save; on success, he catches it and takes no damage.


Encounter 3 — Fury at the Forge-Shrine of Koros (Boss)

Hard Deadly (Branch C)  ·  ~45–60 min  ·  ~6–8 rounds  ·  Reinforcements on Round 3

Overview

The Forge-Shrine of Koros is an ancient stone hall built around a living forge-pit, its walls lined with enormous obsidian mirrors that reflect and amplify the fire's light. Hephaestus's divine fire still burns in the central pit — Kephira has been using the mirrors to scry on both factions and amplify her sorcery. The boss and reinforcements depend entirely on which path the party took.

As the party enters the shrine's outer gate, the Bronze Pact Medallion grows hot and pulses with golden light. It reacts to Kephira's sorcery saturating the air — even if she isn't the boss, she was here, and her influence can be felt. This is the culmination of Lykaon's warning.

All Branches — Shared Setup

  • Boss enters from the shrine's inner sanctum (far end of the map)
  • Reinforcements arrive on initiative count 20 of Round 3 from the side entrance (east wall)
  • Shrine Forge-Pit (center, 10×10 ft): difficult terrain; falling in = 14 (4d6) fire damage; DC 14 Dex save on forced movement
  • 4× Pillar-Braziers along the walls: if knocked over (DC 16 Athletics), create a 10-ft fire zone (7/2d6 fire damage per turn to anyone inside)
  • 6× Obsidian Mirrors on the walls: see branch mechanics

Pact Medallion — Act 3 Payoff

  • Branch A / B (duped boss): Hold the Medallion aloft as an action; boss must make DC 14 Wisdom save or feel the divine compulsion of the old oath. On a fail, they pause — a DC 14 Persuasion check (advantage with Medallion) can end their aggression and redirect them against the mercenary/undead reinforcements.
  • Branch C (Medusid boss): Medallion flares brilliantly — Kephira's Minor Illusion at-will stops working, her Petrifying Gaze DC drops by 2 (to DC 12), and she has disadvantage on her next Concentration save. Effect lasts until end of combat.

🗺 Forge-Shrine of Koros — Terrain

Ancient stone forge-hall — 90×60 ft

  • Forge-Pit (center): 10×10 ft, difficult terrain, fire damage on entry (see above)
  • Obsidian Mirrors (6, mounted on walls): AC 11, HP 5 each; destroyed as a bonus action (thrown object, DC 10 Athletics) or attack; each destroyed mirror removes 1 "reflection" — see Branch C mechanics
  • Forge-Anvil (north side): Large object, provides three-quarters cover; forge-tools can be thrown as improvised weapons (+0 to hit, 1d6 bludgeoning)
  • Side Entrance (east wall): Where reinforcements arrive on Round 3 — party can attempt to barricade it (DC 15 Athletics, uses action) to delay reinforcements by 1 round
  • Inner Sanctum Doors (far end): Boss emerges from here; locked from inside before combat (DC 14 Investigation to find the mechanism)

Branch A — Satyr War-Chief Boss (Cyclopean Alliance)

The Satyr War-Chief Pyrakios has seized the Forge-Shrine, convinced by Kephira's whispering that the Cyclopean clan plans to smelt down the sacred groves. He is furious, charismatic, and genuinely believes he is saving his people. His two Satyr Hoplites guard the Forge-Anvil on either flank.

Round 1 Combatants

  • Satyr War-Chief (Pyrakios) — CR 6
  • Satyr Hoplite — CR 2 each
  • Optional:Agrios guarding the doors (use 8 orc minis, 4 here) — CR ½ each

Round 3 Reinforcements

  • Minotaur Hoplite — CR 4 each
  • Mercenaries hired by Kephira to ensure the Satyrs' victory (and thus Kephira's control of the shrine)
  • If the War-Chief is persuaded via the Medallion, he immediately turns on these Minotaur Hoplites
Branch A Special Mechanics
  • Aura of Frenzy: Satyr Hoplites within 30 ft. of Pyrakios score critical hits on 19-20; this aura ends if Pyrakios falls below 45 HP.
  • Obsidian Mirrors: Pyrakios uses a mirror reflection to sneak-attack (once per round, if any mirror intact, he may make one bonus Spear attack against a target who can't see him clearly — DC 14 Perception to deny).
  • Medallion Persuasion (one-time opportunity): After the first time Pyrakios drops below half HP, the DM describes him shouting "The Cyclopeans will never stop!" — this is the trigger moment for the Medallion invocation. If the party uses it here, the DC 14 Persuasion save is made with disadvantage (he's genuinely shaken); on a pass by the party, Pyrakios staggers, yells "What — who sent the Minotaurs?!" and turns hostile to the reinforcements for the rest of the encounter.

Branch B — Cyclopean Warlord Boss (Satyr Alliance)

The Cyclopean Warlord Molgos has barricaded himself inside the Forge-Shrine, intent on destroying the Satyr Grove's sacred spring that feeds the Shrine's water-cooling channels (and thus killing the grove entirely). Two Cyclopean Warriors flank him at the anvil line.

Round 1 Combatants

  • Cyclopean Warlord (Molgos) — CR 7
  • Cyclopean Warrior — CR 1 each
  • Optional:Agrios at the doors — CR ½ each

Round 3 Reinforcements

  • Skeletal Minotaur — CR 3 each
  • Animated by Kephira from the shrine's old burial chambers — Molgos does NOT know about them and is visibly horrified when they appear
  • If the Warlord is persuaded via the Medallion, he turns on these undead immediately
Branch B Special Mechanics
  • Forge-Mastery: Molgos is Resistant to fire damage and can push a downed Brazier as a bonus action (no check required), creating fire zones tactically.
  • Hurled Boulder (Recharge 5-6): Molgos tears a chunk from the forge-anvil — targets all creatures in a 10-ft radius; DC 15 Dex save or 27 (4d10+5) bludgeoning + knocked prone. Made at disadvantage due to depth perception if target is more than 30 ft. away.
  • The Skeletal Shock: When Skeletal Minotaurs appear on round 3, Molgos gains the Shaken condition (treat as: disadvantage on attack rolls until end of his next turn) — he did not expect undead allies. This is also the trigger moment for the Medallion invocation.
  • Medallion Moment: Same mechanic as Branch A. DC 14 Persuasion; on success, Molgos switches sides and fights the Skeletal Minotaurs with the party.

Branch C — Medusid Sorcerer Boss (Neutral / Both Hostile)

Kephira herself is here, having concluded that neither duped faction will arrive in time to claim the Shrine — and so she has moved to claim it directly. Two Skeletal Centaurs — animated from fallen Centaur bones buried beneath the Shrine — serve as her cavalry guard. She positions herself at the back of the hall near the Forge-Pit, where the mirror reflections multiply her gaze.

Round 1 Combatants

  • Medusid Sorcerer (Kephira) — CR 8
  • Skeletal Centaur — CR 3 each

Round 3 Reinforcements

  • Skeletal Minotaur — CR 3 each
  • Kephira raises these from the burial vaults beneath the shrine floor — a cracking noise signals this on round 2 (Perception DC 12 to notice the floor trembling)
Branch C Special Mechanics
  • Mirror Gaze: While any Obsidian Mirror is intact, Kephira's Petrifying Gaze can affect a second creature that can see a reflection (DC 12 CON save vs. the reflected gaze; reflected gaze cannot cause full petrification — only restrained on a fail).
  • Kephira's Priority: She targets spellcasters and characters with the Pact Medallion first. She knows what the Medallion does — she despises it.
  • Medallion Invocation: As written in the Overview — the Medallion flares, stripping her at-will deceptions, reducing her gaze DC by 2, and imposing disadvantage on her next Concentration save. She cannot benefit from her Mirror Gaze trait while the Medallion is active.
  • Centaur Ally Option (Branch C only, if trial passed in Enc 2): Each called Centaur Charge ignores the Skeletal Centaurs' Undead Resilience trait (divine cavalry power overrides necrotic fortitude).
  • Tactical Retreat: If reduced to 30 HP or lower and not restrained, Kephira uses her Legendary Action Move to retreat to the sanctum and attempt to seal the shrine from within (DC 16 Athletics to force the door within 1 round — if the party fails, she escapes and the session ends as a partial victory).
Kephira's Legendary Actions (3/round)
  • Move (Cost 1): Move up to half speed without provoking opportunity attacks.
  • Serpent Strike (Cost 1): Make one Snake Hair attack.
  • Constricting Vision (Cost 2): One creature that can see Kephira and is not already restrained makes a DC 14 Wisdom save or becomes frightened AND restrained until the end of Kephira's next turn.

Resolution

Full Victory — Boss Defeated, Manipulation Exposed
The Forge-Shrine's fire flares golden as Kephira's influence is purged. If Thrakos and/or Aireen are alive, they can be summoned to the Shrine — they reconcile in the presence of the Medallion and re-sign the Pact of Ironstone. Lykaon arrives to witness the signing. Both factions offer rewards.
Victory — Boss Defeated, One Faction Triumphant
The allied faction claims the Shrine. The opposing faction retreats, bitter but alive. The Pact is not yet restored but the violence ends. Lykaon is cautiously satisfied. The winning faction rewards the party lavishly.
Partial Victory — Kephira Escapes
Kephira escapes the Shrine but is weakened. The Shrine fire stabilizes — the Pact can still be restored. She will be a recurring villain in future sessions. Lykaon rewards the party at half rate but promises more when she is found.
Loot
Branch A/B (Faction Boss Defeated): 800 gp in Forge-Clan/Grove treasury; 1× +1 Spear (Satyr War-Chief's Pact-Blade) or Gauntlets of Ogre Power (Warlord's forge-gauntlets); ore worth 200 gp.

Branch C (Kephira Defeated): Kephira's spellbook (contains Hypnotic Pattern, Dominate Person, Fear, Hold Person + 1d4 additional spells DM's choice); 3× obsidian scrying shards (50 gp each); scroll of Stone Shape.

All Branches: Lykaon rewards 500 gp + a divine favour (advantage on one ability check, save, or attack roll within 30 days — granted by Hephaestus or Apollo).

Creature Cards

Branch A: Satyr War-Chief + Minotaur Hoplite. Branch B: Cyclopean Warlord + Skeletal Minotaur. Branch C: Medusid Sorcerer + Skeletal Centaur. Agrios (optional) in Appendix.

🪈

Satyr War-Chief (Pyrakios)

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

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

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

Saving Throws: Dex +6, Wis +5, Cha +7

Skills: Athletics +6, Intimidation +7, Performance +7, Perception +5

Senses: passive Perception 15

Magic Resistance. Advantage on saving throws against spells and magical effects.

Aura of Frenzy. Satyr allies within 30 ft. score critical hits on a roll of 19–20. Ends when Pyrakios drops below 45 HP.

Oath-Breaker's Fury. At the start of combat, one creature within 60 ft. of Pyrakios's choice must succeed on a DC 15 Wisdom save or be frightened for 1 minute (save at end of each turn).

Multiattack. Makes two Pact-Spear attacks, plus one Headbutt if a target is within 5 ft.

Pact-Spear. +6 to hit, reach 5 ft. or range 20/60 ft. Hit: 10 (2d6+3) piercing.

Headbutt. +6 to hit, reach 5 ft. Hit: 8 (2d4+3) bludgeoning; DC 14 Strength save or pushed 15 ft.

Panpipe Dirge (Recharge 5–6). All creatures within 30 ft. that can hear must make DC 15 Wisdom save or be incapacitated until the end of their next turn.

War Chant. All Satyr allies within 30 ft. gain advantage on their next attack roll (once per turn).

Parry. Gains +4 bonus to AC against one melee attack that would otherwise hit.

🪖

Minotaur Hoplite

Large Monstrosity, Lawful Evil · CR 4 (1,100 XP) · Branch A Reinforcement

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

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

Skills: Athletics +7, Intimidation +3

Senses: Darkvision 60 ft., passive Perception 10

Charge. If the Minotaur Hoplite moves ≥10 ft. in a straight line and hits with its Gore attack, the target takes an extra 9 (2d8) piercing damage; DC 14 Strength save or pushed 10 ft. and knocked prone.

Phalanx Discipline. Advantage on saves vs. being knocked prone. While adjacent to another Minotaur Hoplite, gains +1 to attack rolls.

Multiattack. Makes one Gore attack and one Battleaxe attack.

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

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

Shield Wall. Until the start of its next turn, allies adjacent to this Minotaur Hoplite gain +2 AC against ranged attacks.

🗿

Cyclopean Warlord (Molgos)

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

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

22 (+6)STR
10 (+0)DEX
17 (+3)CON
12 (+1)INT
14 (+2)WIS
13 (+1)CHA

Saving Throws: Str +9, Con +6

Skills: Athletics +9, Intimidation +4, Perception +5

Senses: Darkvision 60 ft., passive Perception 15

Resistances: Fire

Poor Depth Perception. Disadvantage on ranged attack rolls against targets more than 30 ft. away.

Forge-Sworn. Resistant to fire damage; immune to the frightened condition.

Indomitable (2/Day). Rerolls a failed saving throw, must use the new roll.

Multiattack. Makes two Warhammer attacks and one Shield Bash.

Warhammer. +9 to hit, reach 5 ft. Hit: 15 (2d8+6) bludgeoning.

Shield Bash. +9 to hit, reach 5 ft. Hit: 11 (1d8+6) bludgeoning; DC 17 Strength save or knocked prone.

Hurled Boulder (Recharge 5–6). +9 to hit (disadvantage if target more than 30 ft.), range 30/90 ft. All creatures within 5 ft. of the target's space: DC 15 Dexterity save or 27 (4d10+5) bludgeoning + knocked prone. Target takes full damage on a hit regardless of save.

Battle Roar. All Cyclopean allies within 30 ft. may immediately move up to their speed.

💀

Skeletal Minotaur

Large Undead, Neutral Evil · CR 3 (700 XP) · Branches B & C Reinforcement

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

20 (+5)STR
10 (+0)DEX
16 (+3)CON
3 (−4)INT
8 (−1)WIS
4 (−3)CHA

Immunities: Poison; Exhaustion, Poisoned

Vulnerabilities: Bludgeoning

Senses: Darkvision 60 ft., passive Perception 9

Bone Charge. If the Skeletal Minotaur moves ≥10 ft. in a straight line and hits with its Gore attack, the target takes an extra 9 (2d8) piercing damage; DC 15 Strength save or pushed 10 ft. and knocked prone.

Mindless Aggression. At the start of its turn, moves toward the nearest creature it can see or sense.

Gore. +7 to hit, reach 5 ft. Hit: 13 (2d8+5) piercing.

Greataxe. +7 to hit, reach 5 ft. Hit: 17 (2d12+5) slashing.

🐍

Medusid Sorcerer (Kephira)

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

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

10 (+0)STR
16 (+3)DEX
16 (+3)CON
17 (+3)INT
14 (+2)WIS
18 (+4)CHA

Saving Throws: Con +6, Wis +5, Cha +7

Skills: Arcana +6, Deception +7, Insight +5, Perception +5

Resistances: Poison

Senses: Darkvision 60 ft., passive Perception 15

Petrifying Gaze. At the start of each of Kephira's turns, one creature of her choice within 30 ft. that can see her must make a DC 14 Constitution save. On a fail by less than 5: restrained until end of next turn. On a fail by 5+: restrained and must save again at start of their next turn or be petrified for 1 minute. A creature already restrained makes this save at disadvantage.

Serpent Sense. The snakes in Kephira's hair detect invisible or hidden creatures within 30 ft. automatically.

Spellcasting. Spell save DC 15, +7 to hit. At will: Minor Illusion, Poison Spray. 2/day each: Charm Person, Hold Person, Fear. 1/day each: Hypnotic Pattern, Dominate Person.

Multiattack. Uses Petrifying Gaze, then makes two Snake Hair attacks.

Snake Hair. +6 to hit, reach 5 ft. Hit: 5 (1d4+3) piercing + 7 (2d6) poison damage; DC 13 Constitution save or poisoned for 1 minute.

Redirect Gaze. When hit by a melee attack, the attacker must make a DC 14 Constitution save or be restrained until the end of their next turn.

Move (Cost 1). Move up to half speed without provoking opportunity attacks.

Serpent Strike (Cost 1). Make one Snake Hair attack.

Constricting Vision (Cost 2). One creature that can see Kephira and is not already restrained makes a DC 14 Wisdom save or becomes frightened AND restrained until end of Kephira's next turn.

💀

Skeletal Centaur

Large Undead, Neutral Evil · CR 3 (700 XP) · Branch C Initial

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

18 (+4)STR
14 (+2)DEX
15 (+2)CON
4 (−3)INT
8 (−1)WIS
5 (−3)CHA

Immunities: Poison; Exhaustion, Poisoned

Vulnerabilities: Bludgeoning

Senses: Darkvision 60 ft., passive Perception 9

Bone Charge. If the Skeletal Centaur moves ≥30 ft. in a straight line and hits with its Bone Lance, the target takes an extra 7 (2d6) piercing; DC 13 Strength save or knocked prone.

Undead Resilience (1/combat). When reduced to 0 HP by non-bludgeoning, non-fire, non-radiant damage, makes a Constitution save (DC = 5 + damage taken); on success, drops to 1 HP instead.

Multiattack. Makes one Bone Lance attack and one Trampling Hooves attack.

Bone Lance. +6 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.

Trampling Hooves. +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning; DC 13 Strength save or knocked prone.


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 8

  • Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 8.

Library Standard — 6 Players, Average Level 8

  • Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.

Easier

  • APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.

Harder

  • APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.

📋 Appendix — Cards

Full stat blocks for every creature, NPC, and item in this session. Includes all difficulty-variant entries. Click any tag-link in the session text to open a pop-up version of these cards.

Creature Cards

🗿

Cyclopean Warrior

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

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

17 (+3)STR
10 (+0)DEX
15 (+2)CON
8 (−1)INT
9 (−1)WIS
7 (−2)CHA

Skills: Athletics +5

Senses: Darkvision 60 ft., passive Perception 9

Poor Depth Perception. Disadvantage on ranged attack rolls.

Iron-Blooded. Advantage on saving throws against the frightened condition.

Spear. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 7 (1d6+3) piercing. Ranged attacks at disadvantage.

Shield Bash. +5 to hit, reach 5 ft. Hit: 5 (1d4+3) bludgeoning; DC 13 Strength save or pushed 5 ft. and knocked prone.

🪈

Dwarf-Satyr

Small Fey, Chaotic Neutral · CR ½ (100 XP)

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

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

Skills: Perception +3, Stealth +4

Senses: Darkvision 60 ft., passive Perception 13

Magic Resistance. Advantage on saving throws against spells and magical effects.

Bracing Ram. If the Dwarf-Satyr doesn't move on its turn, its Ram attack deals an extra 1d4 bludgeoning damage.

Ram. +2 to hit, reach 5 ft. Hit: 5 (1d10) bludgeoning.

Short Sword. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.

Panpipe Wail (Recharge 6). Each creature within 20 ft. that can hear: DC 12 Wisdom save or frightened until end of next turn.

🏹

Human-like Satyr

Medium Fey, Chaotic Neutral · CR 1 (200 XP)

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

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

Skills: Perception +2, Stealth +5

Senses: passive Perception 12

Magic Resistance. Advantage on saving throws against spells and magical effects.

Fleet-Hoofed. Opportunity attacks against this creature are made at disadvantage.

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

Short Sword. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) piercing.

Ram (after moving ≥10 ft.). +3 to hit, reach 5 ft. Hit: 3 (1d4+1) bludgeoning; DC 12 Strength save or knocked prone.

🛡

Satyr Hoplite

Medium Fey, Lawful Neutral · CR 2 (450 XP)

AC 15 (scale mail, shield)  |  HP 45 (7d8+14)  |  Speed 30 ft.

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

Skills: Athletics +5

Senses: passive Perception 10

Magic Resistance. Advantage on saving throws against spells and magical effects.

Shield Wall. While adjacent to ≥1 other Satyr Hoplite, gains +2 AC (raises AC to 17).

Multiattack. Makes two Spear attacks.

Spear. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) piercing, or 9 (1d10+3) two-handed.

Shield Slam. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) bludgeoning; DC 13 Strength save or stunned until end of next turn.

Brace. When a creature moves into reach, may make one Spear attack against it.

🐎

Centaur

Large Fey, Chaotic Good · CR 2 (450 XP)

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

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

Skills: Athletics +6, Perception +3, Survival +3

Senses: passive Perception 13

Charge. If the centaur moves ≥30 ft. toward a target and hits with Pike on the same turn, the target takes an extra 10 (3d6) piercing; DC 14 Strength save or knocked prone.

Multiattack. One Pike and one Hooves attack.

Pike. +6 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.

Hooves. +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.

💀

Skeletal Centaur

Large Undead, Neutral Evil · CR 3 (700 XP)

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

18 (+4)STR
14 (+2)DEX
15 (+2)CON
4 (−3)INT
8 (−1)WIS
5 (−3)CHA

Immunities: Poison; Exhaustion, Poisoned

Vulnerabilities: Bludgeoning

Senses: Darkvision 60 ft., passive Perception 9

Bone Charge. Move ≥30 ft., hit with Bone Lance: extra 7 (2d6) piercing; DC 13 Strength save or knocked prone.

Undead Resilience (1/combat). When reduced to 0 HP by non-bludgeoning/fire/radiant damage, makes CON save (DC = 5 + damage taken); on success drops to 1 HP instead.

Multiattack. One Bone Lance + one Trampling Hooves.

Bone Lance. +6 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.

Trampling Hooves. +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning; DC 13 Strength save or knocked prone.

💀

Skeletal Minotaur

Large Undead, Neutral Evil · CR 3 (700 XP)

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

20 (+5)STR
10 (+0)DEX
16 (+3)CON
3 (−4)INT
8 (−1)WIS
4 (−3)CHA

Immunities: Poison; Exhaustion, Poisoned

Vulnerabilities: Bludgeoning

Senses: Darkvision 60 ft., passive Perception 9

Bone Charge. Move ≥10 ft., hit with Gore: extra 9 (2d8) piercing; DC 15 Strength save or pushed 10 ft. and knocked prone.

Mindless Aggression. Moves toward nearest creature it can sense at start of each turn.

Gore. +7 to hit, reach 5 ft. Hit: 13 (2d8+5) piercing.

Greataxe. +7 to hit, reach 5 ft. Hit: 17 (2d12+5) slashing.

🪖

Minotaur Hoplite

Large Monstrosity, Lawful Evil · CR 4 (1,100 XP)

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

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

Skills: Athletics +7, Intimidation +3

Senses: Darkvision 60 ft., passive Perception 10

Charge. Move ≥10 ft., hit with Gore: extra 9 (2d8) piercing; DC 14 Strength save or pushed 10 ft. and knocked prone.

Phalanx Discipline. Advantage on saves vs. knocked prone. +1 to attack rolls while adjacent to another Minotaur Hoplite.

Multiattack. One Gore + one Battleaxe.

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

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

Shield Wall. Adjacent allies gain +2 AC vs. ranged attacks until start of next turn.

👁

Cyclops

Large Giant, Chaotic Neutral · CR 6 (2,300 XP)

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

22 (+6)STR
11 (+0)DEX
18 (+4)CON
8 (−1)INT
8 (−1)WIS
7 (−2)CHA

Senses: passive Perception 9

Poor Depth Perception. Disadvantage on any attack roll against a target more than 30 ft. away.

Unstoppable (1/combat). When reduced to 0 HP by B/P/S damage, may make DC 15 Constitution save; on success drops to 1 HP instead.

Multiattack. Two Greatclub attacks.

Greatclub. +9 to hit, reach 10 ft. Hit: 19 (3d8+6) bludgeoning.

Rock. +9 to hit, range 30/120 ft. Hit: 28 (4d10+6) bludgeoning. Disadvantage if target >30 ft. away.

Rock Catch. If hit by a thrown/ranged attack, DC 10 Dexterity save; on success, catches it and takes no damage.

Agrios

Medium Humanoid (Wild Man of the Hills), Chaotic Neutral · CR ½ (100 XP)

Greek mythology's equivalent of an orc — 8 orc miniatures can represent Agrioi. Use as optional minions in Enc 3 Branch A/B.

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

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

Skills: Intimidation +2

Senses: Darkvision 60 ft., passive Perception 8

Aggressive. As a bonus action, may move up to its speed toward a hostile creature.

Greataxe. +5 to hit, reach 5 ft. Hit: 9 (1d12+3) slashing.

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

🪈

Satyr War-Chief (Pyrakios)

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

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

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

Saving Throws: Dex +6, Wis +5, Cha +7

Skills: Athletics +6, Intimidation +7, Performance +7, Perception +5

Senses: passive Perception 15

Magic Resistance. Advantage on saves against spells and magical effects.

Aura of Frenzy. Satyr allies within 30 ft. score critical hits on 19–20; ends when Pyrakios drops below 45 HP.

Oath-Breaker's Fury. At start of combat, one creature within 60 ft.: DC 15 Wisdom save or frightened for 1 minute.

Multiattack. Two Pact-Spear attacks + one Headbutt if adjacent.

Pact-Spear. +6 to hit, reach 5 ft. or 20/60 ft. Hit: 10 (2d6+3) piercing.

Headbutt. +6 to hit, reach 5 ft. Hit: 8 (2d4+3) bludgeoning; DC 14 Strength save or pushed 15 ft.

Panpipe Dirge (Recharge 5–6). All within 30 ft. that can hear: DC 15 Wisdom save or incapacitated until end of next turn.

War Chant. Satyr allies within 30 ft. gain advantage on their next attack roll (once per turn).

Parry. +4 AC against one melee attack that would otherwise hit.

🗿

Cyclopean Warlord (Molgos)

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

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

22 (+6)STR
10 (+0)DEX
17 (+3)CON
12 (+1)INT
14 (+2)WIS
13 (+1)CHA

Saving Throws: Str +9, Con +6

Skills: Athletics +9, Intimidation +4, Perception +5

Resistances: Fire

Senses: Darkvision 60 ft., passive Perception 15

Poor Depth Perception. Disadvantage on ranged attacks against targets more than 30 ft. away.

Forge-Sworn. Resistant to fire; immune to the frightened condition.

Indomitable (2/Day). Rerolls a failed saving throw; must use the new roll.

Multiattack. Two Warhammer attacks + one Shield Bash.

Warhammer. +9 to hit, reach 5 ft. Hit: 15 (2d8+6) bludgeoning.

Shield Bash. +9 to hit, reach 5 ft. Hit: 11 (1d8+6) bludgeoning; DC 17 Strength save or knocked prone.

Hurled Boulder (Recharge 5–6). All within 5 ft. of target's space: DC 15 Dex save or 27 (4d10+5) bludgeoning + prone. Attack at disadvantage if target >30 ft. away.

Battle Roar. All Cyclopean allies within 30 ft. may move up to their speed immediately.

🐍

Medusid Sorcerer (Kephira)

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

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

10 (+0)STR
16 (+3)DEX
16 (+3)CON
17 (+3)INT
14 (+2)WIS
18 (+4)CHA

Saving Throws: Con +6, Wis +5, Cha +7

Skills: Arcana +6, Deception +7, Insight +5, Perception +5

Resistances: Poison

Senses: Darkvision 60 ft., passive Perception 15

Petrifying Gaze. At start of her turns, one creature within 30 ft. she can see: DC 14 Con save. Fail by <5: restrained until end of next turn. Fail by 5+: restrained, must save again at start of their next turn or petrified 1 min. Already-restrained creatures save at disadvantage.

Serpent Sense. Snake hair auto-detects hidden/invisible creatures within 30 ft.

Spellcasting (CHA, DC 15, +7). At will: Minor Illusion, Poison Spray. 2/day: Charm Person, Hold Person, Fear. 1/day: Hypnotic Pattern, Dominate Person.

Multiattack. Uses Petrifying Gaze, then makes two Snake Hair attacks.

Snake Hair. +6 to hit, reach 5 ft. Hit: 5 (1d4+3) piercing + 7 (2d6) poison; DC 13 Con save or poisoned 1 minute.

Redirect Gaze. When hit by melee attack, attacker: DC 14 Con save or restrained until end of their next turn.

Move (Cost 1). Move up to half speed, no opportunity attacks.

Serpent Strike (Cost 1). One Snake Hair attack.

Constricting Vision (Cost 2). One non-restrained creature that can see Kephira: DC 14 Wisdom save or frightened + restrained until end of her next turn.

NPC Cards

🔮

Lykaon of Delphi

Human Seer · Neutral Good · Questgiver, Non-Combatant

Elderly man of about 70 with close-cropped white hair and silver-grey irises. Speaks rarely and precisely. Wears a plain linen chiton with a single bronze sun-disc pendant. Serves as a divine messenger between the gods and mortals of the Ironstone Hills region.

Restore the divine pact between Cyclopeans and Satyrs. Suspects outside manipulation but lacks proof. Cannot approach the Forge-Shrine himself — Kephira's petrification aura begins several hundred feet from the shrine entrance.

He knows Kephira exists and has been tracking her. He gave the party the Pact Medallion specifically because it will react to her presence — he didn't tell the party this directly because he feared they would refuse if they knew the danger in advance.

"A serpent's tongue is sweetest when it tells you exactly what you want to hear."

🗿

Thrakos, Clan-Father

Cyclopean Elder · Lawful Neutral · Faction Leader

Combat (if needed): Use Cyclopean Warlord stat block minus Indomitable; HP 80

Enormous Cyclopean, easily 8 ft. tall, with a scarred empty socket where his single eye once was (lost in battle decades ago). Carries a ceremonial forge-hammer the size of a normal person. Voice like grinding millstones. Despite his temper, deeply principled.

Protect his clan's sacred iron mine and forge-rights. Believes the Satyrs violated a trust sacred for three centuries. Once shown the truth, he is capable of extraordinary remorse and honour.

The ore was delivered to him by a masked courier claiming to be a Satyr envoy — he never saw the courier's face. A DC 14 Insight check during dialogue reveals he is angrier at himself for being fooled than at the Satyrs.

"Iron does not lie. Contracts sealed in fire do not lie. Something here has lied, and I intend to find it."

🪈

Aireen, Grove-Elder

Dwarf-Satyr Elder · Chaotic Good · Faction Leader

Combat (if needed): Use Dwarf-Satyr stat block; HP 26; Panpipe Wail DC 14

Tiny ancient woman with silver-white hair bound in ivy, golden hooves, and eyes clouded with age but sharp with visions. Her crooked wooden pipe carves shapes in the air when she plays — she hears things others miss. Speaks in half-riddles that are always literally true.

Protect the sacred grove and the spring that feeds the Forge-Shrine's cooling channel. Keep her young warriors from doing something irreversible. Privately very afraid — she has Seen something terrible at the shrine.

Has had recurring visions of a woman with snakes for hair standing inside the Forge-Shrine, pressing her palms to the obsidian mirrors. She doesn't know what this means but it frightens her. If the party asks about visions or prophecy (DC 12 Insight to notice her discomfort), she reveals this — and it pays off as a description of Kephira.

"The grove is older than the pact. The pact is older than your question. Ask what is older than both — ask what benefits from forgetting."

Item Cards

Bronze Pact Medallion

Wondrous Item · Requires Attunement (Optional) · Given by Lykaon

A palm-sized disc of dark bronze, engraved on one face with a single eye (Cyclopean symbol) and on the other with a pair of curved horns (Satyr symbol), bisected by a lightning bolt — the seal of Hephaestus's Pact of Ironstone. Warm to the touch. Hangs on a simple cord of braided goat-hair and copper wire.

Diplomatic Token. While visibly held or worn, Cyclopean Warriors and Satyr-kind recognize the bearer as operating under the divine pact. Hostile creatures of those types must succeed on a DC 12 Wisdom save (DC 15 if the bearer speaks the invocation aloud: "By the fire of Hephaestus and the wild of the Hills, I invoke the Pact of Ironstone") or become indifferent and cease hostilities until the bearer attacks or deceives them.

Pact Invocation (1/day, Action). Hold the Medallion aloft and speak the invocation. Effect depends on the current branch:

Branches A & B (duped boss): Boss makes DC 14 Wisdom save. On a fail, pauses — DC 14 Persuasion (advantage) can end their aggression and redirect them against the mercenary/undead reinforcements for the rest of the encounter.

Branch C (Kephira): The Medallion flares with golden fire. Kephira's Minor Illusion at-will stops working; her Petrifying Gaze DC drops by 2 (to 12); she makes her next Concentration save at disadvantage. Mirror Gaze trait suppressed while Medallion remains lit (lasts until end of encounter).

Serpent-Sense. The Medallion pulses with warmth within 200 ft. of Kephira or any active petrification magic. Grows hot and glows gold within 60 ft. This is Lykaon's "serpent's tongue" warning made physical.