The Weeping Maw

3.5-Hour Oneshot · 6 Players · Level 8 · Wilderness Crawl → Boss Fight

📜 Session Summary

Aldric Vane Village elder hires the party to stop disappearances along the forest road
Hook A massive Marsh Hydra has claimed a cave entrance deep in the wild as its lair
Hook Aldric hands the party a sealed note at session start (see Handout section)
Setting Realm: Frontier wilderness, far from civilization
Setting Terrain: Dense forest → Boggy marshland → Rocky cave entrance
Setting Atmosphere: Overcast, humid, smell of rot and sulfur
Setting Time of day: Late morning departure → Dusk at cave
Encounters Enc. 1 — The Thornwood Ambush (Gnolls, forest)
Encounters Enc. 2 — Old Frontier Shrine (Skeletal undead, ruins)
Encounters Enc. 3 — The Hydra's Maw (Boss, cave entrance)

Description

Style: Wilderness Crawl / NPC Recruitment / Boss Fight  ·  Win Condition: Slay the Marsh Hydra

"Fire does not merely wound — it silences. What steel severs, flame must seal. Ask the blind priest at the old shrine. He will know."

— Aldric Vane

🔑 DM Note — Note Payoff

🔑 DM Note — Note Payoff

Trigger: When the party shows the note to Old Lysander — Blind Priest during or after Encounter 2.

Effect: Lysander recognizes Aldric's handwriting — an old contact from the frontier chapel. He immediately explains the Hydra's fire weakness in full: "Fire doesn't just hurt it. If you burn the stump while the head is still fresh off — it can't grow back. That's how you kill one. Permanently."

Mechanical payoff: He provides Fire Flask and explains that fire damage dealt to the Hydra on the same turn a head is severed prevents regrowth. Without this knowledge, players must discover the mechanic themselves (DC 15 Nature/Arcana, or through observation).

If the party skips the ruins or fails to meet Lysander, the fire weakness can still be discovered mid-fight — but they'll likely face a 7-head hydra for several turns first.

🔑 DM Note — Note Payoff

🔑 DM Note — Note Payoff

Trigger: When the party shows the note to Old Lysander — Blind Priest during or after Encounter 2.

Effect: Lysander recognizes Aldric's handwriting — an old contact from the frontier chapel. He immediately explains the Hydra's fire weakness in full: "Fire doesn't just hurt it. If you burn the stump while the head is still fresh off — it can't grow back. That's how you kill one. Permanently."

Mechanical payoff: He provides Fire Flask and explains that fire damage dealt to the Hydra on the same turn a head is severed prevents regrowth. Without this knowledge, players must discover the mechanic themselves (DC 15 Nature/Arcana, or through observation).

If the party skips the ruins or fails to meet Lysander, the fire weakness can still be discovered mid-fight — but they'll likely face a 7-head hydra for several turns first.

Key NPCs

👤

Aldric Vane — Questgiver, village elder (hook only)

Aldric Vane — Questgiver, village elder (hook only)

👤

Bryn & Cael — Trail Hunters, recruitable in Enc

Bryn & Cael — Trail Hunters, recruitable in Enc. 1

👤

Pyrrha — Ruin survivor, item guide in Enc

Pyrrha — Ruin survivor, item guide in Enc. 2

👤

Old Lysander — Blind priest, recruitable in Enc

Old Lysander — Blind priest, recruitable in Enc. 2

Creature / Enemy List

Hostile creatures and enemy NPCs by difficulty. Medium = baseline encounter counts; adjust Easy/Hard using encounter scaling notes.

Creature / Enemy Easy Medium Hard Notes
Gnoll Hunter 4 4 4
Gnoll Pack Lord (Alpha) 1 1 1
Marsh Hydra 1 1 1
Skeletal Hoplite 8 8 10 Enc 2 (Harder: 10)
Skeletal Minotaur 2 2 2

Major Beats

  • Aldric Vane delivers the quest in the village. He gives the party his sealed note and warns them to "seek allies before they reach the cave."
  • Enc. 1: Gnolls have ambushed two hunters on the Thornwood Trail. Defeat the gnolls, free the hunters, and pass a skill check to recruit them.
  • The party reaches the overgrown ruins of an old frontier shrine as the sky turns grey. Skeletal guardians patrol the courtyard before the cave mouth.
  • Enc. 2: Skeletal hoplites and minotaurs guard the approach. Survivors Pyrrha and blind priest Lysander shelter nearby — defeat the undead, scavenge items, and recruit Lysander (especially if Aldric's note is shown).
  • The party crests a rocky ridge as dusk falls. The cave entrance looms ahead, bones scattered at its threshold. The ground shudders. The Hydra emerges.
  • Enc. 3: The Hydra's Maw. Use fire to prevent head regrowth. NPCs assist if recruited. Victory ends the disappearances and frees the road.

Encounter 1 — "The Thornwood Ambush"

Moderate  ·  ~45 min  ·  ~4–5 turns  ·  3,000 XP

Overview

Creatures

  • Gnoll Hunter
  • Gnoll Pack Lord (Alpha) — CR 5 · 1,800 XP
  • Trail Hunter — NPC Ally — bound near the cart; not fighting until freed

🗺 Terrain & Features

Forest Trail — 80 ft. × 60 ft.

  • 3× fallen logs (half cover); 2× large boulders (three-quarter cover)
  • 1× overturned merchant cart (the hunters were escorting it) — half cover, blocks movement
  • Thick undergrowth on the eastern edge — difficult terrain (10 ft. wide strip)
  • Dappled light through dense canopy; no darkness penalties
Scaling
Easier: Remove 2 Gnoll Hunters. Pack Lord loses the Frenzied trait.
Harder: Pack Lord uses Incite Rampage as soon as it's up. Add 1 additional Gnoll Hunter.

Mechanics

Skill Checks
  • 🎲 Recruit the Trail Hunters (Bryn & Cael) — after combat. The hunters are grateful but shaken; the cave ahead has a dark reputation.
  • DC 12 Persuasion — appeal to duty, village safety, or honor
  • DC 14 Intimidation — demand their assistance (they comply; −1 to their attack rolls in Enc. 3 due to resentment)
  • DC 11 Insight first → reveals one of the hunters lost a companion to the creature. Auto-success on Persuasion if this detail is addressed
  • No check needed if a PC belongs to the same hunters' guild, is from the same region, or personally knows the hunters (offer this option to your players)
General
  • Gnolls are mid-ambush when the party arrives — hunters are bound with rope near the cart (DC 12 Athletics or Dexterity to cut/untie ropes, or one attack on the ropes).
  • Freeing a hunter allows them to join combat immediately with their own initiative on the following turn.
  • Pack Lord starts behind a boulder directing gnolls. Flees at 15 HP or fewer if the pack is mostly dead.
  • 2 Gnoll Hunters guard the cart — they attack any PC who moves adjacent to the bound hunters.
  • Rampage warning: Gnolls chain-bite downed PCs. Keep an eye on unconscious characters — a Gnoll that drops a PC can immediately bite again with its Rampage bonus action.

Resolution

Trail Hunters Recruited
Trail Hunter — NPC Ally join as allies in Encounter 3. They position at range on boulders (longbow) and act on initiative 12.

Creature Cards

Gnoll Hunter

Medium Fiend · Chaotic Evil · CR 1/2

AC 13HP 22Speed 30 ft.

Rampage. When the gnoll reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.

Bite. +4, 1d4+2 piercing.

Spear. +4, 1d6+2 piercing (thrown 20/60 ft.).

Gnoll Pack Lord (Alpha)

Medium Fiend · Chaotic Evil · CR 5 · CR 5 · 1,800 XP

AC 16HP 110Speed 30 ft.

Rampage. When it reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.

Frenzied (≤55 HP). Gains an extra Spear attack as part of its Multiattack while below half HP.

Multiattack. 3 attacks (Bite + 2× Spear), or 4 while Frenzied.

Bite. +7, 1d8+5 piercing.

Spear. +7, 2d8+5 piercing.

Incite Rampage (Recharge 5–6). Up to 2 gnolls within 30 ft. each use their reaction to make a Bite attack.

Trail Hunter — NPC Ally

Medium Humanoid · Neutral Good · Bryn & Cael

AC 14HP 38Init 12

Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.

Shortsword. Melee +5. Hit: 1d6+3 piercing.

Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked target.


Encounter 2 — "Ruins of the Old Frontier Shrine"

Moderate  ·  ~50 min  ·  ~6–8 turns  ·  2,350 XP

Overview

Creatures

  • 10× Skeletal Hoplite
  • Skeletal Minotaur

🗺 Terrain & Features

Ruined Shrine & Courtyard — 120 ft. × 90 ft. (ruins + overgrown courtyard)

  • Broken columns throughout (half cover); 3× fallen stonework areas (difficult terrain)
  • Overgrown vines on the eastern wall — DC 13 Athletics to swing or climb
  • Inner courtyard with collapsed altar; cave entrance steps visible beyond the inner temple area
  • Sun-bleached stone under grey sky; strange stillness hangs over the ruins
Scaling
Easier: 6 Hoplites, 1 Minotaur (HP 45). Remove Reformation (skeletons die normally). No wave 2.
Harder: Wave 2 on round 3. Add 1 Skeletal Minotaur. Hoplites gain +2 HP each.

Baseline: 6× Lvl 8 baseline: 8 hoplites. Harder: 10.

Mechanics

Skill Checks
  • 🎲 Ruin Survivors & Scavenging — before or after combat. Pyrrha and Lysander shelter near the outer wall and can aid the party if approached.
  • DC 14 Persuasion (Pyrrha — Ruin Survivor) — reveals locations of the Polished Bronze Mirror and Stonechill Water vials
  • DC 15 History or Religion — party learns Skeletal Hoplites reform unless damaged by radiant, fire, or bludgeoning while prone
  • DC 12 Perception (approaching ruins) — notice patrol pattern; planning an ambush grants advantage on initiative
  • Show Aldric Vane's note to Old Lysander — Blind Priest → DC 13 Insight: he goes quiet, then says "Fire does not merely wound — it silences. What steel severs, flame must seal." He fully explains the Hydra's fire/regrowth weakness and drops recruitment-style aid to DC 8 for any follow-up request
  • DC 13 Insight (Lysander, without note) — he senses the party heads toward the cave and offers his Blindfolds freely if told they're going in
General
  • Patrol Routes: 5 hoplites in the outer courtyard; 5 hoplites + 2 skeletal minotaurs near the cave entrance steps
  • Shield Wall: Hoplites within 5 ft. of one another gain +2 AC. Separating them with pushes or forced movement removes this bonus
  • Hoplite Reformation: When a Skeletal Hoplite drops to 0 HP, it falls prone but does NOT die. On its next initiative count it rises with 5 HP — unless it took radiant, fire, or bludgeoning damage while prone
  • Minotaur Charge: Skeletal Minotaurs line up charge lanes through groups of PCs. Charged target makes DC 14 STR save or is knocked prone and pushed 10 ft.
  • Wave 2 (Round 4): 4 additional Skeletal Hoplites emerge from the cave entrance — posted inside. Signals escalating danger below
  • Pyrrha — Ruin Survivor knows where 2 scavengeable items are hidden — DC 14 Persuasion or offering rescue unlocks locations
  • Old Lysander — Blind Priest is blind; he knows the cave layout and carries Blindfolds he gives freely if the party intends to enter
🗡️ Scavengeable Items

Polished Bronze Mirror — under collapsed altar (inner courtyard). Gaze deflection via reflection; bonus action to angle at reflective surfaces (DC 14 Sleight of Hand).

Vials of Stonechill Water ×2 — cracked urn near cave steps. Throw (range 20 ft.): halve target speed; disadvantage on next save vs. breath effects.

Blindfold of Apollo ×3 — on Old Lysander — Blind Priest. Blindsight 15 ft.; immune to gaze-based effects while worn.

Oil of Stonecleansing ×1 — sealed pouch on dead adventurer, outer wall (DC 14 Investigation). Reverses petrification (<24 hrs) over 1 minute.

Fire Flask ×3 — provided by Old Lysander — Blind Priest when Aldric's note is shown (clay flasks of pitch-fat; 2d6 fire, bonus action throw 10 ft.).

Resolution

Ruin Survivors Recruited
Party scavenges items useful in Encounter 3 (see Scavengeable Items, above). Old Lysander — Blind Priest joins as a support NPC in Encounter 3 on initiative 10 if recruited (guidance, Cure Wounds, fire-lore callouts). He provides Fire Flask if Aldric's note is shown.

Creature Cards

Skeletal Hoplite

Medium Undead · Lawful Evil · CR 1/2

AC 14HP 26Speed 30 ft.

Shield Wall. +2 AC within 5 ft. of another hoplite.

Reformation. Rises with 5 HP unless radiant/fire/bludgeoning while prone.

Spear. +4, 1d6+2 piercing.

Shield Bash. +4, 1d4+2; DC 12 STR or prone.

Skeletal Minotaur

Large Undead · Chaotic Evil · CR 2

AC 12HP 67Speed 40 ft.

Charge. +2d8 piercing; DC 14 STR or pushed 10 ft. and prone.

Multiattack. Greataxe + Gore.

Greataxe. +6, 2d12+4 slashing.

Gore. +6, 2d8+4 piercing.

Pyrrha — Ruin Survivor

Medium Humanoid · Neutral Good · NPC

Role Knows scavenge locations. DC 14 Persuasion for mirror and vial locations. Patrol intel grants advantage on initiative.

Old Lysander — Blind Priest

Medium Humanoid · Neutral Good · NPC Ally

AC 11HP 36Init 10

sacred flame — 1d8 fire/radiant (+5)

cure wounds — 2d8+3

bless† — 3 creatures +1d4 attacks/saves

3× Blindfold of Apollo

3× Fire Flask (if note shown)

Full Hydra fire/regrowth explanation


Encounter 3 — "The Bilewyrm's Maw" (Boss)

Moderate  ·  ~70 min  ·  ~6–8 turns  ·  3,900 XP

Overview

Creatures

  • Marsh Hydra — 5 heads, HP 155, emerges from cave at encounter start
  • Optional allies: Trail Hunter — NPC Ally & Trail Hunter — NPC Ally (if Enc. 1 recruited), Old Lysander — Blind Priest (if Enc. 2 recruited)

🗺 Terrain & Features

Cave Entrance — 120 ft. × 90 ft.

  • Wide arena with flanking routes along stone cliff walls
  • Cave mouth: 30×25 ft., darkness beyond (60 ft. deep) — Hydra will not retreat inside
  • 4× large boulders (three-quarter cover, 5 ft. tall) — useful for hunters to perch on
  • 2× muddy bog pools (20×20 ft. each, 1–2 ft. deep) — difficult terrain
  • 2× bone piles (difficult terrain, 10×10 ft.) — remnants of previous victims
  • Stone cliff walls on north and south edges (30 ft. high, climbable DC 14 Athletics) — high ground advantage for ranged PCs
Scaling
Easier: Start with 4 heads. Remove Venomous Bite poison condition effect (keep the extra damage). Remove Bog Lurker difficult terrain.
Harder: Raise max heads to 9. Mud Thrash affects 20 ft. radius. Add Venomous Bite poison condition on all bites (not just on save failure).

Mechanics

  • The Hydra was sleeping at the cave mouth. It is not surprised — Wakeful trait applies. Roll initiative normally.
  • The area within 30 ft. of the Hydra is difficult terrain at all times (Bog Lurker trait) — mud and disturbed groundwater.
  • A head is severed when the Hydra takes 25 or more damage in a single turn from one or more melee attacks. DM marks severed heads on the tracker below.
  • At end of each Hydra turn: 2 new heads grow per head severed since its last turn, up to max 7 — unless fire damage was dealt to the Hydra this turn.
  • Hunters (if present) act on init 12, fire longbows from boulder cover. Bryn uses Hunter's Mark on the Hydra on turn 1.
  • Lysander (if present) opens with Sacred Flame on init 10. His radiant fire provides reliable fire damage each round — even if the party can't deal fire damage, Lysander alone may be enough to hold back regrowth.
  • Mud Thrash (recharge 5–6): anyone within 10 ft. risks being prone + restrained — particularly dangerous for melee fighters who are already in difficult terrain.
  • The Hydra has 4 additional reactions beyond its standard reaction (one per head beyond the first) — each usable only for opportunity attacks. Players moving out of its 10 ft. reach will trigger these.
🔥 Fire Mechanic — Preventing Head Regrowth
  • Core rule: If the Hydra took any fire damage this turn, no severed heads regrow at end of its turn.
  • Fire sources: Old Lysander — Blind Priest's Sacred Flame (1d8/turn), party fire spells, fire weapon attacks, or Fire Flask (2d6, bonus action at 10 ft. range).
  • Without Lysander and no fire sources: Hydra will cap at 7 heads by round 2–3. At 7 heads: 7 bite attacks/round, 4 opportunity reactions. Survivable but brutal.
  • Players who didn't recruit Lysander can learn the weakness with a DC 15 Nature or Arcana check (can attempt once per turn, any character). On success, they realize fire is the key.
  • If fire damage is inconsistent (some turns yes, some no), heads will partially regrow — manage this tension throughout the fight.
  • The Fire Flasks can be used as a bonus action (range 10 ft.) — helpful for melee PCs who can't cast fire spells but want to contribute to the fire mechanic on their turn.
NPC Allies in This Encounter
AllySourceRoleInitiative
Trail Hunter — NPC AllyEnc. 1Ranged DPS — Longbow +5, 1d8+3; Hunter's Mark +1d6 (1/enc)12
Trail Hunter — NPC AllyEnc. 1Ranged DPS — Longbow +5, 1d8+3 (consistent damage)12
Old Lysander — Blind PriestEnc. 2Fire damage (Sacred Flame) + Bless + emergency healing10
With all 3 NPCs: Lysander's Sacred Flame alone sustains fire coverage most rounds. Hunters deal ~10–14 damage/round combined. Fight is comfortably moderate.
With no NPCs: Fight is significantly harder — no guaranteed fire source, Hydra will likely reach 7 heads. Still winnable with good resource use.

Resolution

Victory
The Marsh Hydra is slain once its HP reaches 0. If fire damage was dealt on the same turn as the final head-severing blow, the kill is permanent — the stump is cauterized and cannot regrow.
Aftermath
  • Aldric Vane pays the party's bounty in full once they return to the village and confirm the Hydra's death.
  • Any recruited NPCs (Trail Hunter — NPC Ally, Old Lysander — Blind Priest) remain available as frontier contacts for future adventures.

Creature Cards

Marsh Hydra

Large Monstrosity · Unaligned · CR 8 (adjusted) · 3,900 XP

AC 15HP 155Heads 5 (max 7)STR 20 (+5)CON 20 (+5)Perception +6

Head Regrowth. 2 new heads per severed at end of turn (max 7), unless fire damage dealt this turn.

Multiple Heads. Adv. on saves vs. blinded, charmed, deafened, frightened, stunned, unconscious.

Reactive Heads. 1 extra reaction per head beyond first (OA only). Max +4 reactions.

Bog Lurker. 30 ft. radius difficult terrain; DC 13 Dex or −10 ft. speed.

Venomous Bite. DC 15 Con or +1d6 poison + poisoned condition on each hit.

Multiattack. Bites = current head count.

Bite. +8, reach 10 ft. Hit: 1d10+5 piercing + DC 15 Con (poison).

Mud Thrash (Recharge 5–6). 10 ft., DC 15 Str or prone + restrained (DC 13 Athletics escape).

Trail Hunter — NPC Ally

Medium Humanoid · Neutral Good · Bryn & Cael

AC 14HP 38Init 12

Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.

Shortsword. Melee +5. Hit: 1d6+3 piercing.

Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked target.

Old Lysander — Blind Priest

Medium Humanoid · Neutral Good · NPC Ally

AC 11HP 36Init 10

sacred flame — 1d8 fire/radiant (+5)

cure wounds — 2d8+3

bless† — 3 creatures +1d4 attacks/saves

3× Blindfold of Apollo

3× Fire Flask (if note shown)

Full Hydra fire/regrowth explanation

⚔️ Head Tracker (Click to toggle severed / regrown)

Active heads: 5  ·  Max: 7  ·  Reactions: 4

NPC Recruitment Tracker

Check off allies as the session progresses.

NPCEncounterSkill CheckEnc. 3 BonusRecruited?
Trail Hunter — NPC Ally & Trail Hunter — NPC AllyEnc. 1DC 12 Persuasion (or alt)+~14 ranged damage/round combined; Hunter's Mark 1d6
Old Lysander — Blind PriestEnc. 2DC 13 Insight; DC 8 with note shownSacred Flame (1d8 fire/turn), healing, 3× Fire Flasks, fire knowledge
0 NPCs: Hard fight, likely 7-head hydra for multiple turns.
1 NPC: Depends which — Lysander is higher impact than the hunters alone.
2–3 NPCs: Moderate, fire coverage reliable, fight should feel winnable but tense.
0 / 3

⚖️ 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 (including optional / difficulty-adjusted entries).

Creature Cards

Gnoll Hunter

Medium Fiend · Chaotic Evil · CR 1/2

AC 13HP 22Speed 30 ft.

Rampage. When the gnoll reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.

Bite. +4, 1d4+2 piercing.

Spear. +4, 1d6+2 piercing (thrown 20/60 ft.).

Gnoll Pack Lord (Alpha)

Medium Fiend · Chaotic Evil · CR 5 · CR 5 · 1,800 XP

AC 16HP 110Speed 30 ft.

Rampage. When it reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.

Frenzied (≤55 HP). Gains an extra Spear attack as part of its Multiattack while below half HP.

Multiattack. 3 attacks (Bite + 2× Spear), or 4 while Frenzied.

Bite. +7, 1d8+5 piercing.

Spear. +7, 2d8+5 piercing.

Incite Rampage (Recharge 5–6). Up to 2 gnolls within 30 ft. each use their reaction to make a Bite attack.

Marsh Hydra

Large Monstrosity · Unaligned · CR 8 (adjusted) · 3,900 XP

AC 15HP 155Heads 5 (max 7)STR 20 (+5)CON 20 (+5)Perception +6

Head Regrowth. 2 new heads per severed at end of turn (max 7), unless fire damage dealt this turn.

Multiple Heads. Adv. on saves vs. blinded, charmed, deafened, frightened, stunned, unconscious.

Reactive Heads. 1 extra reaction per head beyond first (OA only). Max +4 reactions.

Bog Lurker. 30 ft. radius difficult terrain; DC 13 Dex or −10 ft. speed.

Venomous Bite. DC 15 Con or +1d6 poison + poisoned condition on each hit.

Multiattack. Bites = current head count.

Bite. +8, reach 10 ft. Hit: 1d10+5 piercing + DC 15 Con (poison).

Mud Thrash (Recharge 5–6). 10 ft., DC 15 Str or prone + restrained (DC 13 Athletics escape).

Skeletal Hoplite

Medium Undead · Lawful Evil · CR 1/2

AC 14HP 26Speed 30 ft.

Shield Wall. +2 AC within 5 ft. of another hoplite.

Reformation. Rises with 5 HP unless radiant/fire/bludgeoning while prone.

Spear. +4, 1d6+2 piercing.

Shield Bash. +4, 1d4+2; DC 12 STR or prone.

Skeletal Minotaur

Large Undead · Chaotic Evil · CR 2

AC 12HP 67Speed 40 ft.

Charge. +2d8 piercing; DC 14 STR or pushed 10 ft. and prone.

Multiattack. Greataxe + Gore.

Greataxe. +6, 2d12+4 slashing.

Gore. +6, 2d8+4 piercing.

NPC Cards

Trail Hunter — NPC Ally

Medium Humanoid · Neutral Good · Bryn & Cael

AC 14HP 38Init 12

Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.

Shortsword. Melee +5. Hit: 1d6+3 piercing.

Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked target.

Pyrrha — Ruin Survivor

Medium Humanoid · Neutral Good · NPC

Role Knows scavenge locations. DC 14 Persuasion for mirror and vial locations. Patrol intel grants advantage on initiative.

Old Lysander — Blind Priest

Medium Humanoid · Neutral Good · NPC Ally

AC 11HP 36Init 10

sacred flame — 1d8 fire/radiant (+5)

cure wounds — 2d8+3

bless† — 3 creatures +1d4 attacks/saves

3× Blindfold of Apollo

3× Fire Flask (if note shown)

Full Hydra fire/regrowth explanation

Aldric Vane

Medium Humanoid · Village Elder · Questgiver (hook only)

Role Hires the party to stop disappearances along the forest road. Hands over a sealed note at session start (see Handouts) hinting at the Hydra's fire weakness.

Item Cards

Fire Flask

Improvised Weapon · Provided by Lysander · 3 Available

Description A clay flask of rendered fat mixed with marsh-pitch and a striker-wick. Shatters on impact, igniting in sticky flame.

Action Use Throw up to 20 ft. (+PB Dex to hit). On hit: 2d6 fire damage.

Bonus Action Use Throw up to 10 ft. (+PB Dex to hit). On hit: 2d6 fire damage. On miss: 1d6 fire splash to target anyway.

Special Any hit counts as fire damage dealt to the Hydra this turn — preventing head regrowth at end of the Hydra's turn.