The Wrath of Pyrakmon

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

📜 Session Summary

Style Mythic Sea Voyage / Dungeon Assault
Win Condition Defeat Pyrakmon, rescue Elara's crew, recover the Naxian Seal
Players 6 × Level 8
Est. Duration 3.5 hours
Encounters 3 combat encounters — Trireme Deck · Ruined Coastal Temple · Cyclops Sea Cave
Quest Object Wineskin of Maron — given by Elara at the start; payoff in Encounter 3

Description

A desperate Naxian merchant hires the party to brave the Isle of Kyklos, where the Elder Cyclops Pyrakmon has seized her crew and her most prized possession — the Naxian Seal, a trade charter with hidden divine power. The heroes must survive a harpy ambush at sea, navigate the petrifying domain of a vengeful Medusa, and finally confront Pyrakmon himself in his reeking cave. Elara has pressed a flask of supernaturally potent wine into their hands and assured them: "No giant can resist it."

"Sailors of fortune — my name is Elara of Naxos. The creature Pyrakmon has taken my crew and my livelihood from the waters between here and his wretched island. I offer eight hundred gold pieces to any soul brave enough to see them returned. Come to the Anchored Krater before the tide turns. I have a gift that may prove useful — something the giant cannot resist." — Note delivered by a harbour boy, sealed in blue wax: a wine-cup above crossed oars · Elara of Naxos, Merchant of the Aegean

Key NPCs

👤

Elara of Naxos — Quest Giver

Shrewd Aegean merchant. Provides the party with the Wineskin of Maron and a briefing: Pyrakmon is a glutton for fine wine and will accept it as a peace-offering before turning violent. Secret: The Naxian Seal is a Binding of Poseidon — the holder can command sea-spirits to fill or deny sails within ten miles. She hasn't told the party.

🐍

Kithara — Medusa of the Shattered Temple (Potential Ally)

Enslaved by Pyrakmon years ago and discarded when she displeased him. Now guards the ruined coastal temple in bitter solitude, animating the petrified remains of prior visitors. Hates Pyrakmon with cold ferocity. If convinced to stand down: reveals Pyrakmon's fire vulnerability, his blind spot, and that the crew is alive.

Captain Kairos — Trireme Captain (Ally)

Weathered sailor, loyal to Elara's coin. Commands 8 oarsmen. Survives Encounter 1 unless the DM rules otherwise; beaches the ship at the island's cove and waits. Will arrive at the cave mouth end of Round 6 in Encounter 3 if signalled, with 4 oarsmen to carry out survivors.

Creature / Enemy List

CreatureEasy (APL 4–6)Medium (APL 8)Hard (APL 10)Notes
Harpy 357 Enc. 1; Luring Song targets crew NPCs too
Harpy Matriarch 012 Enc. 1 leader; omit entirely for APL 4–5
Kithara (Medusa) 1*1*1* Enc. 2; *can be fully bypassed via negotiation
Skeleton Archer 246 Enc. 2; animated by Kithara — crumble instantly if she dies
Pyrakmon (Elder Cyclops) 1†1†1† Enc. 3 boss; †HP and Legendary Actions scale, see Difficulty section
Giant Cave Hound 123 Enc. 3; released by Pyrakmon as a bonus action on his first turn

Major Beats

  • Hook — The Anchored Krater: Elara briefs the party, hands them the Wineskin of Maron, and explains that Pyrakmon cannot resist divine wine — it is their best edge against him.
  • Encounter 1 — Storm of Feathers: A flock of Harpies led by a Harpy Matriarch attacks the trireme at sea. Whether or not the sails survive determines the party's rest before landing.
  • Encounter 2 — The Shattered Temple: Kithara the Medusa guards the path to the cave. Fight her (hard), sneak past (group check), or negotiate — if she stands down, she reveals Pyrakmon's fire vulnerability and confirms the crew is alive.
  • Encounter 3 — The Eye of Pyrakmon: Storm the Cyclops's sea cave. Use the Wineskin of Maron to gain a critical window — intoxicate Pyrakmon, target his single eye, and free Elara's crew from the bone cage at the rear of the cave.
  • Resolution: Crew freed and Naxian Seal recovered. Elara pays the reward and, if pressed, reveals the Seal's true power as a future-campaign hook.

Encounter 1 — Storm of Feathers

Medium ·  ~20–25 min  ·  ~4–5 rounds  ·  Open Aegean Sea

Overview

"Three hours out of harbour the clouds stack up ahead, green-grey and wrong. Then you hear it — a sound like bad flutes playing all at once from somewhere above the mast-line. Dark shapes wheel out of the overcast. One of the oarsmen below you stands up, drops his oar, and begins to walk toward the rail with his eyes half-shut." — Read-aloud, Encounter 1 opening

A flock of Harpies led by a hulking Harpy Matriarch descends from storm-cover and attacks the trireme. Two harpies immediately bank toward the sails while the Matriarch dives on the most heavily-armoured combatant visible on deck. The charmed oarsmen are the real clock — if enough of them walk overboard, the party cannot row to shore.

  • Style: Airborne ambush / ship defence
  • Win Condition: Kill or drive off all harpies before the sails are destroyed and before too many crew are lost overboard

Creatures

  • Harpy — CR 1 (200 XP ea.)
  • Harpy Matriarch — CR 3 (700 XP)

XP Budget

  • Base: 1,700 XP · Adjusted ×2.0: ~3,400 XP
  • APL 8 Medium threshold: 3,600 XP

🗺 Terrain & Features — Trireme Deck · 60 × 20 ft

Open-decked trireme in choppy seas. Oar banks run along both sides below the main deck; crew exposed at their benches. Strong gusting wind from the north-west.

  • Sails (2): AC 10, 20 HP each. Each destroyed sail: halves the rest before Encounter 2 (both intact = long rest; one down = short rest; both down = no rest, 1 level of Exhaustion on arrival)
  • Rigging: Rope ladders and horizontal spars — difficult terrain; DC 12 Athletics or Acrobatics to climb 15 ft. without using the Dash action
  • Crow's Nest: 25 ft. high, 5×5 ft. Excellent vantage for ranged PCs; DC 13 Athletics to reach in one action
  • Mast: Three-quarters cover for any creature directly behind it; 5 ft. wide
  • Oar Banks (below deck): Half cover for creatures crouching there; harpies making dive attacks below deck have disadvantage
  • Wind: Ranged attacks by PCs made against the wind (north-west arc) have disadvantage; harpy ranged attacks with the wind have advantage
  • Overboard: A creature at the rail that fails a DC 12 DEX save when pushed or charm-walked goes in; swimming in rough sea costs 15 ft. of movement per round; DC 14 Athletics each round or 1 level of Exhaustion
Scaling
Easier (APL 4–6): 3 Harpies, no Matriarch; Luring Song DC 9; sails have 30 HP each; only 5 crew.
Harder (APL 10): 7 Harpies + 2 Matriarchs; one Matriarch begins hidden in the crow's nest (auto-Surprise on any PC stationed there); sails reduced to 15 HP; 3 harpies target sails simultaneously from round 1.

Mechanics

General Rules
  • Initiative: Roll the 5 harpies as a group; roll the Matriarch separately
  • Luring Song — Crew NPCs: 8 crew have WIS +0; each makes a DC 11 save at the start of their turn. On a fail they spend their turn walking toward the nearest singing harpy. Three crew overboard = the ship cannot make harbour under sail or oar power alone (Kairos will improvise but the party drifts; treat as "both sails down" for rest purposes)
  • Sail Targeting: Two designated harpies (DM choice) spend their action clawing a sail (AC 10, no attack roll needed against Sail AC if uncontested). A PC can interpose as a reaction — they become the target instead, taking the harpy's claw attack automatically
  • Matriarch Dive Priority: She targets the highest-AC visible PC; uses Dive Bomb on round 1 (she moved 40 ft. descending from cloud cover); attempts Talon Rake grapple on round 2 and lifts the target 15 ft. into the rigging
  • Flee Threshold: Harpies with no Matriarch and 3+ harpies dead will scatter on the following round (DC 11 WIS group morale check — roll in the open)

Skill Checks

  • DC 12 Athletics / Acrobatics — Climb rigging to reach airborne harpies without Dashing
  • DC 13 Athletics (bonus action, must be adjacent) — Grab a charm-walking crew member before they go over the rail
  • DC 14 Animal Handling (action) — Calm a charmed crew member; breaks charm without an attack roll
  • DC 14 Performance (action) — Counter-sing to suppress Luring Song for one targeted crew member this round
  • DC 15 Perception — Spot the Matriarch lurking in cloud cover before round 1; she loses her Dive Bomb bonus action on round 1 if spotted
Non-Combat Options
  • Pouring a flask of oil on a sail and lighting it fills the immediate area with smoke (15-ft. radius): harpies within have disadvantage on attacks, but the sail loses 5 HP and may catch fully if oil is doubled
  • A PC that succeeds on the DC 14 Performance check to counter-sing becomes the Matriarch's primary target on her next turn (she is deeply offended)

Resolution

✅ Both Sails Intact
The trireme reaches the island at speed. Party earns a Long Rest aboard ship before landing and moving to Encounter 2.
⚠ One Sail Destroyed
The ship limps to shore under reduced canvas. Time lost to repairs. Party earns a Short Rest only before Encounter 2.
❌ Both Sails Destroyed
The party must row. Exhausted on arrival. No rest before Encounter 2; each PC begins it with 1 level of Exhaustion.
Aftermath
  • If the Matriarch dies while still grappling a PC in the air, her grip releases — the PC falls from whatever height she'd carried them (max 15 ft. = 1d6 bludgeoning)
  • Searching the Matriarch's body (DC 12 Investigation) reveals a silver armband engraved with a single staring eye and the letters ΠΥΡ — a hint that Pyrakmon deploys harpies as island sentinels
  • If 4+ crew were lost overboard, Captain Kairos cannot arrive to assist in Encounter 3 (he's managing the reduced crew)

Creature Cards

🦅

Harpy

CR 1 · 200 XP

Medium Monstrosity, Chaotic Evil

AC 11 HP 38 (7d8+7) Speed 20 ft., fly 40 ft.
STR12(+1)
DEX13(+1)
CON12(+1)
INT7(−2)
WIS10(+0)
CHA13(+1)
Luring Song. Each creature of the harpy's choice within 300 ft. that can hear must succeed DC 11 WIS save at the start of its turn or be Charmed and Incapacitated; uses all movement to move toward the harpy. Success grants 24-hour immunity.
Multiattack. One Claws and one Talons.
Claws. +3 to hit, 5 ft. Hit: 1d6+1 slashing.
Talons. +3 to hit, 5 ft. Hit: 2d6+1 piercing.
🦅

Harpy Matriarch

CR 3 · 700 XP

Large Monstrosity, Chaotic Evil · Custom

AC 13 (natural armor) HP 78 (12d8+24) Speed 20 ft., fly 60 ft.
STR14(+2)
DEX14(+2)
CON14(+2)
INT9(−1)
WIS12(+1)
CHA16(+3)
Saves DEX +4, WIS +3  |  Skills Intimidation +5, Perception +3
Luring Song (DC 14). As Harpy Luring Song but DC 14. While she sings, Harpies within 60 ft. may use their Reaction to make one Claws attack when a creature within 5 ft. stands up from Prone.
Multiattack. Two Claws attacks and one Talon Rake.
Claws. +4 to hit, 5 ft. Hit: 1d8+2 slashing.
Talon Rake. +4 to hit, 5 ft. Hit: 2d8+2 piercing. Target Grappled (escape DC 13) and carried up to 15 ft. vertically on the Matriarch's next move.
Dive Bomb. If she moved 20+ ft. in a straight line this turn, her next melee attack deals +2d6 damage.
Death Shriek. When reduced to 0 HP, all creatures within 30 ft. must succeed on DC 14 CON save or be Stunned until end of their next turn.

Encounter 2 — The Shattered Temple

Hard ·  ~30–35 min  ·  ~5–6 rounds  ·  Ruined Coastal Temple — or bypassed entirely

Overview

"The path to the sea caves runs through a ruined temple — marble columns broken at the waist, an open-air courtyard carpeted in fine grey grit. You stop. The grit is not grit. It is figures. Dozens of figures, crouching and frozen in postures of terror. Stone. All stone. And somewhere in the deep shade between the columns, something moves." — Read-aloud, Encounter 2 opening

The ruined coastal temple was once devoted to a forgotten sea-god, but Kithara — a Medusa cast off by Pyrakmon after years of servitude — has claimed it as her domain. She animates the petrified remains of previous victims as Skeleton Archers and lurks in the deep shadows between columns. She is not mindlessly hostile; she despises Pyrakmon. But she will strike without warning if she feels cornered.

  • Style: Gaze-threat combat, negotiation, or group stealth
  • Win Condition: Defeat or bypass Kithara; clear the temple to access the sea-cave path beyond
  • Bonus: Convince Kithara to stand down → she reveals Pyrakmon's fire weakness and confirms the crew is alive in the cave

Creatures

  • Kithara (Medusa) — CR 6 (2,300 XP)
  • Skeleton Archer — CR ¼ (50 XP ea.)

XP Budget

  • Base: 2,500 XP · Adjusted ×2.0: ~5,000 XP
  • APL 8 Hard threshold: ~7,200 XP — Hard due to Gaze

🗺 Terrain & Features — Ruined Coastal Temple · 80 × 60 ft

Open-air colonnaded courtyard on a sea cliff. Broken marble columns, shattered altar, petrified statues standing at odd angles, cliff-edge to the south (20 ft. drop to the rocks below).

  • Columns (8): 5×5 ft., provide three-quarters cover; height 15 ft. Blocking line-of-sight to Kithara prevents the Petrifying Gaze entirely. Kithara uses columns to break LoS between her turns
  • Deep Shadows (4 zones, 10×10 ft. ea.): Lightly obscured. Kithara blends in (DC 16 Perception to locate her while in shadow). She begins in shadow at combat start
  • Altar: Centre of courtyard; DC 14 Religion to recognise the sea-god — success grants Advantage on WIS saves vs. Petrifying Gaze for 1 hour (the god's blessing opposes Pyrakmon)
  • Polished Bronze Votary Shield: On the altar. Can be used as a mirror (see Mechanics); functions as a standard shield (AC +2) if picked up
  • Petrified Statues (4): Skeleton Archers animate from these on round 1. Prior to that, they block movement (difficult terrain if pushed into). AC 15, HP 20 if targeted
  • Cliff Edge (south): A creature pushed over falls 20 ft. to the rocks (2d6 bludgeoning) and is separated from the encounter until it climbs back up (DC 14 Athletics, uses full movement)
Scaling
Easier (APL 4–6): Kithara at 80 HP, Gaze DC 12; 2 Skeleton Archers; Persuasion DC reduced to 13.
Harder (APL 10): 6 Skeleton Archers; Kithara regains 10 HP at the start of her turn while any skeleton remains standing; Gaze DC 15.

Mechanics

Petrifying Gaze
  • Triggers at the start of each creature's turn if it can see Kithara's eyes and is within 30 ft.; Kithara must not be Incapacitated
  • Fail: Restrained (stone is spreading). Same creature fails again at the start of its next turn: Petrified. Greater Restoration or similar magic reverses Petrification
  • Avert Eyes (declare at start of turn): immune to Gaze that turn, but attacks against Kithara have Disadvantage
  • Skeletons are immune. Kithara herself is immune to Petrification
  • A creature Blinded by any means is also immune to the Gaze but Kithara can target them with her bow instead
The Bronze Mirror Shield
  • A PC that picks up the Polished Bronze Votary Shield can spend their action to angle it at Kithara
  • Kithara must succeed on a DC 15 CON save or be Restrained until end of her next turn (her own reflected gaze stuns her). She is immune to this effect after her first successful save
  • Using the mirror costs the full action — the PC cannot also attack; melee PCs should hand it off to a support character
Negotiation — Convincing Kithara to Stand Down
  • Kithara will pause hostilities if a PC spends their action to call out "We are enemies of Pyrakmon!" — she does not attack that PC this round (skeletons still act)
  • DC 15 Persuasion: She calls off the skeletons for 1 round and listens properly
  • DC 17 Persuasion + proof (e.g., showing the Wineskin of Maron or the Matriarch's armband): She stands down entirely, offers to speak, and hands over the Bronze Shield freely
  • If she stands down she reveals: (1) Pyrakmon's eye is vulnerable — fire attacks deal +2d6 to the eye specifically; (2) he has a slight blind spot to the right where old scarring rims the socket; (3) the sailors are alive, caged in bone and chain at the back of the cave
  • She will not join the party as a combatant, but promises to leave the island if they bring proof of Pyrakmon's death
Skeleton Archer Behaviour
  • Animate from four petrified statues on round 1 as Kithara's Bonus Action ("Awaken Dead")
  • If Kithara is killed, all four skeletons crumble to dust instantly
  • If negotiation succeeds before round 1, skeletons never animate
  • Skeletons prioritise targeting PCs who are not averting eyes — they want faces turned toward Kithara

Resolution

✅ Kithara Defeated in Combat
Skeletons crumble. Path open. As a dying action Kithara can whisper her intel about Pyrakmon's eye (DM's call — a merciful finishing blow earns it). Loot: Polished Bronze Shield, 3× pearl earrings (20 gp ea.), scales fragment with a crude map of the cave interior (DC 13 Investigation to recognise).
✅ Kithara Negotiated Into Neutrality
She stands aside, gives the Bronze Shield freely, and provides full intel: fire bonus damage, blind spot, crew location. Award full combat XP for the roleplay resolution. She is a potential future recurring NPC.
🎲 Party Attempts Group Stealth Bypass
DC 14 group Stealth check. Success: no combat, no intel. Failure: Kithara attacks with Surprise — all PCs must succeed DC 14 CON save or start combat Restrained.
Aftermath
  • Any PC who was Petrified and then freed is Stunned until the end of their next turn (stone-shock disorientation)
  • If the cave map fragment is found, the DM may sketch its basic shape for the players — showing the fire pit location, the cage at the rear wall, and the rock-pile columns

Creature Cards

🐍

Kithara (Medusa)

CR 6 · 2,300 XP

Medium Monstrosity, Lawful Neutral · Potential Ally

AC 15 (natural armor) HP 127 (17d8+51) Speed 30 ft. Darkvision 60 ft.
STR10(+0)
DEX15(+2)
CON16(+3)
INT12(+1)
WIS13(+1)
CHA15(+2)
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Petrifying Gaze. When a creature that can see Kithara's eyes starts its turn within 30 ft., Kithara can force a DC 14 CON save. Fail: Restrained. Fail again next turn: Petrified (Greater Restoration to cure). Creatures can Avert Eyes (immune to Gaze that turn; disadvantage on attacks vs. Kithara).
Multiattack. One Snake Hair + two Shortsword, or three Longbow.
Snake Hair. +5 to hit, 5 ft. Hit: 4d6+2 poison. DC 14 CON or Poisoned 1 hour.
Shortsword. +5 to hit, 5 ft. Hit: 1d6+2 piercing.
Longbow. +5 to hit, 150/600 ft. Hit: 1d8+2 piercing.
Awaken Dead (1/combat). Up to 4 petrified corpses within 60 ft. animate as Skeleton Archers under her control. Crumble instantly if Kithara dies.
💀

Skeleton Archer

CR ¼ · 50 XP

Medium Undead, Lawful Evil

AC 13 (armor scraps) HP 13 (2d8+4) Speed 30 ft. Darkvision 60 ft.
STR10(+0)
DEX14(+2)
CON15(+2)
INT6(−2)
WIS8(−1)
CHA5(−3)
Vulnerabilities Bludgeoning  |  Immunities Poison; Exhaustion, Poisoned
Shortbow. +4 to hit, 80/320 ft. Hit: 1d6+2 piercing.
Shortsword. +4 to hit, 5 ft. Hit: 1d6+2 piercing.

Encounter 3 — The Eye of Pyrakmon (Boss)

Deadly ·  ~40–45 min  ·  ~7–8 rounds  ·  Sea Cave Interior  ·  Rescue Objective

Overview

"The cave breathes. There is no other word for it — a slow, rhythmic exhalation of warm and foul air from the dark ahead. Then you see the fire: a pit, perhaps ten feet across, fed with ships' timber. And in its light, the thing that built it. Twenty feet of grey skin and knotted black hair. One eye. One eye the size of a dinner platter, reflecting the firelight like molten copper. It turns toward you, and it smiles." — Read-aloud, Encounter 3 opening

The sea cave of Pyrakmon reeks of brine and old meat. A central fire pit casts orange light across crude wall-carvings. Two Giant Cave Hounds are chained near the entrance and strain at their iron leads. Against the far wall, Elara's six sailors are jammed into a cage of whalebone and chain. The Wineskin of Maron that Elara provided is the single best tactical tool in this encounter — use it before initiative if possible.

  • Style: Deadly boss fight / rescue mission
  • Win Condition: Reduce Pyrakmon to 0 HP
  • Bonus Objective: Free all 6 sailors without any dying (cage: AC 12, HP 40; or DC 20 Athletics to wrench open)
  • Quest Item: Naxian Seal is in Pyrakmon's "shiny pile" at the north wall (DC 14 Investigation to find amid the hoard)

Creatures

  • Pyrakmon, Elder Cyclops — CR 10 (~5,900 XP)
  • Giant Cave Hound — CR 1 (200 XP ea.)

XP Budget

  • Base: ~6,300 XP · Adjusted ×1.5: ~9,450 XP
  • APL 8 Deadly threshold: ~11,400 XP — use Wineskin to compensate

🗺 Terrain & Features — Pyrakmon's Sea Cave · 120 × 80 ft

Enormous sea cave; ceiling 30 ft. high. Rocky floor with uneven shelves (difficult terrain in marked zones). Tidal pool at the south end; fire pit in the centre; crude carved columns of natural rock at intervals.

  • Central Fire Pit (15×15 ft.): Entering deals 3d6 fire (DC 14 DEX half). Pyrakmon attempts to shove adjacent PCs into it — treat as a Shove action whenever he is within 10 ft. of the pit and makes a Greatclub attack (the attack itself and a free shove attempt)
  • Bone Cage (north wall): AC 12, HP 40; immune to psychic and poison. Contains 6 sailors (each at 1d4 HP). Each sailor freed while Pyrakmon is alive has a 1-in-4 chance of being targeted by his next Rock throw (DC 15 DEX or 4d10+7 bludgeoning)
  • Dog Chains (entrance): Two iron chains; DC 18 Athletics (action) to break one early. Pyrakmon releases both as a Bonus Action on his first turn
  • Rock Piles (4 columns, north end): Pyrakmon's ranged ammunition. He can pick up a new rock as a free object interaction (he never runs out in his own cave)
  • Stalactite Cluster (above fire pit): DC 16 Attack roll or Strength check to strike the anchor-point — drops stalactites on the pit in a 20-ft. radius: 2d10 bludgeoning to all in zone, DC 16 DEX half; also extinguishes the fire, reducing visibility to dim light in the cave
  • Tidal Pool (south, 20×20 ft., 3 ft. deep): Difficult terrain; Pyrakmon cannot enter (too cramped for his legs). Cave Hounds avoid it. Safe refuge for freed sailors
Scaling
Easier (APL 4–6): Pyrakmon at 140 HP, STR 20 (+5); remove Legendary Actions and Legendary Resistance; 1 Cave Hound; Wineskin save DC 14.
Harder (APL 10): Pyrakmon at 240 HP, STR 27 (+8); 3 Cave Hounds; add Lair Action on Initiative Count 20 (cave shakes — all creatures make DC 15 STR save or fall Prone); fire attacks grant no bonus vs. the eye (he has crudely armoured it with a bronze plate, visible as a flat gleam).

Mechanics

The Wineskin of Maron — Quest Payoff
  • Pre-Combat Offer (best use): If the party approaches openly and offers the wine before initiative, Pyrakmon accepts greedily. He is Distracted for 1 full round — the party gets a free surprise round of actions before he rolls initiative
  • In Combat (action): A PC adjacent to Pyrakmon attempts to tip the flask into his mouth — DC 15 Athletics or Sleight of Hand. Success: delivers 1 measure. Pyrakmon has Disadvantage on the DC 17 CON save (Giants cannot resist Maron's wine)
  • On Failed CON Save: Pyrakmon is Poisoned (disadvantage on attacks and ability checks) and Incapacitated until the end of his next turn
  • On Successful CON Save: Pyrakmon is Poisoned only (no incapacitation)
  • All 3 uses delivered: Automatic fail. Incapacitated for 2 full rounds. See Eye below for the blinding window
  • Each use = 1 measure of wine; target must be willing or grappled for each dose
Pyrakmon's Eye — Weak Point
  • The eye can be targeted while Pyrakmon is Incapacitated or Restrained — a called shot (action), attack roll against AC 20. On a hit that deals 15+ damage in a single strike, Pyrakmon is Blinded permanently for the rest of the encounter
  • Blinded: all his attack rolls and Perception checks have Disadvantage; Rock attacks also still have their existing Disadvantage (double Disadvantage = still just Disadvantage by 2024 rules, but feels appropriately desperate)
  • If Kithara gave the party intel in Encounter 2: fire attacks to the eye deal +2d6 bonus fire damage on a hit, making the 15-damage threshold much easier to hit
  • A Blinded Pyrakmon becomes Frightened of any PC he cannot locate (Invisible or behind total cover) and will use Legendary Actions offensively against known targets only
Pyrakmon's Combat Priorities (AI)
  • Round 1: Earthshaker charge toward the densest group; Bonus Action to release hounds; Multiattack on the nearest PC
  • Rounds 2–3: Continues Multiattack on most-damaged target; uses Fling on any Medium or smaller PC who has been hitting him consistently; saves Rock for PCs who are at range and have dealt significant damage
  • Rounds 4–5: If below 100 HP, begins manoeuvring toward fire pit to shove PCs in; uses Thunderous Roar if it recharges; Legendary Move action to close on fleeing PCs
  • Parley at 50 HP: Pyrakmon roars for a pause: "Give me your shiniest thing and go." If refused or attacked, he fights to the death and his Blind Swipe reaction becomes free-use (not once per round) — he is berserk
Freeing the Sailors
  • Cage requires 40 HP damage or DC 20 Athletics (action). Each action spent on the cage while Pyrakmon is alive: 1-in-4 chance a sailor is targeted by his next Rock (DM rolls openly)
  • Freed sailors should be directed to the tidal pool (south) — Pyrakmon cannot reach them there
  • Captain Kairos (if alive and signalled) arrives end of Round 6 with 4 oarsmen to carry out the injured

Resolution

✅ Full Victory — All Crew Freed
Pyrakmon defeated, all 6 sailors alive. Naxian Seal recovered from the hoard. Elara pays 800 gp as promised plus a 200 gp bonus. She then reveals the Seal's true power as a potential hook for future adventures.
⚠ Partial Victory — Some Crew Lost
Pyrakmon defeated but sailors died. Elara pays the 800 gp, is visibly shaken, no bonus. The Naxian Seal is still recoverable.
🏃 Tactical Retreat
Pyrakmon does not pursue past the cave mouth — he doesn't leave his lair. The party can regroup and return; Pyrakmon will not have regenerated HP. Sailors remain caged until he is dealt with.
Loot
  • 800 gp quest reward from Elara (+200 bonus if all crew alive)
  • Pyrakmon's Hoard: 1,200 gp in mixed coin and jewellery; 2× Spell Scroll (Protection from Evil and Good; Stone Shape); 1× Trident of Fish Command (DMG)
  • Naxian Seal — quest item; recoverable with DC 14 Investigation; see Elara's Secret for true value
  • Polished Bronze Shield from Encounter 2 (if not yet taken) — if the party blessed it at the altar, treat as a +1 Shield for the remainder of the campaign

Creature Cards

🗿

Pyrakmon, Elder Cyclops

CR 10 · ~5,900 XP

Huge Giant, Chaotic Neutral · Boss · Custom

AC 16 (natural armor) HP 200 (16d12+80) Speed 40 ft. Darkvision 60 ft.
STR25(+7)
DEX9(−1)
CON21(+5)
INT8(−1)
WIS10(+0)
CHA9(−1)
Saves STR +11, CON +9  |  Skills Athletics +11, Perception +4
Single Eye. Disadvantage on Perception checks beyond 30 ft. and on all ranged attack rolls. Cannot detect invisible creatures.
Earthshaker. When Pyrakmon moves 20+ ft. during his turn, each creature within 10 ft. must succeed DC 19 STR save or be knocked Prone.
Legendary Resistance (2/Day). If Pyrakmon fails a saving throw, he can choose to succeed instead.
Multiattack. Two Greatclub attacks.
Greatclub. +11 to hit, reach 10 ft. Hit: 3d8+7 bludgeoning.
Rock (has Disadvantage). +11 to hit, 30/120 ft. Hit: 4d10+7 bludgeoning. DC 19 STR save or knocked Prone.
Fling. One Medium or smaller creature within 10 ft.: DC 19 STR save or hurled 30 ft., Prone, 3d8+7 bludgeoning. Creatures in landing zone: 2d6 bludgeoning (DC 15 DEX half).
Thunderous Roar (Recharge 5–6). All creatures within 30 ft. that can hear: DC 15 WIS save or Frightened until end of their next turn.
Blind Swipe. When hit by a melee attack, Pyrakmon makes one Greatclub attack against the attacker. Triggers once per round.
Move (Cost 1). Move up to half speed without provoking opportunity attacks.
Stomp (Cost 1). One creature within 10 ft.: DC 19 DEX save or 2d6+7 bludgeoning and Prone.
Sweep (Cost 2). One Greatclub attack against every creature within 10 ft.
🐺

Giant Cave Hound

CR 1 · 200 XP

Large Beast, Unaligned · Pyrakmon's Pets (reskinned Dire Wolf)

AC 14 (natural armor) HP 37 (5d10+10) Speed 50 ft. Darkvision 60 ft.
STR17(+3)
DEX15(+2)
CON15(+2)
INT3(−4)
WIS12(+1)
CHA7(−2)
Skills Perception +3, Stealth +4
Pack Tactics. Advantage on attack rolls if an ally is within 5 ft. of the target and not Incapacitated.
Bite. +5 to hit, 5 ft. Hit: 2d6+3 piercing. DC 13 STR 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 and lore cards for every creature, NPC, and item in this session, including difficulty-adjusted variants.

Creature Cards

🦅

Harpy

CR 1 · 200 XP

Medium Monstrosity, Chaotic Evil

AC 11 HP 38 (7d8+7) Speed 20 ft., fly 40 ft.
STR12(+1)
DEX13(+1)
CON12(+1)
INT7(−2)
WIS10(+0)
CHA13(+1)
Luring Song. Each creature of the harpy's choice within 300 ft. that can hear must succeed DC 11 WIS save at the start of its turn or be Charmed and Incapacitated; uses all movement to move toward the harpy. A creature that succeeds is immune for 24 hours.
Multiattack. One Claws and one Talons attack.
Claws. +3 to hit, 5 ft. Hit: 1d6+1 slashing.
Talons. +3 to hit, 5 ft. Hit: 2d6+1 piercing.
🦅

Harpy Matriarch

CR 3 · 700 XP

Large Monstrosity, Chaotic Evil · Custom

AC 13 (natural armor) HP 78 (12d8+24) Speed 20 ft., fly 60 ft.
STR14(+2)
DEX14(+2)
CON14(+2)
INT9(−1)
WIS12(+1)
CHA16(+3)
Saves DEX +4, WIS +3  |  Skills Intimidation +5, Perception +3
Luring Song (DC 14). As Harpy Luring Song but DC 14. While she sings, Harpies within 60 ft. may use their Reaction to make one Claws attack when a creature within 5 ft. stands up from Prone.
Multiattack. Two Claws attacks and one Talon Rake.
Claws. +4 to hit, 5 ft. Hit: 1d8+2 slashing.
Talon Rake. +4 to hit, 5 ft. Hit: 2d8+2 piercing. Target Grappled (escape DC 13) and carried up to 15 ft. vertically.
Dive Bomb. If she moved 20+ ft. in a straight line this turn, next melee attack deals +2d6 damage.
Death Shriek. When reduced to 0 HP, all within 30 ft. make DC 14 CON save or Stunned until end of their next turn.
🐍

Kithara (Medusa)

CR 6 · 2,300 XP

Medium Monstrosity, Lawful Neutral · Potential Ally

AC 15 (natural armor) HP 127 (17d8+51) Speed 30 ft. Darkvision 60 ft.
STR10(+0)
DEX15(+2)
CON16(+3)
INT12(+1)
WIS13(+1)
CHA15(+2)
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Petrifying Gaze. DC 14 CON save when a creature that can see her eyes starts its turn within 30 ft. Fail: Restrained. Fail again next turn: Petrified (Greater Restoration to cure). Creatures can Avert Eyes: immune to Gaze that turn; Disadvantage on attacks vs. Kithara.
Multiattack. One Snake Hair + two Shortsword, or three Longbow.
Snake Hair. +5 to hit, 5 ft. Hit: 4d6+2 poison. DC 14 CON or Poisoned 1 hour.
Shortsword. +5 to hit, 5 ft. Hit: 1d6+2 piercing.
Longbow. +5 to hit, 150/600 ft. Hit: 1d8+2 piercing.
Awaken Dead (1/combat). Animates up to 4 petrified corpses within 60 ft. as Skeleton Archers. They crumble instantly if Kithara dies.
💀

Skeleton Archer

CR ¼ · 50 XP

Medium Undead, Lawful Evil

AC 13 (armor scraps) HP 13 (2d8+4) Speed 30 ft. Darkvision 60 ft.
STR10(+0)
DEX14(+2)
CON15(+2)
INT6(−2)
WIS8(−1)
CHA5(−3)
Vulnerabilities Bludgeoning  |  Immunities Poison; Exhaustion, Poisoned
Shortbow. +4 to hit, 80/320 ft. Hit: 1d6+2 piercing.
Shortsword. +4 to hit, 5 ft. Hit: 1d6+2 piercing.
🗿

Pyrakmon, Elder Cyclops

CR 10 · ~5,900 XP

Huge Giant, Chaotic Neutral · Boss · Custom

AC 16 (natural armor) HP 200 (16d12+80) Speed 40 ft. Darkvision 60 ft.
STR25(+7)
DEX9(−1)
CON21(+5)
INT8(−1)
WIS10(+0)
CHA9(−1)
Saves STR +11, CON +9  |  Skills Athletics +11, Perception +4
Single Eye. Disadvantage on Perception checks beyond 30 ft. and on all ranged attack rolls. Cannot detect Invisible creatures.
Earthshaker. When moving 20+ ft. during his turn, each creature within 10 ft. makes DC 19 STR save or falls Prone.
Legendary Resistance (2/Day). On a failed save, may choose to succeed instead.
Multiattack. Two Greatclub attacks.
Greatclub. +11 to hit, reach 10 ft. Hit: 3d8+7 bludgeoning.
Rock (Disadvantage). +11 to hit, 30/120 ft. Hit: 4d10+7 bludgeoning. DC 19 STR save or Prone.
Fling. One Medium or smaller creature within 10 ft.: DC 19 STR save or hurled 30 ft., Prone, 3d8+7 bludgeoning. Landing zone: 2d6 bludgeoning (DC 15 DEX half).
Thunderous Roar (Recharge 5–6). All within 30 ft. that can hear: DC 15 WIS or Frightened until end of their next turn.
Blind Swipe. When hit by a melee attack, make one Greatclub attack vs. the attacker. Triggers once per round.
Move (Cost 1). Move up to half speed; no opportunity attacks.
Stomp (Cost 1). One creature within 10 ft.: DC 19 DEX or 2d6+7 bludgeoning + Prone.
Sweep (Cost 2). One Greatclub attack vs. every creature within 10 ft.
🐺

Giant Cave Hound

CR 1 · 200 XP

Large Beast, Unaligned · Pyrakmon's Pets

AC 14 (natural armor) HP 37 (5d10+10) Speed 50 ft. Darkvision 60 ft.
STR17(+3)
DEX15(+2)
CON15(+2)
INT3(−4)
WIS12(+1)
CHA7(−2)
Skills Perception +3, Stealth +4
Pack Tactics. Advantage on attack rolls if an ally is within 5 ft. of the target and not Incapacitated.
Bite. +5 to hit, 5 ft. Hit: 2d6+3 piercing. DC 13 STR save or knocked Prone.

NPC Cards

👤

Elara of Naxos

Quest Giver

Medium Humanoid (Human), Neutral Good · Non-Combatant

Role Merchant, Naxos Languages Common, Elvish
Sharp-eyed woman, mid-forties, salt-bleached hair, ink-stained fingers. Smells of sea air and expensive perfume. Rarely raises her voice; never bluffs when she can negotiate. Carries a small bronze knife but will not fight.
Rescue her 6-person crew. Recover the Naxian Seal. Return home. Pays 800 gp on delivery of the Seal, +200 gp bonus if all six crew survived.
The Naxian Seal is not merely a trade charter. Its engravings are a Binding of Poseidon — the holder can command minor sea-spirits to fill or deny sails within 10 miles. She has not told the party, fearing they may keep it.
"The Seal is mine by Naxian law and Poseidon's own blessing. What you do with that knowledge afterward is your own affair." Will offer one additional magic item from her warehouse as a trade for silence.

Item Cards

Wineskin of Maron

Quest Item · 3 Uses

Wondrous Item (Uncommon) · Given by Elara at session start

Weight 2 lb. Appearance Hammered gold flask, grape-vine relief
Wine from the vineyards of Maron, priest of Apollo. Supernaturally potent — a single cup renders mortals helpless; three cups would fell a horse. Giants and other great creatures who drink it have disadvantage on the Constitution save.
Offer to Pyrakmon before initiative is rolled. He accepts greedily. He is Distracted for 1 full round — the party gets a free surprise round of actions before combat begins.
Adjacent to target: DC 15 Athletics or Sleight of Hand to deliver 1 measure. Target (Pyrakmon: Disadvantage) makes DC 17 CON save. Fail: Poisoned + Incapacitated until end of next turn. Success: Poisoned only (disadvantage on attacks/checks).
Target automatically fails the save. Incapacitated for 2 full rounds. If the eye is struck for 15+ damage in a single hit during this window: target is Blinded permanently for the rest of the encounter.
Each use = 1 measure of wine; 3 uses total. Target must be willing or Grappled to receive each dose. The wineskin is a potential campaign hook — only Maron's vineyard can produce more.