The Weeping Maw

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

SESSION SUMMARY

Village elder Aldric Vane hires the party to stop disappearances along the forest road. A Marsh Hydra has claimed a cave deep in the wild. Aldric hands over a sealed note at session start — show it to the blind priest at the old shrine to learn the fire weakness and gain Fire Flasks.

"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

Major Beats

  1. Aldric delivers the quest, sealed note, and warning: "seek allies before they reach the cave."
  2. Enc. 1 — Thornwood Ambush: Free Bryn & Cael from gnolls; recruit them for Enc. 3.
  3. Party reaches overgrown frontier-shrine ruins under a grey sky; undead patrol the courtyard.
  4. Enc. 2 — Old Frontier Shrine: Clear skeletal guardians; scavenge items; recruit Lysander (show note for fire lore + 3× Fire Flask).
  5. Dusk at the cave mouth — bones, shuddering ground; the Hydra emerges.
  6. Enc. 3 — The Bilewyrm's Maw: Sever heads; burn stumps same turn. Recruited NPCs assist. Victory ends the disappearances.

Creature / Enemy List

CreatureEasyMediumHardNotes
Gnoll Hunter467Enc. 1; 2 guard the bound hunters
Gnoll Pack Lord (Alpha)111Enc. 1; Easy: no Frenzied; Hard: Incite ASAP
Skeletal Hoplite6810Enc. 2; Harder + Wave 2 (+4 on rd 4)
Skeletal Minotaur123Enc. 2; Easy HP 45
Marsh Hydra1 (4 heads)1 (5 / max 7)1 (max 9)Enc. 3 boss
Trail Hunters (Bryn & Cael)Recruit Enc. 1Allies Enc. 3 · Init 12
Old LysanderRecruit Enc. 2Support Enc. 3 · Init 10 · fire coverage

Difficulty Scaling

EncounterEasyMedium (baseline)Hard
1 — Ambush4 Hunters; Pack Lord no Frenzied6 Hunters + Pack Lord+1 Hunter; Incite Rampage immediately
2 — Shrine6 Hoplites, 1 Minotaur (HP 45); no Reformation; no wave 28 Hoplites, 2 Minotaurs10 Hoplites (+2 HP); +1 Minotaur; Wave 2 on rd 3
3 — Maw4 heads; no poison condition; no Bog Lurker DT5 heads, max 7Max 9 heads; Mud Thrash 20 ft; poison on all bites
Note payoff: Show Aldric's note to Lysander (Enc. 2) → full fire/regrowth explanation + 3× Fire Flask. Without Lysander: discover mid-fight with DC 15 Nature/Arcana (1/turn) — likely face 7 heads first. Skip ruins → same risk.
NPC recruitment impact (Enc. 3): 0 NPCs = hard, likely 7-head hydra for several turns. Lysander alone > hunters alone (Sacred Flame = reliable fire/turn). 2–3 NPCs = moderate, fire coverage reliable.

ENCOUNTER 1 — The Thornwood Ambush

Moderate · ~45 min · ~4–5 turns · 3,000 XP  |  Terrain: Forest Trail 80×60 ft

6× Gnoll Hunter + 1× Pack Lord mid-ambush; Bryn & Cael bound by overturned cart. Win: defeat gnolls, free hunters, recruit for Enc. 3.

Failure: Hunters not recruited → Enc. 3 has no ranged DPS (~10–14 dmg/rd) and no Hunter's Mark.
Resolution: 2× Trail Hunter join Enc. 3 — boulder perch, longbow, init 12. Bryn uses Hunter's Mark on Hydra turn 1.

ENCOUNTER 2 — Ruins of the Old Frontier Shrine

Moderate · ~50 min · ~6–8 turns · 2,350 XP  |  Terrain: Ruined Shrine & Courtyard 120×90 ft

Baseline 8× Skeletal Hoplite + 2× Skeletal Minotaur (overview lists 10/3 for denser load). Pyrrha & Lysander shelter at outer wall. Win: clear undead; scavenge; recruit Lysander.

Failure: No Lysander / no note → no guaranteed Enc. 3 fire source; party must discover weakness mid-fight.
Resolution: Scavenge items for Enc. 3. Lysander joins Enc. 3 on init 10 (Sacred Flame, Cure Wounds, Bless, fire callouts) if recruited.

ENCOUNTER 3 — The Bilewyrm's Maw (Boss)

Moderate · ~70 min · ~6–8 turns · 3,900 XP  |  Terrain: Cave Entrance 120×90 ft

1× Marsh Hydra (5 heads, HP 155) at cave mouth — not surprised (Wakeful). Optional allies: hunters (init 12), Lysander (init 10). Win: reduce Hydra to 0 HP; fire on final sever turn = permanent kill.

Failure / no fire: 7-head hydra for multiple turns — brutal but survivable with strong resources.
Victory: HP 0 ends fight. Fire on final head-sever turn cauterizes stump permanently. Aldric pays bounty on return; recruited NPCs stay as frontier contacts.

CREATURE STAT BLOCKS

Gnoll Hunter

Medium Fiend · Chaotic Evil · CR 1/2

AC 13 · HP 22 · Speed 30 ft.

Rampage. Drop creature to 0 HP with melee → move ≤½ speed + Bite as BA.

  • Bite. +4, 1d4+2 piercing.
  • Spear. +4, 1d6+2 piercing (thrown 20/60 ft.).

Gnoll Pack Lord (Alpha)

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

AC 16 · HP 110 · Speed 30 ft.

Rampage. Same as Hunter. Frenzied (≤55 HP). Extra Spear on Multiattack.

  • Multiattack. Bite + 2× Spear (4 attacks while Frenzied).
  • Bite. +7, 1d8+5 piercing. Spear. +7, 2d8+5 piercing.
  • BA Incite Rampage (recharge 5–6). Up to 2 gnolls in 30 ft. use reaction to Bite.

Skeletal Hoplite

Medium Undead · Lawful Evil · CR 1/2

AC 14 · HP 26 · Speed 30 ft.

Shield Wall. +2 AC within 5 ft. of another hoplite. Reformation. 0 HP → prone; rises next init 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 12 · HP 67 · Speed 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.

Marsh Hydra

Large Monstrosity · Unaligned · CR 8 (adj.) · 3,900 XP · Boss

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

Head Regrowth. +2 heads per severed at end of turn (max 7) unless fire damage this turn. Multiple Heads. Adv. vs. blinded/charmed/deafened/frightened/stunned/unconscious. Reactive Heads. +1 reaction/head beyond 1st (OA only; max +4). Bog Lurker. 30 ft DT; DC 13 Dex or −10 ft. Venomous Bite. DC 15 Con or +1d6 poison + poisoned.

  • 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 · Recruit Enc. 1

AC 14 · HP 38 · Init 12

  • Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.
  • Shortsword. Melee +5. Hit: 1d6+3 piercing.
  • BA Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked.

Old Lysander — Blind Priest

Medium Humanoid · Neutral Good · NPC Ally · Recruit Enc. 2

AC 11 · HP 36 · Init 10 · Spell save DC 13

  • sacred flame — 1d8 fire/radiant (+5) · reliable Enc. 3 fire coverage
  • cure wounds — 2d8+3 · bless† — 3 creatures +1d4 attacks/saves
  • Provides: 3× Blindfold of Apollo; 3× Fire Flask (if note shown); full Hydra fire/regrowth lore

KEY ITEMS

Aldric's Sealed Note

Handout · Given at session start

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

Payoff (Enc. 2): Show to Lysander → he recognizes Aldric's hand, explains: burn the stump the same turn a head is severed or it regrows; gives 3× Fire Flask; recruitment aid DC 8.

Without note/Lysander: DC 15 Nature/Arcana mid-fight (1/turn) to discover fire weakness.

Fire Flask ×3

Improvised Weapon · From Lysander (note shown)

Clay flask of marsh-pitch fat + striker-wick. Shatters; sticky flame.

  • Action: Throw ≤20 ft (+PB Dex). Hit: 2d6 fire.
  • Bonus Action: Throw ≤10 ft (+PB Dex). Hit: 2d6 fire; miss: 1d6 splash to target.
  • Special: Any hit = fire damage to Hydra this turn → no head regrowth at end of Hydra's turn.

Polished Bronze Mirror

Scavenge · Collapsed altar (inner courtyard)

Gaze deflection via reflection. Bonus action to angle at reflective surfaces (DC 14 Sleight of Hand). Location unlocked via Pyrrha (DC 14 Persuasion / rescue).

Vials of Stonechill Water ×2

Scavenge · Cracked urn near cave steps

Throw range 20 ft.: target speed halved; disadvantage on next save vs. breath effects. Pyrrha reveals location (DC 14 Persuasion).

Blindfold of Apollo ×3

From Lysander · Freely given if party enters cave

While worn: blindsight 15 ft.; immune to gaze-based effects. Lysander carries them; offers freely if told the party intends to enter (or with note path).

Oil of Stonecleansing ×1

Scavenge · Dead adventurer, outer wall

Find with DC 14 Investigation. Reverses petrification (<24 hrs) over 1 minute.

NPC QUICK REFERENCE

Aldric Vane — Questgiver

  • Role: Village elder; hook only (does not adventure).
  • Motivation: Stop disappearances along the forest road; reopen the frontier route.
  • Gives: Sealed note hinting at fire weakness + blind priest at the shrine; warns to seek allies before the cave.
  • Aftermath: Pays bounty in full when Hydra death is confirmed.
  • Stats: Medium Humanoid · Village Elder · noncombat.

Bryn & Cael — Trail Hunters

  • Role: Recruitable allies (Enc. 1 → Enc. 3 ranged DPS).
  • Motivation: Grateful but shaken; cave has a dark reputation. One lost a companion to the creature (DC 11 Insight).
  • Recruit: DC 12 Persuasion / DC 14 Intimidation (−1 att Enc. 3) / auto if Insight detail addressed or shared guild/region.
  • Enc. 3: Init 12, boulder longbows; Bryn Hunter's Mark turn 1. Combined ~10–14 dmg/rd.
  • Stats: AC 14 · HP 38 · Longbow +5 (1d8+3) · Shortsword +5 (1d6+3) — see p.3.

Pyrrha — Ruin Survivor

  • Role: Item guide / scout intel at Enc. 2 (noncombat).
  • Motivation: Shelters with Lysander at outer wall; wants the courtyard cleared.
  • Payoff: DC 14 Persuasion or offering rescue → Mirror + Stonechill locations; patrol intel = adv. on initiative.
  • Stats: Medium Humanoid · NG · no combat block.

Old Lysander — Blind Priest

  • Role: Recruitable Enc. 2 support; Enc. 3 fire coverage + healing.
  • Motivation: Old frontier-chapel contact of Aldric; knows cave layout; blind but keen.
  • Secret / lore: With note — recognizes handwriting; explains fire seals severed heads; aid DC 8. Without — DC 13 Insight, offers Blindfolds if party heads to cave.
  • Provides: 3× Blindfold of Apollo; 3× Fire Flask (note); full regrowth explanation.
  • Enc. 3: Init 10; opens Sacred Flame; Bless; emergency Cure Wounds. Highest-impact single recruit.
  • Stats: AC 11 · HP 36 · DC 13 — see p.3.

Recruitment Tracker (Enc. 3 difficulty)

  • 0 NPCs: Hard — likely 7-head hydra for multiple turns; no guaranteed fire.
  • 1 NPC: Lysander > hunters alone (Sacred Flame = fire every round).
  • 2–3 NPCs: Moderate — fire coverage reliable, fight tense but winnable.
  • Hunters: Enc. 1 · DC 12 Persuasion (or alt). Lysander: Enc. 2 · DC 13 Insight / DC 8 with note.

Head Tracker Cheat-Sheet

  • Start: 5 heads · Max: 7 (Hard: 9) · OA reactions = heads − 1 (max 4 at 5+).
  • Sever: ≥25 melee damage in one turn (mark severed).
  • End of Hydra turn: +2 per severed since last turn — cancel if any fire this turn.
  • Kill permanent if fire on same turn as final head-sever + HP 0.