Theronauts DM Binder · Cover

Theronauts

Consolidated printer-friendly DM reference — 42 sessions
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The Show Must Go On · 1/4

🎭 THE SHOW MUST GO ON — DM QUICK REFERENCE

6 Players · Average Level 5 · ~3–3.5 Hours · Greek Mythology Setting
Style: Investigation / Skill Challenge / Stage Combat  |  Setting: The Theatre of Dionysus — an ancient stone amphitheater (all 3 encounters here).
Encounters: Enc1 Easy–Medium brawl (non-combat option) · Enc2 Skill Challenge w/ combat sub-threats · Enc3 Hard boss combat on stage.
Win Condition: Survive all three acts of the play. Defeat Komos. Summon Dionysus with the Golden Mask to end the chaos and receive the God's blessing.
Description: A celebrated troupe is about to open a new play at the great amphitheater, and Dionysus wants a perfect, uninterrupted performance. Komos, a boisterous Satyr Captain who feels mocked by the script, has rallied a warband of satyrs and fauns to crash the stage. The party must survive a chaotic dress rehearsal, navigate backstage sabotage during the live show without tipping off the audience, then clash with Komos in a finale the crowd believes is part of the act.
Hook — Misthaven Tavern: "Dion" (secretly Dionysus) hires the party to protect tomorrow's play from satyr saboteurs, hands them the Golden Mask. DC14 Religion/Insight reveals his divine nature (goblet never empties, ivy crown glows, smells of grapes). Party steps through the mist and arrives at the amphitheater at dawn.

Major Beats

  1. Misthaven Hook: "Dion" hires party, hands over the Golden Mask, sends them to the amphitheater before dawn.
  2. Enc1 – Dress Rehearsal: Satyrs crash rehearsal; drive off or talk down. Pipes can be recruited if spared & charmed. Thalia and Papadakis introduced.
  3. Between Enc1 & 2: Party scouts the theater, speaks with Thalia about the script, identifies sabotage entry points.
  4. Enc2 – The Show: Three hidden threats during the live performance. Neutralize without the audience noticing. Disruption Counter tracks failures.
  5. Disruption Threshold: 3 Disruption Points → audience boos, Komos storms the stage immediately (skips "prepared" start of Enc3).
  6. Enc3 – Curtain Call: Komos and remaining crew brawl onstage; audience believes it's part of the show. Party defeats Komos & protects patrons from Faun Revelers in the stands.
  7. Deus Ex Machina: Komos defeated → any PC holding the Golden Mask on stage raises it aloft (DC12 Performance). Dionysus descends, freezes remaining satyrs, audience erupts. Show is a success.

Creature / Enemy List

CreatureCREnc1Enc2Enc3Notes
Komos, Satyr Captain41 (Boss)Enters stage at start of Enc3
Silenos, Satyr Sorcerer31 (hidden)1 (if not stopped)Hidden backstage compartment in Enc2
Pipes, Satyr Bard211 (if not recruited)Recruit opportunity in Enc1
Nettles, Satyr Archer21 (upper gallery)1 (if not stopped)Critical to find in Enc2
Satyr Hoplite132 + 2 (wave)Wave arrives end Rd2 of Enc3
Faun Reveler1/442 (backstage)4 (audience)Each disrupts patrons in Enc3

Scaling Table

APLEnc 1Enc 2Enc 3
6 Remove Pipes. Fauns flee at 2 down. Non-combat DCs −2. Remove Silenos. Fauns asleep (wake DC8 Stealth fail). Threshold 4. Komos 55 HP. No reinforcement wave. Fauns cause only 1 (not 1d4) flee/rd. Finale DC10.
8 — Baseline as written —
10 +2 Hoplites. Pipes plays Tragedy variant from wings (unseen) Rd1. Recruit DC16. Silenos pre-cast Mage Armor. Nettles' first 2 shots auto-Tangling. Threshold 2. Komos 95 HP + free Headbutt reaction/round. Wave arrives Rd2. Silenos starts w/ Hypnotic Pattern active if he survived Enc2.
The Show Must Go On · 2/4

ENCOUNTER 1 — A Rowdy Rehearsal (Easy–Medium · ~25–35 min)

Pipes leads 3 Satyr Hoplites + 4 Faun Revelers to crash the dress rehearsal on stage/backstage. Non-combat resolution strongly available.

Non-Combat Options:
  • Show Mask: no check — adv. on all social checks rest of encounter
  • Persuasion DC14 (DC10 w/ mask shown)
  • Performance DC13: satyrs lose next turn, 1 Faun defects
  • Intimidation DC15 w/mask / DC18 without: Fauns flee
Combat Notes:
  • Pipes: Panpipe Melody Rd1, stays on gallery
  • Hoplites: Ram Charge when possible
  • Fauns: scatter, throw figs, target Thalia
  • Break point: 2 Hoplites + 3 Fauns down → rest flee
Recruit Pipes: Drop to 0 HP (not killed) + immediate DC14 Performance/Persuasion → joins party for Enc2–3.   Aftermath: Success → scout theater, reduces Enc2 DCs by 2. Pipes' clue (if not recruited): "check the upper storage room." Damage to Thalia/3+ actors → Enc2 Disruption threshold drops from 3 to 2.

ENCOUNTER 2 — The Show Must Go On (Skill Challenge · ~35–45 min)

⚠️ 3 Disruption Points = Komos storms stage IMMEDIATELY (Enc3 starts, no prep, reinforcements arrive Rd1 instead of Rd3). Gains: unaddressed threat (+1) · failed Recovery check (+1) · visible/audible action + failed cover check (+1). Recovery check: DC14 Performance/Deception to play off a disruption as intentional theater.
🎭 Threat 1: Rigged Crane (Act I)
Find: DC14 Investigation (adv. w/mask). Disarm: DC12 Sleight of Hand or DC16 Athletics. Unaddressed: prop crashes, Papadakis screams, +1 Disruption.
🎭 Threat 2: Nettles (Act II, gallery)
Spot: DC13 Perception (stairs) / DC15 (backstage). Approach: DC14 Stealth. Unaddressed: Tangling Shot restrains an actor, +1 Disruption, flees to Enc3 gallery.
🎭 Threat 3: Silenos + 2 Fauns (Late Act II)
Find: DC14 Arcana or DC15 Investigation (adv. w/mask). Bypass fauns: DC13 Stealth or DC10 Persuasion/bribe. Unaddressed: cues confused, +1 Disruption, flees to Enc3 backstage-left.
Loot: Nettles: 3 Tangling Arrows (DC13 STR or Restrained). Silenos: Potion of Greater Healing (4d4+4) + note revealing Komos targets the mask-holder and enters center-left archway with 2 hoplites.
Resolution: 0–2 Disruption → smooth transition, 1 min prep, Pipes grants 5 temp HP to all. 3 Disruption → Komos vaults on stage NOW: "NOW! The show is OVER!"

ENCOUNTER 3 — Curtain Call (BOSS) (Hard · ~45–60 min)

Primary: Defeat Komos. Secondary: Keep 20+/50 audience seated.

Round Timeline:
  • Rd1–2: Audience cheers, thinks it's the show
  • Rd3: +2 Satyr Hoplites burst in (Rd1 if Enc2 failed)
  • Rd4+: Komos uses Stage Crash on recharge; audience starts noticing
Audience Protection:
  • Each active Faun in stands = 1d4 patrons flee/round (from Rd3)
  • Real damage reaching crowd = 2d6 flee + 1 round panic
  • PC action, DC10 Persuasion = usher 10 patrons out safely (no penalty)
Komos AI: Rd1 Ram Charge + Multiattack. Rd2 Rally the Revel, targets mask-holder specifically. Rd3+ Stage Crash on recharge. Won't flee unless all allies down AND below 15 HP (DC15 WIS to actually retreat).
Finale: Komos at 0 HP → mask-holder on stage, Action, DC12 Performance (DC10 if 30+ patrons remain) → Dionysus descends, paralyzes remaining enemies (no save), encounter ends.
Patrons RemainingResultReward
30+Full Success — standing ovationBlessing of Dionysus + 800 GP
20–29Partial — chaotic but survivedBlessing (shorter) + 500 GP
<20Technical — show was a disasterNo Blessing, 1 Inspiration + 200 GP
Komos's Fate (player choice): Captured → exile 10 yrs or turned into a goat. Killed → satyrs bow and leave quietly. Spared → slinks off, "he'll be back."
The Show Must Go On · 3/4

CREATURE STAT BLOCKS

👑 Komos, Satyr Captain (BOSS) — CR 4

AC 16 | HP 78 (12d8+24) | Spd 40 ft
STR 18(+4) DEX 14(+2) CON 14(+2) INT 10(+0) WIS 16(+3) CHA 12(+1)
Saves: STR+6 CON+4 | Athletics+6, Intimidation+5, Performance+5
Magic Resistance. Adv. on saves vs spells.
Revel's Fury. Adv. hit = +7 (2d6) dmg.
Ram Charge. Move 20ft straight+attack: +2d6, DC14 STR or prone.
Multiattack. Two Shortsword +6 (1d6+4).
Javelin. +6, 30/120, 1d6+4.
Stage Crash (Recharge 5-6). 30ft line, DC14 DEX, fail: 3d6+4+prone.
BA: Rally the Revel. Ally within 30ft adv. next attack.
BA: Headbutt. +6, 1d4+4.
Reaction: Parry. Reduce melee hit by 1d6+2.

✨ Silenos, Satyr Sorcerer — CR 3

AC 12(15 Mage Armor) | HP 45 (10d8) | Spd 40 ft
STR 10(+0) DEX 10(+0) CON 14(+2) INT 12(+1) WIS 18(+4) CHA 18(+4)
Saves: WIS+3 CHA+6 | Arcana+4, Nature+4, Persuasion+6
Magic Resistance. Adv. on saves vs spells.
Spellcasting. CHA DC14, +6 to hit.
Cantrips: Mage Hand, Minor Illusion, Shocking Grasp (3d8 lightning)
1st(4): Mage Armor, Thunderwave (2d8, push 10ft)
2nd(3): Shatter (3d8), Hold Person
3rd(2): Hypnotic Pattern, Fear (30ft cone)
Quarterstaff +2, 1d6.

🎶 Pipes, Satyr Bard — CR 2 (Recruitable)

AC 13 | HP 38 (7d8+7) | Spd 40 ft
Saves: DEX+4 CHA+6 | Deception+6, Performance+8, Persuasion+6
Magic Resistance. Adv. on saves vs spells.
Panpipe Melody (Recharge 5-6). DC14 WIS, 30ft. Comedy=Incapacitated; Tragedy=Frightened.
Shortsword +4, 1d6+2. Vicious Mockery: DC14 WIS, 2d4 psychic+disadv.
BA: Discordant Note. DC14 CON or lose concentration.
As Ally: Enemy satyrs no Magic Resist vs. his Panpipe Melody. Grants adv. on 1 Performance/Deception check per encounter. Ranged only, won't melee.

🏹 Nettles, Satyr Archer — CR 2

AC 14 | HP 35 (7d8+7) | Spd 40 ft
STR 12(+1) DEX 18(+4) CON 12(+1) INT 14(+2) WIS 12(+1) CHA 10(+0)
Perception+4, Stealth+6, Survival+4
Magic Resistance. Adv. on saves vs spells.
Nimble Escape. Dash/Disengage as BA.
Trick Shots (per attack): Tangling — DC13 STR or Restrained; Blinding — DC13 CON or Blinded.
Multiattack. Two Shortbow +6, 80/320, 1d6+4 + Trick Shot.
Shortsword +6, 1d6+4.

🛡 Satyr Hoplite — CR 1

AC 15 | HP 22 (4d8+4) | Spd 40 ft
STR 14(+2) DEX 13(+1) | Athletics+4, Perception+2
Magic Resistance. Adv. on saves vs spells.
Ram Charge. Move 20ft+attack: +2d6, DC12 STR or prone.
Spear +4, reach 5/range 20-60, 1d6+2 (1d8+2 two-hand).
BA: Headbutt. +4, 1d4+2.

🍷 Faun Reveler — CR 1/4

AC 13 | HP 13 (3d6+3) | Spd 40 ft
DEX 15(+2) WIS 14(+2) | Performance+4, Stealth+4
Magic Resistance. Adv. on saves vs spells.
Fruit Fling +4, 30/60, 1d4+2. Trip Kick +4, 1d4+2, DC10 STR or prone.
Enc3 only — Audience Harassment: Action = 1d4 audience members flee (auto, no roll).
The Show Must Go On · 4/4

ITEM CARD

🎭 Golden Theatrical Mask of Dionysus

Palm-sized gold mask on a braided cord, comedy front/tragedy back. Warm to the touch. Inscription: "When the curtain falls for the last time — raise me aloft upon the stage, and the God of Theater honors his word."

NPC QUICK CARDS

🍇 Dionysus — Quest Giver & Deus Ex Machina
Disguised ("Dion"): striking, olive/ivy crown glowing faintly gold, goblet that never empties, smells of grapes and honey. DC14 Religion/Insight to notice divinity; winks if confronted.
Divine form: barefoot, purple silk, thyrsus staff (fennel + pinecone), eyes like wine at dusk, radiates golden light.
Motivation: Wants his festival play performed flawlessly — considers this entirely reasonable.
Secret: He wrote the play's provocative subject matter himself and is quietly amused that Komos has taken personal offense.
Divine Power: At the finale, freezes all remaining enemies with a gesture (no save, Paralyzed until released). Will not fight on the party's behalf mid-encounter — only after the win condition is met.
Line: "All who truly love theater are divine, are they not?"
🎭 Thalia — Lead Actress & Playwright
AC10 HP12 | Performance+8, Persuasion+5, History+4
Motivation: The show must go on — non-negotiable. Will physically try to remove satyrs from the stage herself if the party is slow.
Secret: Knowingly wrote a thinly-veiled caricature of Komos's father as the play's buffoonish villain. Entirely unapologetic — she was pleased when Komos showed up ("free publicity").
Useful: Knows the full backstage layout & every hidden compartment (advantage clue for the rigged crane if consulted). Will stall the audience with improvised monologue, buying 1 extra round on any Disruption timer at DM discretion. In a pinch, throws a ceramic prop vase (+2 to hit, 1d6 bludgeoning) with great drama.
📋 Papadakis — Stage Manager
AC10 HP8 | Investigation+5, Perception+4, Sleight of Hand+3
Motivation: To not be blamed for whatever goes wrong; to survive one performance without catastrophe; to possibly retire.
Secret: Hired a satyr stagehand last season who humiliated him with a prank (swapped chorus water for wine, painted masks upside-down). Suspects Komos is that satyr's cousin and this attack is revenge.
Useful: Complete backstage map in his wax tablet — automatic success on any Investigation check about prop locations if consulted. Carries a Potion of Healing "for emergencies."
Fainting Condition: DC10 CON save on witnessing open bloodshed on/near the stage. Failure = unconscious 1d4 rounds.
Quick Reminders
  • Pipes recruit: 0 HP (not killed) + immediate DC14 Performance/Persuasion
  • Papadakis faints: DC10 CON save on bloodshed near stage
  • Thalia/3+ actors damaged in Enc1 → Enc2 Disruption threshold drops to 2
  • Dionysus never fights directly — only freezes enemies at the finale
"The air above the stage shimmers with the scent of wine and pine resin... 'Well played,' he says simply. 'Well. Played.'" — Dionysus's Entrance (read-aloud)

— End of DM Quick Reference —

Maenad Midnight · 1/4

Maenad Midnight

A level 8 civic escort through a god-touched midnight riot.
Style: Urban escort under ecstatic pressure, built for restraint, disguise, and mercy.
Win: Deliver the prince to the dawn treaty, keep the revelers alive, and prove the city can honor Dionysus without becoming his casualty.
Lose: The prince breaks sobriety or dies, the riot becomes a massacre, and the god's mask follows the party into future feasts.
Maguffin: Dry Cup of Ariadne · Ally: Thyia, Exhausted Maenad · QG: Prince Lykon the Unwined
"A clay cup sealed with wax and ivy. Inside is dry air, not wine; it rings softly when a lie is toasted nearby."

Major Beats

  1. The palace wants quiet extraction; the street wants every secret sung aloud.
  2. Thyia proves the revelers are victims, witnesses, and obstacles at once.
  3. The prince is tempted with one perfect cup that would make every fear vanish.
  4. Dawn judges restraint as much as speed.

Difficulty

TierAdjust
As Written ★6 PCs · APL 6
Library Standard6 PCs · APL 8 — Raise key enemy HP ~+25% and damage +1 per attack die; social/skill DCs +1–2. Boss legendary actions as written or +1/round.
EasierAPL 4–5: −1 enemy/wave; DCs −1; ally auto-recruits if approached peacefully.
HarderAPL 7–8: use Library Standard (6×L8).
Maenad Midnight · 2/4

ENC 1 — Masks at the Palace Gate

Enc 1: Social Escort Launch · ~45 min · Palace portico, fountain court, wine carts, servants' arcade.

ENC 2 — The Alley That Keeps Dancing

Enc 2: Stealth Through Riot · ~60 min · Looping alley grid, roof laundry lines, shrine steps, wine-flooded underpass.

ENC 3 — The Sober Hush

Enc 3: Hard Mercy Boss · ~90 min · Public square with treaty dais, amphora stacks, balcony musicians, fountain.
Maenad Midnight · 3/4

STAT BLOCKS

Maguffin

Dry Cup of Ariadne

Maenad Midnight · 4/4

NPC / ALLY

Prince Lykon the Unwined

Thyia, Exhausted Maenad

Remember

Enable Background graphics when printing.

Riddles at the Peak · 1/4

Riddles at the Peak

One-Shot · 4–5 Players · Average Level 6 · ~3.5 Hours · Greek Mythology
Style: Mythic Quest — Social / Avoidance / Boss Combat  |  Win Condition: Pacify or defeat the sphinx Arkteia; re-open the mountain trade routes through Theron  |  Setting: Trireme at sea → forested island crossroads → crumbling mountain-top oracle temple.

The ancient gynosphinx Arkteia has awakened beneath Mount Theron's summit ruins, devouring those who cannot answer her riddles. Sea captain Nikias of Piraeus — sole survivor of a prior expedition — hires the party, hands over a water-stained parchment recovered from his last crew's wreck, and offers passage.

Nikias, hiring the party: "She will ask you something. Answer well." — the parchment reads only: "Three truths wake what one lie cannot," above three circles (⊙ ⊙ ⊙) and a wavy line. Presenting it to Arkteia triggers the Right of the Riddled (see Encounter 3) — without it, she attacks on sight.

Major Beats

  1. Nikias hires the party at a coastal tavern, hands over the parchment, offers passage aboard his trireme.
  2. The Siren Shores: 3 Sirens sing from sea rocks as the trireme rounds Theron's headland — navigate, counter the song, or fight.
  3. The Crossroads Standoff: A centaur warband blocks the mountain road. Atalanta is in a standoff with chieftain Eurytion over her stolen silver arrow — negotiate, trick, or fight; recruit Atalanta if her arrow is returned.
  4. The Ascent: mountain path to the temple; Atalanta (if recruited) briefs the party on the sphinx's habits.
  5. The Riddle at the Peak: Arkteia and 2 Manticores await. Defeat her, answer three riddles, or solve her logic puzzle.
  6. Resolution: the party returns to Nikias with proof of victory, a compact of passage, or a secret Arkteia chose to share.

Creature / Enemy List

CreatureEasyMedHardNotes
Siren134Enc. 1; fully avoidable
Centaur246Enc. 2; avoidable via RP/checks
Eurytion, Chieftain11+Enc. 2; avoidable; does not flee
Manticore123Enc. 3; sphinx's guardians
Arkteia (Sphinx)1 (adj.)1 (buffed)Enc. 3 boss — see scaling
AtalantaRecruitable ally, Enc. 2; fights Enc. 3

Difficulty Scaling — Session Overview

EncounterEasy (APL 5–6)Medium (APL 7, baseline)Hard (APL 8–9)
1 — Shores1 Siren, DC 12, crew safe below deck3 Sirens, DC 14–15 avoidance4 Sirens, crew at risk regardless, no recharge on Dirge
2 — Crossroads2 Centaurs, Persuasion DC 11Baseline as written6 Centaurs, Eurytion 2× Leg. Resist., 2 reinforcements rd 2
3 — SphinxArkteia CR 8 (115 HP), 1 Manticore, no Leg. Resist.Arkteia CR 10 (145 HP), 2 ManticoresArkteia CR 11 (175 HP), 3 Manticores, minor deity takes note if killed
World detail: Eurytion's saddlebag holds 3× Javelins of Lightning (+1d6 lightning on hit, single use). A centaur scout's map shows two hidden side paths into the temple ring — useful terrain flavor for Encounter 3. Encounter 1 is fully optional and can be dropped without plot impact if time is short.
Secrets: Nikias is missing two fingers; the sphinx spared him and he doesn't know why (deep shame, won't discuss it). Atalanta was tasked by Artemis to watch the sphinx and intervene only as a last resort — more conflicted than she admits. Arkteia secretly yearns to return to slumber; violence is her last preference, but pride keeps her from saying so.
Riddles at the Peak · 2/4

Encounter 1 — The Siren Shores

Easy (avoided) / Medium (combat) · ~25–35 min · ~3–5 rounds if combat  |  Terrain: Trireme deck ~60×20 ft; sirens on rocks 60–100 ft.

3× Sirens sing from the rocks as the trireme rounds the headland; 6 unprotected crew NPCs will walk to the rail if the song isn't countered. Win: pass without ship damage or losing crew.

Encounter 2 — The Centaur's Crossroads

Easy (negotiated) / Moderate (combat) · ~30–40 min · ~4–6 rounds  |  Terrain: Forest crossroads ~80×60 ft, 10-ft road

4× Centaurs + chieftain Eurytion block the road; Atalanta stands opposite in a tense standoff over her stolen silver arrow. Win: gain passage; optionally recruit Atalanta.

Encounter 3 — The Sphinx of Mount Theron (Boss)

Hard (baseline) / Deadly (scaled) · ~60–75 min combat / ~20–30 min riddle-only · ~5–8 rounds  |  Terrain: Open temple ring, ~80×80 ft, roofless

Arkteia sits on a shattered altar, 2 Manticores pacing the perimeter. 3 win paths: (A) reduce her to 0 HP; (B) answer 3 riddles (pre-combat via parchment, or accumulated via Riddle of Fate — best outcome, boon granted); (C) solve her logic puzzle at 50% HP (neutral — she relocates, unharmed).

Best resolution: all 3 riddles correct → Arkteia stands down fully, reveals the tomb beneath the altar, and grants a lasting boon.
Riddles at the Peak · 3/4

Creature Stat Blocks

Siren

Medium Fey, CN · CR 3 (700 XP)

AC 13 | HP 52 (8d8+16) | Speed 30 ft., Fly 50 ft., Swim 40 ft.

CHA 20(+5) — Performance +9. Vulnerable: Fire. Darkvision 60 ft.

Alluring Song. 60 ft, DC 15 WIS each turn or Charmed (must approach).

Multiattack. 2× Talon +5 (7, 1d6+4 slashing). Captivating Dirge (recharge 5–6) 120 ft, DC 15 WIS or Stunned. Reaction: Haunting Melody — hit attacker, DC 13 WIS or disadvantage.

Centaur

Large Monstrosity, NG · CR 2 (450 XP)

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

STR 18(+4) — Athletics +6.

Charge. 30+ ft. + Pike hit → DC 14 STR or prone.

Multiattack. Pike +6 (9, 1d10+4) + 2× Hooves +6 (11, 2d6+4). Javelin +6, 30/120 ft, 7 (1d6+4).

Eurytion, Centaur Chieftain

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

AC 14 | HP 95 (10d10+40) | Speed 50 ft.

STR 20(+5) — Athletics +7, Intimidation +4.

Charge. DC 16 STR or prone + pushed 10 ft. Herd Commander: Centaurs within 60 ft. +2 AC while he's conscious.

Multiattack. Pike +7 (11) + 2× Hooves +7 (12), or 2× Javelin +7 (8). BA: War Shout (recharge 5–6) — Centaurs within 60 ft. advantage on attacks. Reaction: Trample — Hooves attack vs. anyone moving away within 10 ft.

🏹 Atalanta

Medium Humanoid, NG · CR 6 (2,300 XP) · Recruitable Ally

AC 15 | HP 78 (12d8+24) | Speed 35 ft.

DEX 20(+5) — Acrobatics +8, Perception +9, Stealth +8.

Favored of Artemis: ignores natural difficult terrain, no long-range disadvantage. Hunter's Instinct: always knows a visible creature's HP category.

Multiattack. 2× Shortbow + 1 Shortsword, or 3× Shortbow, all +8 (8, 1d6+5). Silver Arrow (1/day) +8, +10 (3d6) radiant, ignores piercing resistance, target disadvantage on attacks. BA: Hunter's Mark +3 (1d6) extra vs. marked target.

Arkteia, the Sphinx

Large Monstrosity, LN · CR 10 (5,900 XP) · Boss

AC 17 | HP 145 | Speed 40 ft., Fly 60 ft.

STR 24(+7)/INT 20(+5)/WIS 18(+4)/CHA 18(+4) — Arcana/History/Religion +9. Immune: Psychic, nonmagical B-P-S, Charmed, Frightened. Truesight 120 ft.

Inscrutable (immune to mind-read/divination). Legendary Resistance (3/day). Riddle's Grace: correct answerer gets advantage vs. her abilities (1 hr), her attacks vs. them at disadvantage. Truth-Seeker: detects lies told in the last 24 hrs.

Multiattack. 2× Claw +10 (15, 2d8+6); both hit same target → free Bite +10 (22, 3d10+6). Riddle of Fate (recharge 5–6) — see mechanics. Paralyzing Roar (recharge 6, Phase 2: 5–6) 60 ft, DC 16 CON or Frightened+Stunned.

Legendary (3/rd): Claw Attack (1), Sandstorm Veil (2, 15 ft, DC 15 DEX or Blinded), Prophetic Judgment (3, 120 ft, DC 17 WIS or Paralyzed).

Manticore

Large Monstrosity, LE · CR 3 (700 XP)

AC 14 | HP 68 (8d10+24) | Speed 30 ft., Fly 50 ft.

STR/DEX/CON 17/16/17. Darkvision 60 ft.

Tail Spike Supply: 24 spikes, refills on long rest.

Multiattack. Bite +5 (7) + 2× Claw +5 (6), or Bite + 2× Tail Spike +5 (7, 100/200 ft).

Riddles at the Peak · 4/4

Key Prop & Riddle Reference

📜 The Parchment

Physical Handout · Given by Nikias

Reads only: "Three truths wake what one lie cannot," above three circles (⊙ ⊙ ⊙) and a wavy line. Print or hand-write on tea-stained paper — this is the entire written content.

Enc. 2: shown to Eurytion, recognized as the ancient Compact of Passage — grants passage but not the arrow alone.

Enc. 3: presented visibly triggers the Right of the Riddled — Arkteia poses 3 riddles before any violence.

Riddle Bank — Selection Guide

Choose 1 Easy, 1 Medium, 1 Hard for the Right of the Riddled; any may double as a mid-combat Riddle of Fate. Give players 60 real seconds; accept reasonable near-answers.

Easy: "The more of me you take, the more you leave behind" → Footsteps. "Cities but no houses, mountains but no trees, water with no fish" → A Map. "I speak without a tongue, hear without ears" → An Echo.

(7 additional Medium/Hard riddles exist in the full digital session guide's Riddle Bank — select per DM Guidance above.)

Win-Path Loot

Three Truths (best): Arkteia reveals the tomb beneath the altar and grants a lasting boon.

Combat Victory: she goes dormant (stone-cracks form); routes open; minor divine consequence possible (a deity may take note at Hard scaling).

The Puzzle: she agrees to relocate off the trade routes — neutral, she remains unharmed and unwon.

Eurytion's saddlebag: 3× Javelins of Lightning (+1d6 lightning, single use each).

Terrain Prop — Centaur Scout's Map

Found on Eurytion (Enc. 2 loot): shows two narrow side paths leading to hidden entrances on the east and west sides of the summit temple ring — usable as an alternate approach in Encounter 3.

NPC Quick Reference

🧭 Nikias of Piraeus

Quest Giver · Aging Sea Captain

Appearance: missing two fingers on his left hand — visible reminder of his encounter with Arkteia.

Offer: passage aboard his trireme + 500 gp for a resolution.

Secret: the sphinx spared him and he has no idea why — deeply ashamed, won't discuss it.

Line: "She will ask you something. Answer well."

🏹 Atalanta — Roleplay Notes

Legendary Huntress · Recruitable Ally, Encounter 2

Motivation: the silver arrow was a gift from Artemis herself; furious but controlled — won't attack a melee she can't win alone.

Secret: Artemis tasked her to watch the sphinx and intervene only as a last resort — more conflicted about the mission than she lets on.

If recruited: "She will ask you three things. Answer truly, all three. That is what the old stories say." — targets Arkteia with Silver Arrow unless told otherwise.

If not recruited: Encounter 3 becomes one step harder; may arrive as a last-moment emergency intervention at DM discretion if the party is wiped.

🦁 Arkteia — Roleplay Notes

Ancient Gynosphinx · Antagonist / Boss

Motivation: awakened by miners disturbing her resting place; tests mortals because she believes only the wise deserve passage — not purely malevolent.

Secret: yearns to return to slumber; violence is genuinely her last preference, but she's too proud to admit it.

Opening line: "I have waited long enough for someone interesting. Let us see if you qualify."

Resolution & Aftermath

The party returns to Nikias with one of: proof of Arkteia's defeat, a signed compact of passage, or a secret she chose to share only with those who earned her respect.

Atalanta, if recruited and kept alive, may continue with the party beyond the session at DM discretion.

The Laurels of Olympia · 1/4

The Laurels of Olympia

One-Shot · 6 Players · Average Level 6 · Olympia Stadium · ~3–3.5 hrs / 3 Encounters
Style: Mythic Contest → Vault Investigation → Arena Boss  |  Win: Earn contest standing; stop Khalkotaurus (0 HP or Olive Token brow ×2)  |  Setting: Misthaven mist → immediate Olympia colosseum gates → stadium floor → understadium vault → closing ceremony.

Diaktoros (Hermes disguised) invites the party, gives the Olive Token of Nike. Judge Lykos runs heats among rival teams. Saboteurs nearly wake a bronze bull of Ares; the closing ceremony becomes a Hard boss fight.

"When bronze claims the sacred sand and the crowd screams for blood, press this olive to the false victor's brow." — Olive Token of Nike (24 words). Payoff = brow-socket on Khalkotaurus (Enc. 3).

Major Beats

  1. Misthaven invite — Diaktoros + Olive Token; mist → stadium gates immediately.
  2. Register as Mistwalkers; meet rival teams (see caps).
  3. Enc. 1 — Opening Contests: pick heats (skill/puzzle); combat path if fouls.
  4. Enc. 2 — Contested Laurel: vault puzzle + Ares cult; recruit Lea / satyrs.
  5. Enc. 3 — Brazen Bull: Khalkotaurus rampage; allies; token payoff.

Competing Teams (miniature caps)

TeamCapNotes
Pride of Nemea (Leonins)≤6Captain Lea — best ally
Iron Tusks≤3 Bugbear + ≤3 Rhino MinotaurFoul-prone
Wild Chorus (Satyrs)≤10Recruitable
Phalanx of Elis (Hoplites)≤10Law / break up brawls
Single Eyes (Cyclopeans)as availableOrc-sized intelligent cyclopes
Labyrinth Horns (Minotaurs)≤8Charge threats

Creature / Enemy List

CreatureEasyMedHardNotes
Leonin Athlete23–45–6Enc. 1 rivals
Bugbear Bruiser123Iron Tusks / Enc. 2
Rhino Minotaur123Iron Tusks heavy
Satyr Reveler358–10Recruit pool
Hoplite of Elis358–10Neutrals / allies
Cyclopean Contender234Puzzle helpers
Minotaur Athlete234–5Enc. 1 combat path
Ares Cult Saboteur234Enc. 2
Khalkotaurus (Boss)1 adj.11HP 120 / 168 / 200

Difficulty Scaling

APLEnc. 1Enc. 2Enc. 3
4–6DC −2; 1 rival2 cultists; hintHP 120; no LA; token ×1 ends
8 ★BaselineBaselineHP 168; full LA
10DC +2; full caps4 cultists + bugbearHP 200; snipers; token ×2
Partial party in a contest: 1–2 PCs → 1 rival, DC −2; 3–4 → baseline; spectating PCs Aid (DC 12) once/heat.
The Laurels of Olympia · 2/4

ENCOUNTER 1 — Opening Contests

Skill Challenge · 50–60 min · combat optional  |  Terrain: Stadium 200×80 ft + side courts

Choose any two heats. Win = place 1st/2nd in a heat or survive a nonlethal brawl without DQ.

Resolution: Contest Victory → adv on one Enc. 2 social. Short rest in tents.

ENCOUNTER 2 — The Contested Laurel

Medium · 45–55 min  |  Terrain: Understadium vault 80×50 ft

True laurel stolen; flame gutters. Ares cult swaps in a construct control spike for Khalkotaurus.

Failure: Spike reaches idol → Enc. 3 bull starts with Furnace Breath ready.
Resolution: Laurel restored → honor boxes staging; short rest OK.

ENCOUNTER 3 — The Brazen Bull Awakens

Hard · 60–70 min · 6–9 rounds  |  Terrain: Arena 120×80 ft

Khalkotaurus animates. Allies fight beside PCs. Win: 0 HP or Olive Token brow press ×2 (2nd needs Help/prone).

Failure: Allies extract downed PCs; stadium wing ruined; sequel hook — not apocalyptic.
Resolution: Crowns + mist home (Hermes wink).
The Laurels of Olympia · 3/4

CREATURE STAT BLOCKS

Leonin Athlete

Medium Humanoid (Leonin), N · CR 2

AC 14 | HP 45 | Speed 40 ft.

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

  • Pride's Dash (1/SR): BA Dash; OA vs it disadv.
  • Claw +5 (1d8+3); Javelin +5 (1d6+3). Cap ≤6.

Bugbear Bruiser

Medium Humanoid (Goblinoid), CN · CR 2

AC 14 | HP 42 | Speed 30 ft.

STR 17 DEX 14 CON 18 · Reach +5 ft · Surprise Attack +2d6

  • Morningstar +5 (2d8+3). Cap ≤3.

Rhino Minotaur

Large Monstrosity, N · CR 4

AC 15 | HP 76 | Speed 40 ft.

STR 20 (+5) · Charge (+2d8, Str DC 15 prone) · Reckless

  • Gore +7 (2d8+5); Maul +7 (2d10+5). Cap ≤3.

Satyr Reveler

Medium Fey, CN · CR 1/2

AC 14 | HP 22 | Speed 40 ft.

Magic Resistance · Panpipes DC 13 (3/day)

  • Ram +3 (2d4+1); Shortbow +5 (1d6+3). Cap ≤10.

Hoplite of Elis

Medium Humanoid (Human), LN · CR 1

AC 18 | HP 32 | Speed 30 ft.

Phalanx: +1 AC / adv vs forced move near allied shield

  • Spear +4 (1d6+2). Cap ≤10.

Cyclopean Contender

Medium Humanoid (Cyclopean), N · CR 2

AC 14 | HP 52 | Speed 30 ft.

Orc-sized intelligent cyclops · Single Eye (disadv sight >30 ft)

  • Greataxe +6 (1d12+4) ×2; Rock +6 (2d6+4).

Minotaur Athlete

Large Monstrosity, CN · CR 3

AC 14 | HP 76 | Speed 40 ft.

Charge (DC 14) · Labyrinthine Recall · Cap ≤8

  • Greataxe +6 (2d12+4); Gore +6 (2d8+4).

Ares Cult Saboteur

Medium Humanoid (Human), CE · CR 2

AC 13 | HP 38 | Speed 30 ft.

  • Scimitar/Hand XB +4 (1d6+2).
  • Blood Signal (1/day): +1d2 saboteurs next round (Enc. 2; max +2).

Khalkotaurus — BOSS

Huge Construct, U · CR 9

AC 18 | HP 168 (120/200) | Speed 40 ft.

Immune poison/psychic/nonmag BPS · Resist fire · Vuln thunder · LR 2/day

  • Furnace Heart: 2d6 fire in 10 ft. Siege Monster.
  • Gore +10 (3d8+6 +2d6 fire); Slam +10 (2d10+6, Str DC 17 prone).
  • Breath (5–6): 30-ft cone Dex DC 16, 8d8 fire.
  • LA: Detect / Slam / Trample Charge (2; 20 ft, Dex DC 15, 3d6 + prone).
  • Token: 40 force + lose LA 1 rd; 2nd press ends fight.
The Laurels of Olympia · 4/4

KEY ITEMS

Olive Token of Nike

NPC QUICK REFERENCE

Diaktoros — Quest Giver

  • Motivation: Keep Games sacred; favor clever victors.
  • Secret: Hermes in disguise.
  • Roleplay: Winks, never confirms divinity; ushers into mist.

Judge Lykos — Hellanodikai

  • Motivation: Fair heats; prevent riot.
  • Secret: Suspects bronze-animation magic at vault.
  • Stats: AC 12, HP 27; Insight +6; Call Foul (Recharge 5–6).

Captain Lea — Pride of Nemea

  • Motivation: Win with honor; protect her six.
  • Recruit: Fair Enc. 1 or cult proof Enc. 2 → Enc. 3 ally (+2 Leonins).
  • Stats: AC 15, HP 78, CR 4; 3× claw +6 (1d8+4); Victory Roar 10 temp HP.

Team Caps Reminder

  • Field only miniatures you own.
  • Shrink heats to match who participates.
  • Spectators Aid once/heat (DC 12).

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The Weight of Hope · 1/4

The Weight of Hope

One-Shot · 6 Players · Level 6 · ~3.5 Hours · Greek Mythology
Style: Mythic Quest · Roleplay, Investigation & Combat  |  Win Condition: Seal Pandora's Jar and free the Isle of Anemos — Pandora need not die  |  Setting: Aegean Sea → Isle of Anemos: rocky shore, ruined temple courtyard, underground sanctum.

Zeus — disguised as a salt-weathered sailor named "Dios" — hands the party a sealed clay amphora and cryptic note before they disembark. Pandora has spent centuries haunted by the evils she once loosed; the Jar that began it all stands open in her sanctum, bleeding shadows. Armed with a fragment of divine hope, the party must seal it — by cunning, compassion, or force.

"The gods have wept long enough. What was loosed from that jar has festered for an age. Find the island. Seal the jar. What you carry will tell you how — when the time is right." — "Dios" (Zeus in disguise), aboard the trireme

Major Beats

  1. Zeus/"Dios" hands over the Amphora of Elpis with its sealed note, then departs before the trireme sails.
  2. Aboard ship, blind seer Phaedon shares his prophecy: "The jar does not need a conqueror. It needs a witness."
  3. The Siren Shore: Sirens lure the trireme from the sea-crags — skill challenge to pass, or fight.
  4. Acantha, an Ash Nymph bound to the isle, emerges on shore, offers the Sprig of Asphodel, and warns of the warden ahead.
  5. The Keeper's Gate: Kyros (a cursed scholar-Minotaur) bars the temple with a riddle — solve it, show the Amphora, or fight through.
  6. Pandora's Sanctum: Three Sealing Circles pulse around the open Jar. Pandora attacks, summoning Shadows/Specters — activate the circles, use the Amphora, or persuade her through her grief.
  7. Resolution: The Jar seals; Acantha's curse breaks; a golden eagle descends; Zeus reveals himself.

Creature / Enemy List

CreatureEnc.EasyMedHardNotes
Siren1234Skippable via skill challenge
Kyros the Warden211Bypassed with riddle/RP/Amphora
Empousai Guard222Stand down if Kyros satisfied
Pandora311Boss; multi-path — need not die
Shadow3234–5+Summoned; dismissed by Amphora
Specter3123Summoned; dismissed by Amphora

Difficulty Scaling

EncounterEasierHarder
1 — Siren Shore2 Sirens; challenge DCs −2; Song DC 114 Sirens; trireme drifts toward rocks each round unless redirected (DC 14 Intimidation)
2 — Keeper's GateEmpousai only join if attacked directlyKyros 114 HP; Empousai get 2 uses of Beguiling Flames
3 — Sanctum (Boss)Pandora 80 HP, Shadows only, Circle DCs 11, Persuasion DC 132 pre-summoned Shadows + 1 Specter at start; Circle DCs 17; Persuasion needs 4 successes
Note tied to the Amphora (20 words): "What was last to leave the jar awaits return. Do not open until you stand before the source."
World detail: The Jar pedestal inscription (DC 16 History, or read freely by Phaedon): "First to leave were Pestilence and Pain. Last to remain was Hope. The jar closes when hope returns." Zeus cannot intervene directly under divine non-intervention law — he arranged the mission because the gods gave Pandora curiosity and never warned her; he owes her a resolution he cannot personally deliver.
The Weight of Hope · 2/4

Encounter 1 — The Siren Shore

Medium, skippable · ~25–30 min · ~3–4 rounds if combat  |  Terrain: Rocky coastal approach, 80×60 ft (trireme deck + sea-crags)

3× Sirens sing from the sea-crags as the trireme rounds the cape. Win: silence or escape the Song and reach shore.

Encounter 2 — The Keeper's Gate

Hard if fought, entirely avoidable · ~20–30 min  |  Terrain: Ruined temple courtyard, 50×50 ft

Kyros (a cursed scholar-Minotaur) poses a riddle before any blow is struck. 2× Empousai Guards wait in shadowed pillars. Win: pass through the gate.

Encounter 3 — Pandora's Sanctum (Boss)

Hard · ~45–60 min · ~5–7 rounds · Four win paths — Pandora need not die  |  Terrain: Underground sanctum, 60 ft diameter, dim light

Win A: activate all 3 Sealing Circles. Win B: use the Amphora at the Jar. Win C: 3× DC 15 Persuasion. Win D (last resort): reduce Pandora to 0 HP.

Resolution A/B/C: Pandora closes the Jar herself, weeping; Acantha's curse breaks; Zeus reveals himself; each PC gains the Blessing of Elpis (advantage on one save, declared before rolling, within 24 hrs).
The Weight of Hope · 3/4

Creature Stat Blocks

Siren

Medium Monstrosity, CE · CR 2 (450 XP)

AC 11 | HP 38 (7d8+7) | Speed 20 ft., Fly 40 ft.

STR 12(+1) DEX 13(+1) CON 12(+1) CHA 15(+2) — Perception +2, Performance +4

Luring Song. 300 ft, DC 13 WIS or Charmed (moves toward Siren); repeat save each turn, 24 hr immune on success. Requires BA to sustain.

Multiattack. Claws +3 (6, 2d4+1 slashing) + Piercing Cry +4, 60 ft, 7 (2d6) thunder (+4/1d8 psychic if target Charmed).

Kyros, the Labyrinth Warden

Large Monstrosity (Cursed), LN · CR 3 (700 XP)

AC 14 | HP 78 (12d10+12) | Speed 40 ft.

STR 18(+4) WIS 16(+3) — Insight +5, Perception +5. Darkvision 60 ft.

Charge. 10+ ft. + Gore: +9 (2d8) piercing, DC 14 STR or prone. Guardian's Challenge: riddle before attacking; below 30 HP offers it again. Relentless (1/day): 0 HP → DC 10 CON save, success = 1 HP.

Multiattack. Gore +6 (13, 2d8+4) + Greataxe +6 (17, 2d12+4). Reaction: Intercept — redirects an attack from a designated ward to himself (move 10 ft, no OA).

Empousai Guard

Medium Fiend (Shapechanger), NE · CR 3 (700 XP)

AC 13 | HP 52 (8d8+16) | Speed 30 ft.

DEX 17(+3) CHA 16(+3) — Deception +7, Stealth +5. Resist: Cold/Fire/Lightning/nonmagical B-P-S. Immune (cond.): Charmed, Frightened, Poisoned.

Shapechanger. Polymorphs into Small/Medium humanoid; reverts to true form on death. One Leg of Brass: disadvantage on Stealth in true form.

Multiattack. 2× Claw +5 (8, 2d4+3 slashing). Enthralling Touch +5, DC 13 WIS or Charmed 1 min (moves toward her). Beguiling Flames (recharge 5–6) 15 ft cone, DC 13 WIS or 14 (4d6) psychic + Frightened.

Pandora, the Opened One

Medium Humanoid (Divinely Crafted), CN · CR 7 (2,900 XP)

AC 15 | HP 112 (16d8+48) | Speed 30 ft.

CON 16(+3) WIS 14(+2) CHA 22(+6) — Persuasion +9, History +6. Resist: Psychic. Immune (cond., while Jar open ≤30 ft): Charmed, Frightened. Truesight 30 ft.

Vessel of Sorrows. BA: summons a Shadow/Specter within 30 ft while Jar open (suppressed if all 3 Circles sealed). Sorrow's Embrace: advantage on saves while a summon is visible. Relentless Grief: first ≤30 HP → Lamentation Phase.

Multiattack. 2× Lament Bolt +9, 90 ft, 11 (2d10) psychic, DC 16 WIS or Frightened; or 1 Bolt + a spell ≤2nd level. Spellcasting DC 16, +9 (Charm Person, Hold Person, Bestow Curse, Banishment, etc).

Reaction: Jar's Ward redirects attacks to a nearby summon. Legendary (2/rd): Lament (1), Shade (1, disabled if Despair sealed), Wail of Ages (2) — 30 ft, DC 16 CON, 7 (2d6) psychic + disadvantage on saves.

Shadow / Specter (Summons)

Medium Undead, CE · CR 1/2 & CR 1 (100 / 200 XP)

Shadow: AC 12, HP 16. Vulnerable Radiant. Strength Drain +4, 9 (2d6+2) necrotic, STR −1d4 (0 = death); disadvantage if Circle of Pestilence sealed.

Specter: AC 12, HP 22, Fly 50 ft (hover). Incorporeal Movement (suppressed if Circle of Strife sealed). Life Drain +4, 10 (3d6) necrotic, DC 10 CON or max HP reduced until long rest.

Both: Resist Acid/Cold/Fire/Lightning/Thunder/nonmagical B-P-S; Immune Necrotic/Poison; Sunlight Weakness (disadvantage in daylight).

The Weight of Hope · 4/4

Key Items

🏺 Amphora of Elpis

Wondrous Item (single use) · Divine Artifact · Given by Zeus

Note (20 words): "What was last to leave the jar awaits return. Do not open until you stand before the source."

In the Sanctum: uncork within 30 ft. of the Jar — dismisses all summons; Pandora DC 16 WIS (fail: Stunned then non-hostile, Persuasion DC 12; success: Lamentation Phase). Destroyed after use.

Outside the Sanctum: flash of light removes Frightened + advantage on WIS saves (1 min) for all within 30 ft.

Enc. 2 shortcut: shown to Kyros = automatic bypass, no check.

🌸 Sprig of Asphodel

Wondrous Item (single use) · Given by Acantha

Presented to any guardian/undead/oath-bound entity = recognized as divinely escorted. This session: automatic bypass of Kyros's riddle; Empousai stand down 1 min. Wilts after use.

Passive (before use): advantage on saves vs. Charmed from undead sources.

🔵 Amulet of the Labyrinth

Wondrous Item (requires attunement) · Given by Kyros

Awarded on peaceful riddle-solve; found on the ground if Kyros is defeated in combat.

Attuned: advantage on saves vs. Charmed/Frightened. Never Lost (1/day, dawn reset): 1 hr, always know direction to a named location/exit within 1 mile.

Loot Summary

Paths A/B/C: Blessing of Elpis (advantage on one save, declared before rolling, within 24 hrs) + possible divine boon.

Path D (0 HP): Divine Favour (advantage on one attack roll, within 24 hrs) instead — weaker reward, somber tone from Zeus.

Sealed Jar: non-magical trophy afterward, worth 500 gp to a collector.

NPC Quick Reference

⚡ Zeus / "Dios"

Medium Celestial (God in Disguise) · Quest Giver

Disguise: stocky, grey-bearded sailor, calm grey eyes, faint smell of ozone. Tell: eagle birthmark on left forearm — DC 16 Perception/Insight.

Role: hands over the Amphora + note at harbour, departs without answering questions — cannot intervene directly (divine non-intervention).

Secret: chose Pandora's plight as cosmic shame — the gods gave her curiosity and never warned her; he owes a resolution he can't personally deliver.

Reveal (Paths A/B/C): appears in golden form or as a voice + descending eagle; thanks each PC by name; may grant a boon.

🌿 Acantha, the Ash Nymph

Small Fey, NG · CR 1 (200 XP) · Ally

AC 11 | HP 22 (4d6+8) | Speed 30 ft.

CHA 18(+4) — Nature +4, Perception +4. Darkvision 60 ft.

Isle-Bound: can't leave while the Jar is open — sealing it frees her curse (she is quietly desperate for this but won't say so).

Soothing Presence: allies within 10 ft. advantage vs. charm/fear. Gift of the Grove (1/day): Sprig of Asphodel.

Vine Lash. +3, 4 (1d6+1) slashing. Entangle (1/day) DC 12 STR.

Role: guides shore→gate, won't descend into the sanctum. Freed and may join the party after the Jar seals.

🧿 Phaedon, the Blind Seer

Medium Humanoid, LN · Non-combatant

AC 10 | HP 4 | Speed 25 ft. (staff)

History +7, Insight +6, Religion +5. Reads all languages incl. Ancient Greek.

Apollo's Sight: can't be deceived by illusions/shapechangers; speaks only in cryptic metaphor. Prophecy (1/day): DM reveals one hidden DC/mechanic/secret.

Seer's Vouching: grants advantage on the Kyros Persuasion check, and once/encounter on a Persuasion check against Pandora.

Background: placed on the trireme by Apollo; has "walked this path in visions." Will not fight — retreats if combat reaches him.

Aftermath

Clean seal: Zeus reveals himself fully and speaks to each PC by name; the "Dios" persona is acknowledged with a knowing smile.

Phaedon's blindness lifts for one moment — he sees the party clearly — then returns to peaceful blindness.

Acantha, now free, may return to the trireme with the party if invited.

The Mill of Midas · 1/4

The Mill of Midas

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Cure the king if possible.
Style: Urban curse investigation where greed, panic, and quarantine are more dangerous than blades.
Win: Midas is cured or contained, the millstone is cracked, and the market keeps enough food and trust to recover.
Lose: The golden touch becomes a civic plague; bread, coin, and bodies turn beautiful and useless.
Maguffin: Clay Loaf of Pact-Breaking · Ally: Philon the Coin-Shaver · QG: Queen Damodice
"A flour-dusted receipt stamped with a gold thumbprint and a list of missing bakers."

Major Beats

  1. A child tries to trade a golden apple for bread no one can eat.
  2. Midas speaks through a door with both hands tied in linen.
  3. A market bell turns to gold mid-ring and keeps vibrating.
  4. The millstone whispers prices for every heroic compromise.

Difficulty

TierAdjust
As Written ★6 PCs · APL 7
Library Standard6 PCs · APL 8 — Slight bump: elite HP +15–20%, one extra minion in Enc. 1 or 2, DCs +1. Enc. 3 as written is near-parity.
EasierAPL 5–6: −1 elite; boss loses one recharge attack.
HarderAPL 8–9: +1 elite; boss recharge improves by 1 step.
The Mill of Midas · 2/4

ENC 1 — Quarantine at the Saffron Gate

Enc. 1 - Social investigation · ~50 min · Market gate, sealed bread stalls, gold-streaked fountain, guard cordon, rooftops for stealth entry.

ENC 2 — The Counting House Crawl

Enc. 2 - Stealth and clues · ~55 min · Two-story counting house, flour hoist, locked ledger room, bridge to the royal mill.

ENC 3 — Midas at the Grinding Stone

Enc. 3 - Hard boss fight · ~85 min · Royal mill floor, turning gears, flour pits, gold-crusted sluice, and a locked viewing gallery.
The Mill of Midas · 3/4

STAT BLOCKS

Maguffin

Clay Loaf of Pact-Breaking

The Mill of Midas · 4/4

NPC / ALLY

Queen Damodice

Philon the Coin-Shaver

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The Sibyl's Last Page · 1/4

The Sibyl's Last Page

A burning oracle-run through the caves of Cumae.
Style: Claustrophobic prophecy chase for 6 level-8 PCs with investigation, hazards, and a hard escape finale.
Win: Recover the last page, interpret its true route, and escape before the cave seals in sacred smoke.
Lose: The page burns unread; Rome's future becomes a weapon for whoever controls the surviving ash.
Maguffin: Laurel-Ash Phial · Ally: Amelia the Younger Voice · QG: Lucius Varron of Misthaven
"When the seventh door exhales, carry the page through water, not flame, and believe the older voice."

Major Beats

  1. Lucius admits the mission is political only after the first false page crumbles.
  2. The caves answer lies with doors that open onto the party's memories.
  3. Amelia's young voice contradicts the official masks.
  4. The finale asks whether the future must be saved whole or carried as ash.

Difficulty

TierAdjust
As Written ★6 PCs · APL 7
Library Standard6 PCs · APL 8 — Slight bump: elite HP +15–20%, one extra minion in Enc. 1 or 2, DCs +1. Enc. 3 as written is near-parity.
EasierAPL 5–6: −1 elite; boss loses one recharge attack.
HarderAPL 8–9: +1 elite; boss recharge improves by 1 step.
The Sibyl's Last Page · 2/4

ENC 1 — Seven Doors Under Cumae

Skill / Medium · ~45 min · Forked cave hall with seven labeled doors, ankle-deep water, laurel roots, and smoke vents.

ENC 2 — The Masked Interpretations

Medium · ~55 min · Round archive, hanging masks, cracked lectern, black-water channel, and a sealed page niche.

ENC 3 — The Last Page Burns Forward

Hard · ~65 min · Ascending lava-lit stair, three prophecy doors, falling roots, and a moon well exit.
The Sibyl's Last Page · 3/4

STAT BLOCKS

Maguffin

Laurel-Ash Phial

The Sibyl's Last Page · 4/4

NPC / ALLY

Lucius Varron of Misthaven

Amelia the Younger Voice

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Arena of the Labors · 1/4

Arena of the Labors

Six labors reborn on sacred sand — without the hero who first won them.
Style: Stadium · 6 waves · reuses Hydra / Stymphalian / Boar centerpieces · no Heracles
Win: Clear six labors (capture/pen OK)
Lose: Dragged out or Chant Clock 3
QG: Melanthios · Ally: Thaleia · Maguffin: Olive-Resin Club
"Not the hero's name — the sand's…"

Waves

  1. Nemean Lion — hide / pin
  2. Lernaean Hydra — heads + fire (tracker)
  3. Mares of Diomedes — recruit Thaleia
  4. Stymphalian Birds — thunder / nets
  5. Erymanthian Boar — capture preferred
  6. Cretan Bull — Hard · stake club

Difficulty

TierAdjust
Easier3-head hydra; fewer mares/birds; rest before Gate III
As Written ★6×L8
HarderOverlap Bull with Boar still up
Arena of the Labors · 2/4

ENC 1 — Lion & Hydra

ENC 2 — Mares & Birds

ENC 3 — Boar & Bull

Arena of the Labors · 3/4

STAT BLOCKS

Maguffin

Olive-Resin Club

Arena of the Labors · 4/4

NPC / ALLY

Archon Melanthios

Thaleia of the Bit

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Bellerophon's Bargain · 1/4

Bellerophon's Bargain

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Drive off the Chimera; pride is the trap.
Style: Mythic mountain chase about humility, teamwork, and staying mounted while fire fills the sky.
Win: Pegasus trusts mortal riders, the Chimera is driven from Lycia, and Bellerophon keeps his pride in check.
Lose: The hunt becomes a trophy boast; Pegasus bolts, the Chimera survives, and Lycia remembers vanity before rescue.
Maguffin: Humble Bridle · Ally: Half-Tamed Pegasus · QG: Melanippe of the Bridle Shrine
"A moon-silver bridle tag etched with 'borrowed wings return heavier than stolen ones.'"

Major Beats

  1. Pegasus watches from a ridge and judges every hand movement.
  2. Bellerophon smiles like a hero one compliment away from ruin.
  3. The Chimera's three heads argue over which rider smells proudest.
  4. The best victory is loud in the sky and quiet at the feast.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Bellerophon's Bargain · 2/4

ENC 1 — The Bridle Shrine

Enc. 1 - Recruitment · ~50 min · Olive grove shrine, dry streambed, thorn snare, high meadow, and a broken boast-stone.

ENC 2 — Lessons Above Lycia

Enc. 2 - Aerial skill challenge · ~55 min · Switchback cliffs, shepherd ledges, hot updraft vents, and cloud gaps over a ravine.

ENC 3 — The Bragging Crag

Enc. 3 - Hard boss hunt · ~85 min · Basalt spire, three thermal vents, broken hero statues, cloud shelf, and a smoking goat-path.
Bellerophon's Bargain · 3/4

STAT BLOCKS

Maguffin

Humble Bridle

Bellerophon's Bargain · 4/4

NPC / ALLY

Melanippe of the Bridle Shrine

Half-Tamed Pegasus

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Judgment at Delphi · 1/4

Judgment at Delphi

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Do not kill Apollo.
Style: Sacred courtroom mystery that turns into a temple siege when the lie sheds its human voice.
Win: The false oracle is exposed, Apollo's shrine remains intact, and the Python-spawn is slain or banished as a monster.
Lose: Delphi accepts a counterfeit judgment; pilgrims riot, priests vanish, and the temple closes under living coils.
Maguffin: Sunlit Tripod Shard · Ally: Ion the Archive Acolyte · QG: Theoxena, Senior Pythia
"A wax tablet with two prophecies: one in clean hexameter, one with the same mistake repeated."

Major Beats

  1. Two prophecies rhyme until one word stains the wax black.
  2. A pilgrim begs for judgment while hiding a knife under laurel leaves.
  3. The tripod shadow points at a wall that starts breathing.
  4. The false voice uses the party's names before anyone speaks them.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Judgment at Delphi · 2/4

ENC 1 — The Pilgrim Docket

Enc. 1 - Civic investigation · ~50 min · Delphi forecourt, laurel queue ropes, offering tables, archive stair, and public judgment dais.

ENC 2 — Trial of the Crooked Verse

Enc. 2 - Social proof · ~60 min · Marble hearing hall, bronze tripod, witness benches, smoke vents, and curtained priest doors.

ENC 3 — Coils Around the Omphalos

Enc. 3 - Hard boss fight · ~85 min · Inner sanctuary, cracked omphalos stone, tripod dais, smoke fissures, and living coils sealing exits.
Judgment at Delphi · 3/4

STAT BLOCKS

Maguffin

Sunlit Tripod Shard

Judgment at Delphi · 4/4

NPC / ALLY

Theoxena, Senior Pythia

Ion the Archive Acolyte

Remember

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Karkinos at the Keel · 1/4

Karkinos at the Keel

One-Shot · 6 PCs Lvl 8 · ~3–3.5 hrs · Single trireme · Sharks / Octopus / Nymph / Karkinos
Style: Beasts → Fey parley → Crab boss  |  Win: Defeat or drive off Karkinos (0 HP or ≤30 HP after Horn)

Ship: 40×50 +15 +25 = 90 ft · mast · 15 ft ram · no second ship.

"When the sacred crab climbs for blood that is not the sea’s, sound this horn — hunger hears the true feast." — Coral Feast-Horn

Major Beats

  1. Nereid herald + Coral Feast-Horn aboard mist-trireme.
  2. Enc. 1: 3 sharks + octopus on oars.
  3. Enc. 2: Thalassa parley / recruit (+ dolphin omen).
  4. Enc. 3: Karkinos climbs the ram; Horn payoff.

Creature List

CreatureE/M/HMini
Hunting Shark2/3/3×3
Giant Octopus0/1/1×1
Thalassa (Nymph)—/1/1Sea nymph
Sea Spirit0–5×5
Karkinos (Boss)1Cancer the Crab

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Karkinos at the Keel · 2/4

ENC 1 — Blood in the Oar-Wash

Medium · 3 Sharks + Octopus · 4 oar banks AC12/HP12

ENC 2 — The Nymph’s Shoal

Skill/Social · Thalassa + 3 spirits

ENC 3 — Karkinos Climbs

Hard · Huge crab via 15 ft ram
Karkinos at the Keel · 3/4

STAT BLOCKS

Hunting Shark CR2

AC 12 | HP 45 | Swim 40

  • Blood Frenzy · Bite +6 (2d8+4)

Giant Octopus CR1

AC 11 | HP 52 | Reach 15

  • Tentacles +5 grapple DC 16 · Oar Grapple · Ink R4–6

Thalassa CR3

Sea Nymph · recruitable

AC 14 | HP 58 · Spell DC 14

  • 2× Tidal Dart +5 · Charm 1/day · Enc3 Help/heal

Sea Spirit CR1/2

AC 12 | HP 22

  • Hide in spray · Recruit Pers DC 12 → no surprise Enc3

Karkinos CR9 BOSS

AC 18 | HP 168 | Climb 20 · LR 2

  • 2× Claw +10 · Crush · Deck Slam · LA Scuttle

Delphinus

AC 12 | HP 27 | Swim 60

  • Rescue Breach reaction · Ram +4
Karkinos at the Keel · 4/4

KEY ITEM / NPC

Coral Feast-Horn

Nereid Herald

Ship Reminder

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Lightning on Dead Oars · 1/4

Lightning on Dead Oars

One-Shot · 6 Players · Level 8 · ~3–3.5 hrs · Ghost Galley Boarding · Undead & Storm Constructs
Style: Undead boarders → Storm constructs → Shade admiral  |  Win: Destroy Admiral Lysander’s Shade and break the ghost ship’s hold

Ship: Main 40×50 + bow 15 + stern 25 = 90 ft · 15 ft ram · 2nd ship ghost galley (~80×30) to port · optional Charybdis under both.

"Drive this nail into dead wood that still rows — lightning loses its master, and bones remember the grave." — Lodestone Nail of Auster

Major Beats

  1. Navigator Rhea + Lodestone Nail; mist clears mid-sea with ghost galley already to port.
  2. Enc. 1: Bone rowers + lochagos board the party deck.
  3. Enc. 2: Storm knights + Tempest Effigies — persuade or smash.
  4. Enc. 3: Admiral’s shade on ghost stern; optional Charybdis pressure.

Creature / Enemy List

CreatureEasyMedHardMini
Bone Rower (Skeleton)469×9
Bone Lochagos11–22×2
Storm Knight123×3
Tempest Effigy234×4
Admiral Shade (Boss)adj11Captain + crown staging
Lesser Charybdisopt1×2 (use 1)

Difficulty Scaling

TierAdjust
EasyFewer skeletons; 1 knight; Admiral HP 110, no Mast Arc
Medium ★As written; Charybdis optional rd 3+
HardAll 3 knights; Charybdis from rd 1; Admiral LR 3
Lightning on Dead Oars · 2/4

ENC 1 — Bone Boarders

Medium · 6 Bone Rowers + 1 Bone Lochagos

ENC 2 — Knights of Empty Thunder

Medium · 2 Storm Knights + 3 Tempest Effigies

ENC 3 — Admiral of Dead Oars

Hard · Admiral Shade + captain + 2 Effigies + 3 skeletons (reuse minis)
Lightning on Dead Oars · 3/4

STAT BLOCKS

Bone Rower CR1/4

AC 13 | HP 13

  • Oar Gang +1 AC · Shortsword/bow +4 · Vuln bludgeoning

Bone Lochagos CR3

AC 15 | HP 52

  • Marshal +1 atk to skeletons ≤30 · 2× Longsword +4 · Rattle Order R5–6

Storm Knight CR4

AC 18 | HP 68 · Immune lightning

  • Aura 1d6 lit · Spear +6 (+1d6 lit) · Thunder Step 1/day

Tempest Effigy CR2

AC 15 | HP 40 | Hover 20

  • Slam +4 (+ lit) · Static Burst R5–6 Dex DC 12 · Nail grounds

Admiral Shade CR9 BOSS

AC 17 | HP 142 | Fly 30 · LR 2

  • 3× Spear +8 · Raise Rowers · Mast Arc · LA Spear/Order/Gale

Lesser Charybdis CR8

Optional pressure

AC 14 | HP 126 | Swim 40

  • Whirlpool init 20 · Bite +9 · Engulf Surge R5–6
Lightning on Dead Oars · 4/4

KEY ITEM / NPC

Lodestone Nail of Auster

Navigator Rhea

Ship Reminder

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Sinbad and the Roc of Serendib · 1/4

Sinbad and the Roc of Serendib

One-Shot · 6 PCs Lvl 8 · ~3–3.5 hrs · Greek–Arabian crossover · Sinbad ally · Roc boss
Style: Cyclops toll → Diamond valley / Old Man → Roc nest  |  Win: Drive off Roc of Serendib (preferred) or 0 HP; extract crew

Guest: Sinbad the Sailor · Maguffin: Serendib Noon-Diamond · Shore / valley / nest ledge (trireme at anchor).

"When the mountain-bird stoops for its stolen moon, flash Serendib’s noon — nest remembers sky, and sky remembers mercy." — Serendib Noon-Diamond

Major Beats

  1. Mist → crossover shore; meet Sinbad; Noon-Diamond.
  2. Enc. 1: Valley Cyclops — gift / riddle / fight.
  3. Enc. 2: Serpents + Old Man of the Sea; free Layla; false egg.
  4. Enc. 3: Roc nest; diamond (+ smash false egg) drive-off.

Creature List

CreatureE/M/HMythos
Valley Cyclops1Greek + Sinbad
Diamond Serpent1/2/3Arabian valley
Old Man of the Sea1Arabian (↔ Proteus)
Ghul (opt)0/0–1/2Arabian
Nest Griffin0/0–1/2Shared
Roc of Serendib1Rukh / sky-terror

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Sinbad and the Roc of Serendib · 2/4

ENC 1 — The One-Eyed Toll

Medium · Valley Cyclops · gift / riddle / fight

ENC 2 — Diamonds and the Old Man

Skill/Medium · 2 serpents · Old Man rides a PC · Layla bound

ENC 3 — Roc of Serendib

Hard · Nest ledge 30×40 · 40 ft drop · false egg center
Sinbad and the Roc of Serendib · 3/4

STAT BLOCKS

Sinbad (Ally)

AC 15 | HP 84 | Climb 20

  • 2× Scimitar +6 · Feint Wis DC 14 · Seven Voyages 1 HP once/SR · Roc-Lore Tip

Valley Cyclops CR6

AC 14 | HP 138

  • 2× Club +9 · Rock +9 · Poor depth perception

Diamond Serpent CR3

AC 14 | HP 60 | Climb 30

  • Bite +6 + poison Con DC 12 · Constrict grapple DC 14

Old Man of the Sea CR4

AC 14 | HP 71 · Magic Res

  • Slam + ride (restrain, 2d6 psychic/turn) · Salt Curse R5–6

Ghul CR2 (opt)

AC 13 | HP 45

  • Claw +4 · Howl Wis DC 12 · Adv vs bloodied

Roc of Serendib BOSS

AC 15 | HP 198 | Fly 120 · LR 2

  • +13 Beak/Talons · Snatch · Nest Quake · LA Wheel
Sinbad and the Roc of Serendib · 4/4

KEY ITEM / NPCS

Serendib Noon-Diamond

Sinbad the Sailor

Layla of Basra

Crossover Reminder

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Stymphalian Storm · 1/4

Stymphalian Storm

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Enc. 3 is Hard.
Style: Heroic lake-clearing hunt with noisy tools, risky improvisation, and a final airborne brawl.
Win: The flock breaks, the lake reopens, and the last bronze feathers are claimed before they seed a wider plague.
Lose: The birds scatter into farms and roads; the lake survives, but every nearby roof and field becomes a target.
Maguffin: Thunder-Net of Stymphalos · Ally: Itys of the Whistling Reeds · QG: Alkippe Reed-Warden
"Three thunderstones, two weighted nets, and a bad sketch of a reed island marked 'queen nest?'"

Major Beats

  1. A bronze feather punches through a shield like a thrown spear.
  2. Villagers argue for fire while children hide under reed mats.
  3. Thunder answers at exactly the wrong moment.
  4. The matriarch's shadow turns the whole lake black.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Stymphalian Storm · 2/4

ENC 1 — Reeds Under Siege

Enc. 1 - Non-combat route · ~45 min · Flooded village docks, reed huts, half-sunk skiffs, and a bell tower full of bronze scratches.

ENC 2 — Thunder, Nets, and Bad Ideas

Enc. 2 - Skill challenge · ~55 min · Open gray water, reed blinds, three lure rafts, and a lightning-struck standing stone.

ENC 3 — The Bronze Rookery

Enc. 3 - Hard boss fight · ~85 min · Bone-white island, thorny nest spire, waist-high water, three egg mounds, and storm clouds overhead.
Stymphalian Storm · 3/4

STAT BLOCKS

Maguffin

Thunder-Net of Stymphalos

Stymphalian Storm · 4/4

NPC / ALLY

Alkippe Reed-Warden

Itys of the Whistling Reeds

Remember

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The Atlantean Toll · 1/4

The Atlantean Toll

One-Shot · 6 Players · Level 8 · ~3–3.5 hrs · Trireme + Enemy Galley · Atlantean Boarding
Style: Elemental skirmish → Galley clash → Deep-beast boss  |  Win: Break the false toll; defeat or drive off the Keto-Spawn

Ship: Main 40×50 + bow 15 + stern 25 = 90 ft · 15 ft ram · 2nd ship Atlantean galley (≈70×25) starboard, 5–10 ft gap / grappled.

"Show the true bronze when false kings claim the wave — the deep-beast bows to the stamp, not the spear." — Bronze Tithe-Token

Major Beats

  1. Clerk of the Blue Tithe + Tithe-Token; mist onto trireme mid-crossing.
  2. Enc. 1: Steam mephits boil from oar-ports as the galley signals.
  3. Enc. 2: Boarding — Atlanteans + Brine-Touched; recruit Wave-Caller via Token.
  4. Enc. 3: Keto-Spawn climbs the ram onto the bow deck.

Creature / Enemy List

CreatureEasyMedHardMini
Steam Mephit244×4
Atlantean (Sahuagin)244+wave×4
Brine-Touched (Kuo-toa)234×4
Triton Wave-Caller11Caster ×1
Triton Guard (allies)00–20–2from ×10
Keto-Spawn (Boss)adj11Deep-sea monster

Difficulty Scaling

TierAdjust
Easy2 mephits; 2 Atlanteans; Keto HP 100, no LA
Medium ★As written
HardFull mini caps; Keto HP 170; swallow recharge 5–6
The Atlantean Toll · 2/4

ENC 1 — Steam on the Water

Easy–Medium · ~35 min · 4 Steam Mephits

ENC 2 — False Kings of the Wave

Medium · Boarding · 4 Atlanteans + 3 Brine-Touched + Wave-Caller

ENC 3 — Keto-Spawn at the Ram

Hard · Keto-Spawn climbs 15 ft ram · optional 2 Atlantean snipers
The Atlantean Toll · 3/4

STAT BLOCKS

Steam Mephit CR1/4

AC 10 | HP 21 | Fly 30

  • Claws +2 · Breath R6 Dex DC 10 (1d8 fire) · Death Burst 5 ft

Atlantean (Sahuagin) CR1

AC 12 | HP 22 | Swim 40

  • Blood Frenzy · Bite + Spear +4 · Cap ×4 figures

Brine-Touched (Kuo-toa) CR1

AC 13 | HP 27

  • Spear +3 · Net · Slime Slap Con DC 11

Triton Wave-Caller CR4

Recruitable · Mini: Triton caster

AC 14 | HP 65 · Spell DC 13

  • Fog / Gust / Tidal Wave 1/day · Trident +4 · Lightning Lure

Triton Guard CR1

AC 13 | HP 27

  • Spear +4 · Conch Net DC 12 · Optional Enc. 3 allies (≤2)

Keto-Spawn CR8 BOSS

Deep-sea angler/shark hybrid

AC 16 | HP 136 | Swim 50

  • +9 Bite (grapple DC 15) + 2 claws · Swallow R6 · LA Thrash Dex DC 15
The Atlantean Toll · 4/4

KEY ITEM / NPC

Bronze Tithe-Token

Clerk of the Blue Tithe

Ship Reminder

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The Boar of Calydon · 1/4

The Boar of Calydon

A level 8 wilderness boss-hunt for six Theronauts.
Style: Mythic wilderness hunt with rival patrons, broken oaths, and a brutal quarry.
Win: Stop the boar, expose the curse feeding the hunt, and leave the Calydonian claimants alive enough to accept a shared trophy.
Lose: The hunters turn on each other, the boar scatters the villages, and Artemis marks the party as oath-breakers.
Maguffin: Moon-Black Bristle · Ally: Atalanta, Unwanted First Spear · QG: King Oeneus of Calydon
"A bristle black as fired iron is tied with red wool. When moonlight touches it, the shadow points toward the hunter who lied most recently."

Major Beats

  1. Oeneus asks for heroes while hiding the divine insult that caused the hunt.
  2. Atalanta sees the true trail before the court agrees she is allowed to speak.
  3. The boar kills selectively, proving the quarry understands pride and politics.
  4. The final trophy must become a peace bond or Calydon bleeds after victory.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
The Boar of Calydon · 2/4

ENC 1 — The Feast Before the Blood

Enc 1: Social Hunt Council · ~45 min · Long mead hall, trophy wall, moonlit altar court, and cellar stair.

ENC 2 — The Quarry Chooses

Enc 2: Branching Wilderness Chase · ~60 min · Three-lane forest chase: ravine bridge, trampled vineyard, and shrine pool.

ENC 3 — Tusks in the Sacred Mire

Enc 3: Hard Boss Hunt · ~90 min · Sacred marsh with three dry hummocks, thorn channels, and a half-sunk altar.
The Boar of Calydon · 3/4

STAT BLOCKS

Maguffin

Moon-Black Bristle

The Boar of Calydon · 4/4

NPC / ALLY

King Oeneus of Calydon

Atalanta, Unwanted First Spear

Remember

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The Bronze Heart of Crete · 1/4

The Bronze Heart of Crete

One-Shot · 6 Players · Average Level 8 · Greek Mythology · ~3.5 hrs / 3 Encounters
Style: Infiltration & Shutdown-the-Colossus  |  Win Condition: Reach the Ichor Heart inside Talos and complete the shutdown sequence before the colossus reaches the harbor  |  Setting: The port village of Amnisos, Crete, and the animated interior of the Bronze Talos.

The party's trireme makes landfall at Amnisos just as the bronze colossus Talos, guardian of Crete, lurches to life and begins rampaging toward the coast. A disguised smith warns them its ichor-heart has been corrupted, and only someone who can reach the valve inside its chest can shut it down without destroying it forever.

"You smell the forge before you see the man — soot to the elbows, a burn-scarred grin. 'Kadmos,' he says, extending a hand like tempered iron. 'The giant on the ridge is not attacking Crete. Something is hurting it, and it doesn't know how to scream except with its fists. I need someone small enough to climb inside its chest and quiet its heart before it reaches the harbor.'"
Maguffin — The Aegis Pin: Kadmos presses a cold bronze nail into your palm, etched with spiraling script. Attached is a scrap of hide reading: "Seek the ichor-valve at heart or heel. Turn the pin thrice. The bronze giant will sleep, not die." (Full card, Page 4.)

Major Beats

  1. Trireme lands at Amnisos; party meets Kadmos (Hephaestus in disguise) at the dockside tavern, the Drowned Anchor.
  2. Kadmos explains Talos's ichor-heart has been corrupted and hands over the Aegis Pin.
  3. Encounter 1: Amnisos village is under attack by a rampaging Chalkotauros (bronze bull sentinel); scholar Ikara is trapped under rubble.
  4. Villagers point the party toward Talos's fallen heel-hatch, ground into the shoreline by its own weight.
  5. Encounter 2: Party climbs the internal clockwork shaft from heel to torso, past Bronze Sentries and steam hazards; may free the bound construct Kyros.
  6. Party reaches the torso access hatch and descends into the Ichor Heart chamber.
  7. Encounter 3 (Boss): Party defends the Ichor Valve from Legionnaire constructs and the Talos Overseer for 3 shutdown successes within 8 rounds.
  8. Success: Talos kneels and powers down on the shoreline, intact but dormant — Crete is safe, and legend gains a new chapter.

Creature / Enemy List

CreatureCREncounterNotes
Chalkotauros (Bronze Bull)41Avoidable via DC 15 Arcana/Investigation shutdown
Bronze Sentry22x2 (x3 at Hard scaling); avoidable via valve puzzle
Bronze Legionnaire23x2 standard soldiers
Keraunos Legionnaire (Lightning)33Discharge reaction at half HP
Pyrikaus Legionnaire (Fire)33Cinder Breath recharge 5–6
Talos Overseer53Mini-boss; buffs Legionnaires, Overcharge Core

Difficulty Scaling (APL 4 / 6 / 8[baseline] / 10)

EncounterAPL 4APL 6APL 8 (Baseline)APL 10
1 — Bull in the StreetsBull HP 55, no Trampling ChargeBull HP 70As written (HP 85)Add 2nd bull at half HP
2 — Clockwork Ascent1 Sentry only2 SentriesAs written (2 Sentries)3 Sentries + 1 elite Sentry
3 — Ichor Heart (Boss)Remove Overcharge Core; drop 1 LegionnaireDrop Pyrikaus LegionnaireAs written (Hard)+1 Bronze Legionnaire; Overseer HP +30
The Bronze Heart of Crete · 2/4

Encounters

Encounter 1 — The Bull in the Streets

Style: Skirmish w/ Non-Lethal Option  |  Win Condition: Stop the Chalkotauros and free Ikara  |  Difficulty: Moderate  |  Terrain: Amnisos village street, 80×60 ft; overturned carts/nets = difficult terrain & half cover; collapsed well pins Ikara.
Success — Bull disabled/destroyed and Ikara rescued: she joins as an ally (advantage on Investigation/Arcana in Encounters 2–3; skips one hazard in Encounter 2).
Partial — Bull defeated but Ikara not freed within 3 rounds: she survives but only gives info, does not join.

Encounter 2 — The Clockwork Ascent

Style: Environmental Hazard + Avoidable Guardian Skirmish  |  Win Condition: Reach the torso access hatch  |  Difficulty: Moderate  |  Terrain: Vertical gear shaft, 40 ft spiral gantry; steam vents erupt every 3 rounds (init count 20) — DC 13 Dex save or 2d6 fire; rotating gear-plate floor sections are difficult terrain.
Aftermath — Kyros freed: joins the party; in Encounter 3 it can auto-succeed one shutdown check (once) or grant advantage on the reaction vs. Overcharge Core. Sentries bypassed via valves: party gets a surprise round entering Encounter 3.

Encounter 3 — The Ichor Heart (Boss)

Style: Defend-the-Ritual  |  Win Condition: 3 cumulative shutdown-check successes at the Ichor Valve using the Aegis Pin within 8 rounds  |  Difficulty: Hard  |  Terrain: Circular vault, 60 ft diameter; rotating gear-plates (init 20, DC 12 Dex save or slide 10 ft); ruptured wall conduits deal 1d8 fire or lightning (DM's choice by color) on touch; central dais holds the Ichor Valve.
Success — 3 successes land within 8 rounds: Talos kneels and powers down on the shoreline, dormant but intact. All constructs go inert immediately.
Failure — 8 rounds elapse: Talos completes its lurch into the harbor, destroying the party's trireme and part of the docks. Party must flee the collapsing chamber — DC 13 Dex save each round or take 2d6 bludgeoning from falling debris. No deaths required, but stakes escalate for any sequel.
The Bronze Heart of Crete · 3/4

Creature Stat Blocks

Chalkotauros (Bronze Bull)

Large Construct, Unaligned · CR 4
AC 17 | HP 85 (10d10+30) | Speed 40 ft
STR 20(+5) DEX 12(+1) CON 18(+4) INT 3(–4) WIS 10(+0) CHA 1(–5)
Resist bludgeoning/piercing/slashing (nonmagical); Immune poison, psychic, exhaustion, charmed, frightened, paralyzed, petrified, poisoned; Darkvision 60 ft
Siege Monster. Deals double damage to objects/structures.
Multiattack. Two Gore attacks.
Gore. +8 to hit, reach 5 ft, 18 (2d10+7) piercing; Medium or smaller target: DC 16 Str save or knocked prone.
Trampling Charge (Recharge 5–6). Moves up to speed; adjacent creatures in its path take a bonus Gore attack.
Shutdown: Adjacent creature, action, DC 15 Arcana/Investigation disables it (provokes OA).

Bronze Sentry

Medium Construct, Unaligned · CR 2
AC 16 | HP 45 (6d8+18) | Speed 30 ft
STR 16(+3) DEX 12(+1) CON 16(+3) INT 3(–4) WIS 8(–1) CHA 1(–5)
Resist bludgeoning/piercing/slashing (nonmagical); Immune poison, psychic, exhaustion + conditions; Darkvision 60 ft
Multiattack. Two Bronze Fist attacks.
Bronze Fist. +5 to hit, reach 5 ft, 8 (1d10+3) bludgeoning.
Standby: Set dormant via valve puzzle (DC 14 Investigation/Arcana, 2 of 3 valves).

Bronze Legionnaire

Medium Construct, Unaligned · CR 2
AC 17 | HP 60 (8d8+24) | Speed 30 ft
STR 16(+3) DEX 13(+1) CON 17(+3) INT 5(–3) WIS 10(0) CHA 1(–5)
Resist bludgeoning/piercing/slashing (nonmagical); Immune poison, psychic, exhaustion + conditions
Multiattack. Two Xiphos Strikes.
Xiphos Strike. +5 to hit, reach 5 ft, 9 (1d10+3) slashing.
Shield Bash (Bonus, 1/turn if it hit this turn). Target: DC 13 Str save or pushed 10 ft and knocked prone.

Keraunos Legionnaire (Lightning)

Medium Construct, Unaligned · CR 3
AC 17 | HP 70 (10d8+25) | Speed 30 ft
As Bronze Legionnaire; Resist lightning
Multiattack. Two Charged Blade attacks.
Charged Blade. +6 to hit, reach 5 ft, 10 (1d10+4) slashing plus 7 (2d6) lightning.
Discharge (Reaction, when reduced below half HP). 10-ft radius burst; DC 14 Dex save, 14 (4d6) lightning (half on success).

Pyrikaus Legionnaire (Fire)

Medium Construct, Unaligned · CR 3
AC 16 | HP 65 (9d8+27) | Speed 30 ft
As Bronze Legionnaire; Resist fire
Multiattack. Two Molten Fist attacks.
Molten Fist. +6 to hit, reach 5 ft, 9 (1d8+4) bludgeoning plus 7 (2d6) fire.
Cinder Breath (Recharge 5–6). 15-ft cone; DC 14 Dex save, 18 (4d8) fire (half on success). Ignites flammable objects.

Talos Overseer (Mini-Boss)

Medium Construct (Animus Core Avatar) · CR 5
AC 18 | HP 110 (13d8+52) | Speed 30 ft, hover 10 ft
STR 18(+4) DEX 14(+2) CON 18(+4) INT 14(+2) WIS 12(+1) CHA 10(0)
Skills Arcana +5; Immune poison, psychic, exhaustion + conditions
Gearlock Sync. Start of turn: one Legionnaire within 30 ft gains resistance to all damage until Overseer's next turn.
Overcharge Core (Recharge 6). Undoes one banked shutdown success unless a PC reacts with DC 15 Arcana.
Multiattack. Two Arc Lash attacks.
Arc Lash. +7 to hit, reach 10 ft, 12 (2d6+5) force.
Command Legionnaires (no action cost, 1/round). One Legionnaire within 30 ft makes one weapon attack as a reaction.

Kyros, the Bronze Owl (Ally)

Tiny Construct, Unaligned · CR 1/2
AC 14 | HP 10 | Speed 10 ft, fly 40 ft
Skills Perception +6
Scout. Can fly ahead and report hazards/enemy positions.
Shutdown Assist (1/session). Auto-succeeds one shutdown check at the Ichor Valve in Encounter 3.
The Bronze Heart of Crete · 4/4

Item & NPC Reference

Key Item

The Aegis Pin

A cold bronze nail etched with spiraling script, given by Kadmos at the outset.

NPC Quick Reference

Kadmos (Hephaestus in disguise)

  • Role: Quest giver, dockside smith at the Drowned Anchor tavern in Amnisos.
  • Motivation: Wants Talos disabled, not destroyed — he forged it and refuses to let it be slain like a common beast.
  • Secret: He is Hephaestus in mortal disguise; reveals this only if directly confronted with divine-detecting magic or if the party succeeds a probing DC 18 Insight check.
  • Roleplay notes: Speaks plainly, undersells his own power, deflects gratitude with dry humor. Will not fight alongside the party — "a god's hand is heavier than it looks."
  • Stat line (if forced to act): Treat as a CR 10 humanoid with resistance to fire and an at-will heat metal-like touch; he will avoid combat whenever possible.

Ikara of Knossos

  • Role: Rescuable artificer-scholar, descendant of Daedalus's workshop apprentices; recruit from Encounter 1.
  • Motivation: Obsessed with proving her lineage's worth by saving Talos rather than watching it be destroyed.
  • Secret: She has partial, half-remembered schematics of Talos's interior — the source of her Encounter 2/3 assistance bonuses.
  • Roleplay notes: Anxious, talks fast when nervous, lights up when given a technical problem to solve.
  • Mechanical benefit: Grants advantage on Investigation/Arcana checks related to Talos's mechanisms in Encounters 2–3 if rescued.
The Clashing Gates · 1/4

The Clashing Gates

A boarding battle between rocks that hate ships.
Style: Kinetic trireme gauntlet for 6 level-8 PCs, mixing helm checks, boarding fights, and hard navigation choices.
Win: Thread the Symplegades with the ship intact enough to sail and the Titan-kin boarding rite broken.
Lose: The rocks learn the ship's name, crush the route shut, and leave survivors stranded on living stone.
Maguffin: Bronze Dove of Phineus · Ally: Kyane the Blue Oar · QG: Captain Philon of the Mist Trireme
"Send the dove first, count the heartbeat second, and trust the oar that pulls when the stones inhale."

Major Beats

  1. Philon's confidence cracks when the rocks answer the trireme's old name.
  2. The first omen is useful but not complete.
  3. Boarders attack the ship's timing more than its crew.
  4. The finale rewards choosing exactly when to fight and when to row.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
The Clashing Gates · 2/4

ENC 1 — Dove Before Oars

Skill / Medium · ~45 min · Trireme deck, fog lane, left and right rock faces, current arrows, and three ship zones.

ENC 2 — Boarders From Both Stones

Medium · ~55 min · Main deck with mast, two boarding bridges, stern helm, damaged oar banks, and rail hazards.

ENC 3 — The Count Between Clashes

Hard · ~70 min · Narrowing channel, sliding deck markers, exposed ram, anchor-chain to right rock, and stern escape wake.
The Clashing Gates · 3/4

STAT BLOCKS

Maguffin

Bronze Dove of Phineus

The Clashing Gates · 4/4

NPC / ALLY

Captain Philon of the Mist Trireme

Kyane the Blue Oar

Remember

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The Debt of Antaeus · 1/4

The Debt of Antaeus

A level 8 borderland boss-hunt against earthbound strength.
Style: Borderland arena survival where clever terrain control matters more than raw damage.
Win: Separate Antaeus from the earth long enough to break the cult's debt rite, freeing captives without claiming Gaia as an enemy.
Lose: The party is pinned into the soil, the cult collects another oath-debt, and the border road becomes a graveled arena.
Maguffin: Sky-Shackle Chain · Ally: Nesra, Caravan Wrestler · QG: Dymas of the Salt Caravan
"A clay debt tablet lists names in wet script. When lifted from the ground, the newest name fades; when set down, it rewrites itself."

Major Beats

  1. The road itself seems to enforce the cult's crooked contracts.
  2. Nesra reframes wrestling as leverage, position, and honor rather than damage.
  3. Every clue says the giant's strength is conditional: feet, soil, debt, repeat.
  4. Victory is the moment Antaeus has no ground to borrow from.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
The Debt of Antaeus · 2/4

ENC 1 — Names in the Road-Dust

Enc 1: Borderland Bargain · ~45 min · Dust road, buried wagons, toll shrine, ring stones, captive pits.

ENC 2 — The Pit That Pulls Back

Enc 2: Skill Challenge Arena · ~60 min · Sunken clay arena, hanging cargo crane, cracked cistern, prayer mound.

ENC 3 — No Ground Beneath the Giant

Enc 3: Hard Separation Boss · ~90 min · Huge wrestling ring, raised crane hooks, broken columns, loose slabs, captive edge.
The Debt of Antaeus · 3/4

STAT BLOCKS

Maguffin

Sky-Shackle Chain

The Debt of Antaeus · 4/4

NPC / ALLY

Dymas of the Salt Caravan

Nesra, Caravan Wrestler

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The Ferry Overfull · 1/4

The Ferry Overfull

For 6 level 8 PCs, 3 to 3.5 hours, 3 encounters. Charon is not a kill target.
Style: Underworld disaster escort where the hardest fight is keeping order on a boat that must not sink.
Win: The living are turned back or delivered lawfully, Charon's ferry stays balanced, and the dead keep their road.
Lose: The barge capsizes into Styx; living names wash from memory while undead opportunists steal the crossing.
Maguffin: Balanced Obol Ledger · Ally: Myrto with the Blue Lantern · QG: Charon, Overworked Boatman
"A damp manifest with too many living names and only one column marked 'return fare.'"

Major Beats

  1. A living mother offers Charon every coin she has and the name of her last enemy.
  2. The dead mutter that the living always think grief is a ticket.
  3. The barge tilts when someone lies about who belongs aboard.
  4. A stolen name drips from the boss's hook like black ink.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
The Ferry Overfull · 2/4

ENC 1 — The Queue That Should Not Breathe

Enc. 1 - Social triage · ~50 min · Styx dock, rope lanes, obol booth, shade benches, and black water below loose planks.

ENC 2 — Midstream Weight

Enc. 2 - Escort skill challenge · ~60 min · Long black ferry, pole lanes, passenger benches, coin brazier, and fog banks hiding swimmers.

ENC 3 — Too Many Names in the Wake

Enc. 3 - Hard holdout · ~85 min · Tilting ferry deck, two side rails, prow ledger stand, stern bell, and grasping black water.
The Ferry Overfull · 3/4

STAT BLOCKS

Maguffin

Balanced Obol Ledger

The Ferry Overfull · 4/4

NPC / ALLY

Charon, Overworked Boatman

Myrto with the Blue Lantern

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The Ford of Twin Spears · 1/4

The Ford of Twin Spears

One-Shot · 6 PCs · Level 8 · Amazon–Spartan Border · ~3–3.5 hrs · Enc. 3 has 3 branches
Style: Faction crisis → Parley → Branched Hard finale  |  Win: End the war without executing Atalanta or Leonidas  |  Setting: Misthaven mist → sacred ford between Amazon hunt-camp and Spartan column.

Sister Eirene gives the Twin-Seal of the Ford. Enc. 1 scout collision; Enc. 2 expose Mask of Discord; Enc. 3 = Amazons / Spartans / Peace+construct.

"When bow and spear both cry injustice, bind crescent to lambda at the ford-stone — or gift the face you trust in battle." — Twin-Seal (23 words).

Major Beats

  1. Misthaven — Eirene + Twin-Seal; mist to fordlands.
  2. Enc. 1: Amazon vs Spartan scout ambush; de-escalate; recruit Myrto and/or Doulos.
  3. Audiences with Atalanta & Leonidas.
  4. Enc. 2: Proof hunt; expose Mask; lock Branch A/B/C.
  5. Enc. 3: One finale only (see page 2).

Finale Branch Unlock

BranchUnlockEnc. 3
A AmazonsPledge to Atalanta; no Spartan allianceParty+Atalanta vs Leonidas host; Leonidas yields (nonlethal)
B SpartansPledge to Leonidas; no Amazon allianceParty+Leonidas vs Atalanta host; Atalanta yields (nonlethal)
C PeaceProof to both; expose MaskBoth allies vs Strife-Wrought Champion; seal bind

Creature List

CreatureEMHNotes
Amazon Archer346Enc1 / Br B
Amazon Outrider123Enc1 / Br B
Spartan Hoplite346Enc1 / Br A
Spartan Lochagos011Enc1 / Br A
Atalanta / Leonidas11Iconic — no execute
Mask of Discord111Enc2
Strife-Wrought Championadj11Boss Br C

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
The Ford of Twin Spears · 2/4

ENCOUNTER 1 — Fordfall Ambush

Medium · 40–50 min · avoidable  |  Woods/road 100×60 ft

ENCOUNTER 2 — Parley at the Ford-Stone

Skill · 50–60 min  |  Plaza 80×80 ft

ENCOUNTER 3A — Amazons

Hard · Party + Atalanta vs Leonidas + 4 Hoplites + Lochagos

ENCOUNTER 3B — Spartans

Hard · Party + Leonidas vs Atalanta + 4 Archers + 2 Outriders

ENCOUNTER 3C — Peace / True Foe

Hard · Strife-Wrought Champion + Mask; Atalanta & Leonidas ally
The Ford of Twin Spears · 3/4

CREATURE STAT BLOCKS

Atalanta — Iconic

Medium Humanoid, CG · CR 8

AC 17 | HP 127 | Speed 40 ft. | DEX 20

  • 3× attacks: Longbow +9 (1d8+5 +2d6 psychic if target hit ally); Shortsword +9.
  • Pinning Shot (5–6): restrain Str DC 16.
  • LA: Move 20 / Shot / Call Hunt (2).
  • Oppose = nonlethal / banner / surrender only.

Leonidas — Iconic

Medium Humanoid, LN · CR 8

AC 20 | HP 136 | Speed 30 ft. | STR 20

  • 3× Spear +9 (1d8+5); Shield Bash prone Str DC 17.
  • Hold the Ford (1/rest): allies 15 temp HP.
  • LA: Command hoplite / +2 AC / Counterthrust (2).
  • Oppose = nonlethal / aspis break / yield only.

Amazon Archer

AC 15 | HP 39 | CR 2 · 2× Shortbow +5 (1d6+3)

Skirmish Step 10 ft after ranged atk

Amazon Outrider

AC 14 | HP 52 | CR 3 · 2× Spear +4 · Trample Dex DC 13

Spartan Hoplite

AC 18 | HP 45 | CR 2 · 2× Spear +5 · Shield Wall

Spartan Lochagos

AC 19 | HP 75 | CR 4 · 3× Spear +6 · Order Advance

Mask of Discord

Medium Fey shapechanger · CR 5

AC 15 | HP 84 | DEX/CHA 18

  • 2× Dagger +7 (1d4+4 +2d6 psychic).
  • Discordant Whisper (4–6): Wis DC 15 attack ally.

Strife-Wrought Champion — BOSS

Large Construct · CR 9

AC 17 | HP 161 (120/200) | Speed 40 ft.

  • Glaive +9 (2d10+5) ×2 + Shield-Slam prone Str DC 17.
  • War-Cry (5–6): Wis DC 15 fear cone.
  • LA: Advance / Glaive / Split the Line (2).
  • Seal bind: lose LA + 30 psychic once.
The Ford of Twin Spears · 4/4

KEY ITEMS

Twin-Seal of the Ford

NPC QUICK REFERENCE

Sister Eirene — Quest Giver

  • Motivation: Keep ford shrine unbloodied.
  • Secret: Suspects a third framer.
  • Roleplay: Calm, urgent; rewards proof over body counts.

Atalanta

  • Motivation: Justice for burned hunt-camp; protect Amazons.
  • Secret: Will accept truce if Spartan innocence proven.
  • If opposed: yield conditions only — never execute.

Leonidas

  • Motivation: Secure march route; avenge murdered runners.
  • Secret: Respects lawful challenge and kept oaths.
  • If opposed: yield / aspis break — never execute.

Myrto / Doulos — Scouts

  • Myrto: Amazon boots on “Spartan” messenger.
  • Doulos: forged wax on orders.
  • Both recruited → free Enc2 proof success.

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The Isle of Stonegaze · 1/4

The Isle of Stonegaze

One-Shot · ~6 Players · Average Level 8 · Greek Mythology · ~3–3.5 hrs / 3 Encounters
Style: Mythic Quest — Ship Combat / Marsh Skirmish / Cave Boss  |  Win Condition: Defeat Euryale (0 HP or pool self-petrify ×2) and retrieve the Eye of Medusa  |  Setting: Open sea aboard Ariadne's Thread → rocky shore → Mireweed Marsh → temple ruins → Cave of Euryale.

Scholarly merchant Theron of Corinth hires the party to recover the Eye from the Isle of Stonegaze. Midvoyage, harpies and compelled merfolk assault the trireme. On the island, survivors Pyrrha and Old Lysander guide the party through a cursed saltmarsh (recruit Maren), then into the cave of Euryale, the Stone Queen.

"Where serpents crown the stone queen, let her own gaze be her ruin — the still pool sees what mortal eyes dare not." — The Scroll of Theron (22-word handout; payoff = Still Pool in Enc. 3). Don't explain it — let players puzzle it out. Lysander confirms if shown (DC 13 Insight).

Major Beats

  1. Tavern briefing — Theron hires the party; Scroll of Theron handoff.
  2. 3-day voyage (optional sea RP) aboard Ariadne's Thread under Captain Kleon.
  3. Enc. 1 — Harpies Over the Ariadne's Thread: protect sails; free/recruit merfolk; Long vs Short Rest outcome.
  4. Beach landing; meet Pyrrha (guide) and Old Lysander (scroll interpreter + Blindfolds).
  5. Enc. 2 — Mireweed Marsh: lizardfolk patrol; recruit Maren for fire support.
  6. Temple ruins (no combat) — scavenge Polished Bronze Mirror, Blindfolds, Stonechill vials.
  7. Enc. 3 — Cave of Euryale: Lamia + Medusa Sentinel; Euryale enters round 3; Still Pool / mirror win path.
  8. Retrieve Eye of Medusa; return to Theron (optional moral / epilogue hook).

Creature / Enemy List

CreatureEasyMedHardNotes
Harpy234Enc. 1; Matriarch on Deadly
Corrupted Merfolk345Enc. 1; freeable / recruitable
Lizardfolk Warrior344Enc. 2 (Deadly: 5)
Lizardfolk Shaman111Enc. 2
Lamia2*21Enc. 3 (*Easy: Lamias only, no Medusa)
Medusa Sentinel011Enc. 3 (Deadly: 2)
Euryale (Boss)1 (adj.)11HP 100 / 140 / 168; Deadly 220
MarenRecruitable ally Enc. 2 → Enc. 3

Difficulty Scaling — Session Overview

EncounterEasy (APL 4)Medium (APL 6)Hard (APL 8 ★)
1 — Ship2 Harpies, 3 Merfolk; sail HP 10; Song DC 9; harpies ignore sails until rd 33 Harpies, 4 Merfolk; sail HP 12; Song DC 114 Harpies, 5 Merfolk; full mechanics as written
2 — Marsh3 Warriors, Shaman HP 38 (2nd-lvl only); Maren helps mid-fight4 Warriors, 1 Shaman; Maren post-combat onlyBaseline + Fire Flasks / Enc. 3 support on recruit
3 — Cave2 Lamias only; no lair; Euryale HP 100, Gaze DC 13, enters rd 42 Lamias + Medusa; 1 LA/rd; HP 140, Gaze DC 151 Lamia + Medusa; full Euryale (168 HP, 3 LA, Gaze DC 17)
Deadly (APL 10): Enc.1 adds Harpy Matriarch (+2 atk/saves, HP 60, Song DC 13, 500 ft) + wave of 3 merfolk rd 4. Enc.2: 5 Warriors, Shaman 4th-lvl wall of fire, pre-cast Spike Growth. Enc.3: 3 Lamias + 2 Medusas; murky pool (clear: action, DC 14 Ath/Inv); toxic statue dust; Euryale HP 220, 4 LA, enters rd 2.
The Isle of Stonegaze · 2/4

Encounter 1 — Harpies Over the Ariadne's Thread

Medium · 45–60 min · 5–7 rounds  |  Terrain: Trireme deck 80×25 ft + sea surrounds

4× Harpies dive on sails while 5× Corrupted Merfolk board from both sides. Win: drive off/kill all harpies + defeat or free all merfolk.

Resolution: Harpies gone + merfolk defeated/freed. Freed merfolk stop fighting automatically.

Encounter 2 — Mireweed Marsh

Medium · 50–60 min · 4–6 rounds  |  Terrain: Boggy marsh + ruined hut, 100×80 ft

After shore RP with Pyrrha/Lysander: 4× Lizardfolk Warriors + 1× Shaman attack on sight. Maren shelters behind her hut — recruitable. Win: defeat all lizardfolk; proceed to temple ruins.

Resolution: Lizardfolk defeated → temple ruins scavenge (Mirror, Blindfolds, Stonechill vials) → cave descent.

Encounter 3 — The Cave of Euryale (Boss)

Hard · 60–75 min · 8–12 rounds  |  Terrain: Cave shrine 90×70 ft + 30 ft inner chamber

Petrified statues fill a green-brazier cave; Still Pool glows center. Baseline: 1× Lamia + 1× Medusa Sentinel; Euryale enters rd 3. Optional: Maren. Win: Euryale to 0 HP or pool self-gaze fail twice (fully petrified) → take Eye amulet.

Failure: TPK / full petrification without pool win — Eye remains with Euryale; Theron's quest fails.
Resolution: 0 HP or pool-petrify → retrieve Eye of Medusa (dark gem, gold amulet, faint purple glow). Powers unclear until Theron — epilogue hook on his true motives.
The Isle of Stonegaze · 3/4

Creature Stat Blocks

Harpy

Medium Monstrosity, CE · CR 1 (200 XP)

AC 11 | HP 38 (7d8+7) | Speed 20 ft., fly 40 ft.

STR 12 DEX 13 CON 12 INT 7 WIS 10 CHA 13 · PP 10 · Common

Multiattack. 2× Claws +3 (6, 2d4+1 slash).

Luring Song. 300 ft: DC 11 WIS or charmed (incapacitated, must approach). BA each turn to continue. Re-save end of turn; ends if harpy incapacitated / out of range.

Corrupted Merfolk

Medium Humanoid (Merfolk), N (Compelled) · CR 1/4 (50 XP)

AC 11 | HP 22 (4d8+4) | Speed 10 ft., swim 40 ft.

STR/DEX 13 CON 12 INT/WIS 11 CHA 12 · Perc +2 · Amphibious · Aquan, Common

Spear. +3, 5 ft or 20/60: 4 (1d6+1) / 5 (1d8+1) two-hand.

Free (Action, adj.): DC 15 Arcana/Insight/Religion → friendly. Guard ship: DC 14 Persuasion (≤3).

Lizardfolk Warrior

Medium Humanoid (Lizardfolk), N · CR 2 (450 XP)

AC 16 | HP 45 | Speed 30 ft., swim 30 ft.

STR 16(+3) DEX 10 CON 15 INT 7 WIS 12 CHA 7 · Perc +3, Stealth +4, Survival +5

Hold Breath 15 min. Swamp Stride: shallow water ≤3 ft not DT.

Multiattack. Bite +5 (1d6+3) + Javelin +5 (1d6+3, 30/120). Reaction Clamping Jaws: OA hit → grappled (escape STR DC 13).

Lizardfolk Shaman

Medium Humanoid (Lizardfolk), N · CR 4 (1,100 XP)

AC 13 | HP 52 | Speed 30 ft., swim 30 ft.

STR 14 DEX 10 CON 14 INT 12 WIS 16(+3) CHA 8 · Nature +4, Perc +6

Spellcasting WIS, DC 14, +6. Cantrips: poison spray, produce flame. 1st: fog cloud†, healing word, thunderwave. 2nd: spike growth†, hold person†. 3rd: call lightning†, conjure animals†.

Bite. +4 (1d6+2 pierce).

Lamia

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

AC 13 | HP 97 (13d10+26) | Speed 30 ft.

STR 16 DEX 13 CON 15 INT 14 WIS 15 CHA 16 · Dec +7, Ins +4, Stealth +3 · DV 60

Innate (CHA DC 13, +5): at will disguise self, major image; 3/day charm person, mirror image, suggestion; 1/day geas.

Multiattack. Claws +5 (14, 2d10+3) + Dagger +5 (5, 1d4+3); may replace either with Intoxicating Touch +5 — 1 hr: disadv WIS checks/saves; can't concentrate.

Medusa Sentinel

Medium Monstrosity, LE · CR 6 (2,300 XP)

AC 15 | HP 127 (17d8+51) | Speed 30 ft.

STR 10 DEX 15 CON 16 INT 12 WIS 13 CHA 15 · Dec +5, Ins/Perc +4, Stealth +5 · DV 60

Petrifying Gaze. Start turn ≤30 ft seeing eyes: CON DC 14. Fail → restrained; next fail → petrified; success ends. Avert: no save, disadv attacks vs her.

Multiattack. Snake Hair +5 (4 + 14 poison; CON DC 14 or poisoned 1 hr) + 2× Shortsword +5 (5, 1d6+2).

Euryale, the Stone Queen — BOSS

Large Monstrosity (Gorgon), LE · CR 12 (8,400 XP)

AC 17 | HP 168 (26d10+26) | Speed 30 ft.

STR 12 DEX 16(+3) CON 14 INT 16 WIS 15 CHA 20(+5) · Saves DEX+7 CON+6 WIS+6 CHA+9

Skills Dec+9 Ins/Perc+6 Stealth+7 · Resist Poison · Immune Petrified (except own reflection) · DV 120, Truesight 30

Petrifying Gaze (aura). Start of her turn: each ≤30 ft seeing eyes CON DC 17. Fail by 5+ = instant petrify; fail = restrained (next fail = petrified). Avert = disadv attacks.

Mirror / Pool Vulnerability. Sees own reflection ≤30 ft (bright light / Still Pool LoS) → CON DC 17 vs own gaze (overrides immunity).

Multiattack. Snake Hair +7 (16 poison; CON DC 16 or poisoned 1 hr) + 2× Longsword +5 (10/11), or Focused Gaze (CON DC 17 disadv) + 2× Longsword.

Legendary 3/rd: Move (½ speed, no OA); Serpent Strike (1); Unleash Gaze (2) — force Gaze save. Lair: see Enc. 3.

The Isle of Stonegaze · 4/4

Key Items & McGuffins

📜 The Scroll of Theron

Handout · Given at tavern · 22 words

"Where serpents crown the stone queen, let her own gaze be her ruin — the still pool sees what mortal eyes dare not."

DM: Don't explain. Still Pool is the payoff. Lysander confirms if shown (DC 13 Insight to notice his reaction).

◈ Eye of Medusa

Session McGuffin · Worn as amulet on Euryale

Dark gem in golden setting; faint purple glow. Retrieved when Euryale is slain or pool-petrified.

Powers unclear until Theron evaluates — epilogue hook (he wants it to restore petrified daughter Callista).

🪞 Polished Bronze Mirror

Wondrous · Common · 1 hand · Temple ruins (collapsed altar)

Indirect Viewing: observe without LoS exposure to gaze. Gaze Deflection: viewing via reflection → adv on gaze saves.

Reflection (BA): angle toward medusa ≤30 ft of Still Pool — Sleight of Hand DC 14 → she saves vs own gaze. Pyrrha can point here (DC 14 Persuasion).

Blindfold of Apollo ×3

Wondrous · Common · From Lysander

While worn: Blinded, but Blindsight 15 ft + immune to gaze effects. Remove = BA. Lysander gives freely if party will enter the cave.

🔥 Fire Flask ×3

Improvised · From Maren on recruit

Action: throw 20 ft (+PB Dex) → 2d6 fire. BA: throw 10 ft → hit 2d6 / miss 1d6 splash. Sticky marsh-pitch flame; good vs lamia concentration.

Still Pool / Stonechill

Environmental · Enc. 3 center · 15×10 ft

Reflection = adv vs gaze. Gaze creature ≤30 ft + LoS → own-gaze save each turn start. Euryale avoids with Legendary Move.

Stonechill Water vials (urn near cave steps, per Pyrrha): Lysander once carried pool water out — flavor/loot; no separate combat stats.

NPC Quick Reference

Theron of Corinth

Questgiver · Neutral (suspected) · Tavern

Look: lean 50s, ink-stained fingers, merchant dress / scholar bearing.

Surface: wants Eye for academic study (reveals truths / pierces illusions).

Secret: daughter Callista petrified on a past expedition he funded — believes Eye can restore her. Won't volunteer this.

DC 14 Insight: hiding danger. DC 16 Persuasion / DC 13 Intimidation: admits "personal connection." DC 18 Investigation (notes): sketch + name Callista.

Kleon, Captain

Trireme Captain · LN · Enc. 1 helper

AC 13 | HP 45 | Speed 30 · STR 15 DEX 13 CON 14

Role: init 5 — spear +4 (1d6+2) or sail repair Athletics DC 12 (+10 HP to one sail).

RP: gruff, pragmatic, respects competence; no drama.

Pyrrha

Island Survivor · NG · Shore guide

Look: mid-30s, lean, scarred arm (lamia claws). Desperately wants off-island.

Knows: safe marsh route; Mirror (collapsed altar); Stonechill vials (urn by cave steps); "pool that glows like moonlight."

DC 12 Persuasion / rescue promise → guides marsh. DC 14 → item locations + lizardfolk timing (adv init Enc. 2).

Old Lysander

Blind Priest of Apollo · NG · Shore hermit

Look: ancient, milk-white eyes (lost sight glimpsing Euryale in the pool 20 yrs ago). Apollo pendant, sun-ray staff.

Gives: Blindfolds of Apollo; confirms scroll; cave layout from memory.

Line (scroll shown): "The pool is the secret. She will not look at it willingly. But you can make her look." — "Because I looked into it myself. And it showed me her."

Maren, the Marsh-keeper

Druid Hermit · NG · Recruitable Enc. 2 → Enc. 3 ally

Look: 40s, marsh-stained robes, reed-charm staff. Grateful but wary; hates the curse on her wetland.

Recruit: Persuasion DC 13 (Nature/Arcana DC 10 = adv; "marsh woman" = DC 8; vow = auto). Mid-fight: Fog Cloud on Shaman if adjacent.

Provides: 3× Fire Flask; Enc. 3 init 8 — Flaming Sphere (2d6 fire/turn), Heat Metal, Cure Wounds; fire lore vs Stone Queen guardians.

Aftermath / Hooks

Return Eye to Theron — he may finally admit Callista's fate; moral choice whether to trust him with it.

Pyrrha / Lysander / Maren may want passage off-island. Freed merfolk (if any) guard the ship during Enc. 2–3.

Petrified statues in the cave = prior adventurers/sailors — some may be restorable with greater restoration (DM discretion).

The Kraken's Toll · 1/4

The Kraken's Toll

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

SESSION SUMMARY

Hired by a blind sea oracle to deliver a sealed clay amphora to the Temple of Poseidon on Threnoi. The sea does not yield its prizes without a toll — something vast beneath the waves has been watching since they left port.

"Three days east-northeast, past the Siren's Shoals — you cannot miss them, the rocks sing at dusk. Do not anchor near them. Deliver the amphora to the high priest, speak only your names, and leave before nightfall on the second day. Take this." [Presses the Seal of the Deep into the party's hands.] "This medallion kept my family safe for four generations. If the depths themselves rise against you — and I pray they will not — cast it into open water and call Poseidon's name. He will remember what it cost my grandfather to earn it." — Kallinikos, at the docks

Major Beats

  1. Port: Kallinikos hands over amphora + Seal of the Deep with his warning — unhurried, certain they will need it.
  2. Day 1: Smooth sailing. Captain Theron + 6-man crew introduced. Theron studies the Seal nervously (DC 12 Insight) but won't explain unless pressed.
  3. Day 2, Midmorning: Storm from nowhere. Harpies descend; Aello leads — goal is the amphora in the hold. (Enc 1)
  4. Day 3, Dusk: Siren's Shoals ahead; helmsman's hands go slack; song drifts across the water. (Enc 2)
  5. The Warning: Peaceful Siren parley → whisper: "The thing the old man gave you is not yours to keep. When the sea itself rises — debts repaid in kind make calm the deepest waters."
  6. Night 3: Sea glassy still; stars vanish; first tentacle rises. (Enc 3)
  7. Escape or Sacrifice: Sever tentacles + build Escape Progress — or sacrifice the Seal to end it. Either way, the debt is paid.
  8. Threnoi: High priest opens amphora → Kallinikos's written oath of penance. Party was the instrument of a thirty-year promise.

Creature / Enemy List

CreatureEasyMediumHardNotes
Harpy246Enc 1 — swarm deck, lure crew overboard
Aello, Storm Harpy Queen11 (buffed)Enc 1 boss; flees below 25 HP
Siren of the Shoals233Enc 2 — fully avoidable; combat only if party triggers
Sea Hag1Enc 2 combat only (Hard); emerges if fighting starts
Kraken Tentacle34–56Enc 3; each active tentacle = +1 Grip Counter
The Kraken's MawOptional (Rnd 5)YesEnc 3 — unkillable; drama + Seal payoff target
Sahuagin Raider2+24+4Enc 3 — boards rounds 2 and 4

Difficulty Scaling

APLEnc 1 — Harpy StormEnc 2 — Siren's ShoalsEnc 3 — Wrath of the Deep
5–62 Harpies; Aello no Leg. Actions, flees <40 HP; crew Wis DC 92 Sirens; all DCs −2; no combat trigger; parley auto3 tentacles (HP 30); no 6th; Sahuagin 1/wave; no Maw; Escape target 5
8Baseline: 4 Harpies + Aello fullBaseline: 3 Sirens; Sea Hag on combat triggerBaseline: Escape 6; Maw optional rnd 5
106 Harpies; Aello LR (2); hatch 12 HP; +2 Harpies rnd 4Sea Hag boards rnd 1 always; Siren DCs +2; wrong riddle = combat5 tentacles (HP 50); Sahuagin 3/wave; Maw rnd 3; Escape target 7
The Kraken's Toll · 2/4

ENCOUNTER 1 — The Harpy Storm

Hard · ~50–60 min · ~5–6 rounds · Day 2, open sea  |  Terrain: Trireme deck 60×20 ft · Theron at stern steering oar

4× Harpies + Aello (Storm Harpy Queen) spiral from a clear sky. Aello tracked the ship since port — goal is the sealed amphora in the hold. Win: drive off/destroy Harpies and force Aello to flee. Subgoal: keep ≥3 of 6 crew alive/aboard; each lost sailor → Enc 3 rowing DCs +1.

Resolution: Victory → standard Enc 3 DCs; Theron foreshadows. 1–3 crew lost → Enc 3 rowing DCs +1 each (max +3). Aello takes amphora: still sail to Threnoi empty-handed; Enc 3 Escape target 7; Maw surfaces rnd 4. Feather (80 gp): DC 12 Arcana → tethered below; show to Sirens → Persuasion DCs −3.

ENCOUNTER 2 — The Siren's Shoals

Avoidable / Hard if combat · ~30–40 min · Day 3 dusk  |  Terrain: 200 ft approach corridor, narrows to 40 ft · dusk (Perception disadv beyond 120 ft)

3× Sirens on rocks; helmsman fails automatically. Win: pass without grounding — combat never required. Trigger combat: party attacks first, or fails all 3 phases and grounds. Seal or Aello's feather → auto-respectful attention / parley.

Best: peaceful + warning (Seal payoff primed). Grounded: Enc 3 Escape target 5 (need 5 not 6). Combat done → pass, no warning.

ENCOUNTER 3 — Wrath of the Deep (Boss)

Deadly · ~60–75 min · Escape-based (no kill) · Night 3  |  Terrain: Trireme 60×20 ft · lanterns only (dim beyond 20 ft)

4 tentacles wrap hull at start; +1 rnd 3; +1 rnd 5. Sahuagin board rnds 2 & 4 (2 each). Win: Escape Progress 6 (or 5 if grounded Enc 2). Alt: Sacrifice Seal → instant escape. Kraken cannot be killed.

GripStatusEscape Progress Action
5–6 / 4Held fast / barely heldNo progress possible
3Slipping freeDC 15 Water Vehicles or Athletics → 1 Progress
2Almost freeDC 12 Water Vehicles or Athletics → 1 Progress
1One remainsAuto 1 Progress; may DC 10 for 2nd
0Free!Auto 2 Progress/round; escape next round
Resolution: Escape 6 → free; Maw stares then sinks (a test passed). Seal sacrificed → instant calm. 2+ PCs overboard at escape → circle back; dragged PC DC 14 Con or 1 exhaustion. Reward: 1,200 gp + Potion of Water Breathing each + Temple letter.
Failure notes: Amphora lost Enc 1 → priest disappointed but Seal "repayment enough." Escape target rises to 7 if amphora taken.
The Kraken's Toll · 3/4

CREATURE STAT BLOCKS

Harpy

Medium Monstrosity, CE · CR 1 (200 XP)

AC 11 · HP 38 (7d8+7) · Speed 20 ft., Fly 40 ft.

STR 12(+1) DEX 13(+1) CON 12(+1) INT 7(−2) WIS 10(+0) CHA 13(+1)

Senses: Passive Perception 10 · Languages: Common

  • Multiattack. Claws + Club.
  • Claws. +3, 5 ft. 6 (2d4+1) slashing.
  • Club. +3, 5 ft. 3 (1d4+1) bludgeoning.
  • Luring Song (BA maintain). 300 ft hear: DC 11 Wis or charmed + incapacitated; move toward Harpy. Success: immune 24 hrs.

Aello, Storm Harpy Queen

Large Monstrosity (Harpy), CE · CR 5 (1,800 XP) · BOSS

AC 14 · HP 97 (13d10+26) · Speed 20 ft., Fly 60 ft.

STR 16(+3) DEX 14(+2) CON 15(+2) INT 10(+0) WIS 12(+1) CHA 18(+4)

Saves: Wis +4, Cha +7 · Skills: Perception +4, Performance +7 · Immune: Lightning, Thunder · DV 60 ft · PP 14 · Auran, Common

Flock Commander. Harpies within 30 ft adv vs charmed/incapacitated. Legendary Resistance (1/Day).

  • Multiattack. 2× Talon +6, 10 (2d6+3) slashing.
  • Luring Song. 300 ft: DC 15 Wis or charmed + incap; move toward Aello; save end of turn. Success: immune 24 hrs.
  • Gale Shriek (5–6). 30-ft cone: DC 14 Con, 4d8 thunder + push 10 ft + prone (half, no push).
  • BA: Windborne Dash 20 ft no OA. Legendary (2/rd): Talon Strike (1); Rally the Flock (2) — Harpy within 60 ft flies 30 ft + 1 Claw free reaction.

Siren of the Shoals

Medium Fey (Siren), CN · CR 3 (700 XP)

AC 12 · HP 52 (8d8+16) · Speed 30 ft., Swim 40 ft.

STR 10(+0) DEX 14(+2) CON 14(+2) INT 14(+2) WIS 14(+2) CHA 20(+5)

Saves: Wis +4, Cha +7 · Perf +9, Dec +7, Perc +4 · DV 60 · PP 14 · Aquan, Common, Elvish

Amphibious. Alluring Presence. First attack vs Siren while seeing it: DC 13 Wis or disadv.

  • Siren's Song. 300 ft: DC 15 Wis or charmed 1 hr; move toward water. Dmg = new save. Success: immune 24 hrs.
  • Coral Strike. +4, 9 (2d6+2) piercing; disadv on next Wis save.
  • Bewitching Gaze (5–6). 30 ft: DC 15 Wis or stunned until end next turn.
  • Reaction Beguiling Deflection: attacker DC 13 Wis or disadv (before roll).

Sea Hag

Medium Fey, CE · CR 2 (450 XP) · Combat trigger / Hard only

AC 14 · HP 52 (7d8+21) · Speed 30 ft., Swim 40 ft.

STR 16(+3) DEX 13(+1) CON 16(+3) INT 12(+1) WIS 12(+1) CHA 7(−2)

DV 60 · PP 11 · Aquan, Common, Giant · Amphibious.

Horrific Appearance. First sight: DC 11 Wis or frightened 1 min. Success: immune 24 hrs.

  • Claws. +5, 10 (2d6+3) slashing.
  • Death Glare. Frightened target within 30 ft that sees her: DC 11 Wis or drop to 0 HP (success: 3 psychic).
  • Illusory Appearance. Looks beautiful. Dispel DC 14; Insight vs Deception (+5).

Kraken Tentacle

Huge Appendage (Kraken), NE · CR 3 / segment (700 XP)

AC 12 · HP 40 each · Speed 0 ft.

STR 22(+6) DEX 8(−1) CON 12(+1) INT/WIS/CHA —

Resist: Cold; nonmagical B/P/S · Immune: all conditions · Blindsight 30 ft

Mindless Appendage. Init 20. 0 HP = sever; Grip −1. Regeneration (Maw up): Maw LA Cost 1 regrows at 20 HP; Grip +1.

  • Slam. +8, reach 20 ft. 15 (2d8+6) bludgeoning; DC 16 Str or prone.
  • Seize. +8, reach 20 ft. 13 (2d6+6) + grappled (escape DC 16) + restrained.
  • Drag (grappled). DC 16 Str or dragged 20 ft toward sea (off edge = overboard).

The Kraken's Maw

Gargantuan Monstrosity (Partial Kraken), NE · Unkillable

AC 18 · HP 250 (cannot drop below 1) · Speed 0 ft. (head only)

STR 30(+10) DEX 8(−1) CON 25(+7) INT 22(+6) WIS 18(+4) CHA 20(+5)

Saves: Str +14, Dex +3, Con +11, Int +10, Wis +8, Cha +9 · Immune: Lightning, Thunder, nonmagical B/P/S · Cond Immune: frightened, paralyzed, prone · Truesight 120 · PP 18

Unkillable. Escape is the goal. Seal sacrifice ends encounter. LR (3/Day). Reactive (3 Reactions/round).

  • Multiattack. Bite + Thunderous Bellow.
  • Bite. +14, reach 10 ft. 29 (3d12+10) piercing. 0 HP → swallowed (blind/restrained; 21 acid/turn start).
  • Thunderous Bellow. 60 ft: DC 19 Con, 4d8 thunder + deafened 1 min (half, no deafen).
  • Legendary (3/rd): Tentacle Surge (1) regrow 20 HP / Grip +1; Crash Wave (2) deck DC 16 Dex 2d8 + prone; Ink Cloud (3, 1/Day) 60-ft heavily obscured.

Sahuagin Raider

Medium Humanoid (Sahuagin), LE · CR 1/2 (100 XP)

AC 12 · HP 22 (4d8+4) · Speed 30 ft., Swim 40 ft.

STR 13(+1) DEX 11(+0) CON 12(+1) INT 12(+1) WIS 13(+1) CHA 9(−1)

Skills: Perception +5 · DV 120 · PP 15 · Languages: Sahuagin

Blood Frenzy. Adv melee vs any creature not at full HP. Limited Amphibiousness. Must submerge 1 hr / 4 hrs or suffocate.

  • Multiattack. Bite + 2 Claw, or Trident + Bite.
  • Bite / Claws. +3, 3 (1d4+1) piercing / slashing.
  • Trident. +3, 5 ft or 20/60. 4 (1d6+1); 5 (1d8+1) two-handed.
The Kraken's Toll · 4/4

KEY ITEMS

🔱 Seal of the Deep

Wondrous Item (requires attunement) · Heirloom — Not for Sale · Given by Kallinikos

Palm-sized bronze medallion on fraying leather cord; trident encircled by waves. Always cool; smells of brine; hums near open water.

Aftermath Loot / Hooks

NPC QUICK REFERENCE

🧿 Kallinikos — Blind Sea Oracle & Questgiver

NPC · No combat block · Mid-70s harbormaster

  • Appearance: White beard braided with sea-glass; clouded white eyes (blind 30 yrs); navigates docks by touch/smell; brine + old cedar.
  • Motivation: Owes Poseidon's court — Nereid calmed a killing storm decades ago; half his crew died anyway. Amphora = written oath of penance. Kraken is Poseidon's test, not destruction.
  • Secret: Knew the Kraken would come; said nothing lest the party refuse. Ashamed. If confronted after: "I am sorry. I knew." Does not defend himself.
  • Roleplay: Measured, never raises voice. Nautical metaphors. Deflects with philosophy. "Some debts can't be reckoned until the tide turns."
  • Gives: sealed amphora, delivery contract, Seal of the Deep.

⚓ Captain Theron — Trireme Captain

NPC · Veteran CR 3 if combat · Wis +1

AC 17 (breastplate + shield) · HP 58 (9d8+18) · Speed 30 ft.

  • Personality: Gruff, practical, fiercely protective of ship/crew. Respects competence. Privately terrified of deep-ocean nights; bad dreams since leaving port.
  • Secret: Sailed Shoals twice; once listened to Sirens ~2 seconds before catching himself. Never told anyone. Recognizes their song; avoids eye contact. DC 13 Insight.
  • Enc 1: At stern oar. Own Wis save each round vs Luring Song; if charmed, ship drifts.
  • Enc 3: Commands rowers — BA grants +4 to one Escape Progress check/round (+2 if 4+ crew lost Enc 1 / demoralized). Fights Sahuagin near steering oar.
  • Combat: Multiattack 2× Shortsword +5 (1d6+3). Reaction Parry +2 AC vs one melee hit.
  • Line (post Enc 1 victory): "The sea doesn't send its children without a reason."

Crew (6 Sailors) — Quick Notes

Noncombat NPCs · Enc 1 stakes / Enc 3 rowing

  • Start within 10 ft of oar benches. Charmed → all movement toward nearest railing; do not fight back.
  • Overboard = drowning immediately. Keep ≥3 aboard for Enc 3. Each lost = Enc 3 rowing DC +1 (max +3); 4+ lost also demoralizes Theron (+2 flat to Enc 3 DCs).
  • Surviving charmed sailor may mutter Aquan: "The deep toll must be paid."

Session Throughline

DM reminder · Debt & toll

  • Every encounter tests whether the party pays the sea's toll — by skill, blood, or sacrifice.
  • Seal is the intended climax tool; Siren warning rewards attentive tables; invoke alone is a partial answer.
  • Kallinikos's apology (if they return) closes the moral loop: they were used, but the debt was real and Poseidon was watching.
The Shattered Pact of Ironstone Hills · 1/4

The Shattered Pact of Ironstone Hills

One-Shot · 6 Players · Average Level 8 · ~3.5 Hours · Greek Mythology · 3 Encounters (branching A/B/C)

SESSION SUMMARY

An ancient divine truce between armored Cyclopean clans and wild Dwarf-Satyr tribes has kept the hills at peace for three centuries — until someone secretly stoked their hatred. Kephira (Medusid Sorcerer) forged letters and shipped sacred iron ore to each side; once both are weakened she will claim the Forge-Shrine’s divine fire and petrify the region. The Bronze Pact Medallion (from Lykaon) reacts violently to her sorcery.

"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

Major Beats

  1. The Commission: Lykaon briefs the party, hands over the Bronze Pact Medallion; "serpent's tongue" foreshadows Kephira (DC 15 Arcana/History if asked).
  2. Crossroads Dispute (Enc 1): Thrakos vs Aireen over "stolen" ore — skill challenge / side choice / combat sets branch A/B/C.
  3. Contested Path (Enc 2): Unbefriended faction (or Centaurs) blocks the road — fully avoidable with roleplay or Medallion.
  4. Medallion Glows: Near the Shrine the seal pulses warm gold — Kephira’s residue; payoff of Lykaon’s hint.
  5. Fury at the Forge-Shrine (Enc 3): Boss + Rd 3 reinforcements; invoke Medallion to flip a duped boss or cripple Kephira.
  6. Aftermath: Both elders alive + truth exposed → re-sign the Pact; else victorious faction claims Shrine. Lykaon rewards regardless.

Creature / Enemy List

CreatureCREasyMedHardNotes
Cyclopean Warrior123–45Enc 1; Enc 2B; Enc 3B initial
Dwarf-Satyr½34–55+Enc 1
Human-like Satyr1234Enc 2A
Satyr Hoplite212–33Enc 2A; Enc 3A initial
Centaur233Enc 2C allies/obstacles
Cyclops (Brokhos)611+Enc 2B gatekeep
Agrios½0–44–8Enc 3A/B optional minions
Minotaur Hoplite444Enc 3A Rd 3 reinf
Skeletal Minotaur333Enc 3B/C Rd 3 reinf
Skeletal Centaur322Enc 3C initial
Satyr War-Chief ★A611Enc 3 Branch A boss
Cyclopean Warlord ★B711Enc 3 Branch B boss
Medusid Sorcerer ★C811Enc 3 Branch C boss

Difficulty Scaling (baseline APL 8)

APLEnc 1 — CrossroadsEnc 2 — PathEnc 3 — Shrine
5–6 2 Warriors + 3 Satyrs; DCs −2; Thrakos never fights A: −1 Hoplite, DC 11 · B: no Cyclops · C: 2 Qs, DC 11/12 Boss −25% HP; reinf Rd 4; no optional Agrios; Kephira no LA
8 ★ As written. Medallion meaningful. Branch C hardest — pre-plan Petrifying Gaze targets.
10–12 4 War + 5 Sat + 1 Human-Satyr; Thrakos joins Rd 2; DCs +2 A: 4 H-Sat + 3 Hop · B: +Thrakos Warlord · C: +1 Minotaur guard; DCs +2 Boss +20 HP; reinf Rd 2; Kephira 4 LA; Branch A starts with 4 Agrios
The Shattered Pact of Ironstone Hills · 2/4

ENCOUNTER 1 — The Crossroads Dispute

Skill Challenge / Medium if combat · ~30 min skill / ~45 min combat · 3–5 rds  |  Terrain: Hermes shrine crossroads 80×60 ft

Creatures: 3× Cyclopean Warrior + Thrakos (NPC) vs 4× Dwarf-Satyr + Aireen (NPC). Ore sacks center. Win: defuse (any Path A/B/C counts — path diverges, not difficulty).

Failure: Combat erupts; choose side or fight all.
Resolution: A — 3 Warrior escorts; Enc 2A; boss War-Chief · B — grove pass + 2 Satyr guides; Enc 2B; boss Warlord · C — no escort; Enc 2C Centaurs; boss Kephira. Loot: obsidian snake-shard (DC 14 Arcana = scrying focus); bootprints → Adv Survival Enc 2. XP ~400 combat / 300 skill.

ENCOUNTER 2 — The Contested Path

Roleplay / Skill · Moderate if combat · ~20–30 min · combat fully avoidable  |  Medallion begins faint pulse (DC 12 Arcana → petrification residue)

ENCOUNTER 3 — Fury at the Forge-Shrine (Boss)

Hard · Deadly (Branch C) · ~45–60 min · ~6–8 rds · reinf init 20 Rd 3  |  Terrain: Forge-hall 90×60 ft

Medallion hot + golden pulse on entry. Shared: Forge-Pit 10×10 (difficult; fall 14/4d6 fire; forced move DC 14 DEX) · 4 Brazier pillars (DC 16 Ath → 10-ft fire 7/2d6) · 6 Obsidian Mirrors AC 11 / 5 HP (BA destroy) · Anvil ¾ cover · Barricade east door DC 15 Ath (delay reinf 1 rd).

Resolution: Full = both elders reconcile, re-sign Pact · Faction win = allied claims Shrine · Kephira escape = half Lykaon reward + sequel. Loot A/B: 800 gp + +1 Spear or Gauntlets of Ogre Power + 200 gp ore · C: spellbook + 3 shards + Stone Shape scroll · All: 500 gp + divine favour (Adv 1 check/save/atk within 30 days).
The Shattered Pact of Ironstone Hills · 3/4

CREATURE STAT BLOCKS

Cyclopean Warrior

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

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

STR 17(+3) DEX 10 CON 15(+2) INT 8(−1) WIS 9(−1) CHA 7(−2) · Ath +5 · DV 60

Poor Depth Perception. Disadv ranged. Iron-Blooded. Adv vs frightened.

Spear. +5, 5 ft or 20/60, 7 (1d6+3) pierc (ranged Disadv). Shield Bash. +5, 5 (1d4+3); DC 13 STR or pushed 5 ft prone.

Dwarf-Satyr

Small Fey, CN · CR ½ (100 XP)

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

STR 10 DEX 15(+2) CON 13(+1) INT 11 WIS 12(+1) CHA 14(+2) · Perc +3 Stealth +4 · DV 60

Magic Resistance. Adv vs spells. Bracing Ram. No move → Ram +1d4.

Ram. +2, 5 (1d10). Short Sword. +4, 5 (1d6+2). Panpipe Wail (R6): 20 ft hear DC 12 WIS or frightened until end next turn.

Human-like Satyr

Medium Fey, CN · CR 1 (200 XP)

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

STR 12(+1) DEX 16(+3) CON 14(+2) INT 11 WIS 10 CHA 15(+2) · Perc +2 Stealth +5

Magic Resistance. Adv vs spells. Fleet-Hoofed. OA vs it at Disadv.

Shortbow. +5, 80/320, 6 (1d6+3). Short Sword. +5, 6 (1d6+3). BA Ram (moved ≥10 ft): +3, 3 (1d4+1); DC 12 STR or prone.

Satyr Hoplite

Medium Fey, LN · CR 2 (450 XP)

AC 15 (scale, shield) / 17 Shield Wall | HP 45 (7d8+14) | Speed 30 ft.

STR 16(+3) DEX 13(+1) CON 14(+2) INT 10 WIS 11 CHA 12(+1) · Ath +5

Magic Resistance. Shield Wall. Adjacent ≥1 Hoplite → +2 AC.

Multiattack. 2× Spear +5, 8 (1d8+3) / 9 (1d10+3) 2H. Shield Slam. +5, 6 (1d6+3); DC 13 STR or stunned until end next turn. R: Brace — Spear vs creature entering reach.

Centaur

Large Fey, CG · CR 2 (450 XP) · Ally / Enc 2C

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

STR 18(+4) DEX 14(+2) CON 14(+2) INT 9(−1) WIS 13(+1) CHA 11 · Ath +6 Perc/Surv +3

Charge. Move ≥30 ft straight + Pike hit → +10 (3d6) pierc; DC 14 STR or prone.

Multiattack. Pike +6, 10 ft, 9 (1d10+4) + Hooves +6, 11 (2d6+4).

Cyclops (Brokhos)

Large Giant, CN · CR 6 (2,300 XP) · Enc 2B

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

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

Poor Depth Perception. Disadv attacks >30 ft. Unstoppable (1/combat): 0 HP from B/P/S → DC 15 CON or drop to 1 HP.

Multiattack. 2× Greatclub +9, 10 ft, 19 (3d8+6). Rock. +9, 30/120, 28 (4d10+6). R: Rock Catch DC 10 DEX → no dmg.

Agrios

Medium Humanoid (Wild Man), CN · CR ½ (100 XP) · Opt Enc 3A/B

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

STR 16(+3) DEX 12(+1) CON 16(+3) INT 8(−1) WIS 7(−2) CHA 10 · Intim +2 · DV 60

Aggressive. BA move speed toward hostile. Use orc minis (8 available).

Greataxe. +5, 9 (1d12+3). Javelin. +5, 30/120, 6 (1d6+3).

Minotaur Hoplite

Large Monstrosity, LE · CR 4 (1,100 XP) · Enc 3A reinf

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

STR 20(+5) DEX 10 CON 17(+3) INT 8(−1) WIS 10 CHA 9(−1) · Ath +7 Intim +3 · DV 60

Charge. ≥10 ft + Gore → +9 (2d8); DC 14 STR or push 10 prone. Phalanx. Adv vs prone; +1 atk if adj to another.

Multiattack. Gore +7, 14 (2d8+5) + Battleaxe +7, 16 (2d10+5). BA Shield Wall: adj allies +2 AC vs ranged until next turn.

Skeletal Minotaur

Large Undead, NE · CR 3 (700 XP) · Enc 3B/C reinf

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

STR 20(+5) DEX 10 CON 16(+3) INT 3(−4) WIS 8(−1) CHA 4(−3) · Immune Poison/Exhaustion · Vuln Bludgeoning · DV 60

Bone Charge. ≥10 ft + Gore → +9 (2d8); DC 15 STR or push 10 prone. Mindless Aggression. Moves toward nearest creature each turn start.

Gore. +7, 13 (2d8+5). Greataxe. +7, 17 (2d12+5).

Skeletal Centaur

Large Undead, NE · CR 3 (700 XP) · Enc 3C initial

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

STR 18(+4) DEX 14(+2) CON 15(+2) INT 4(−3) WIS 8(−1) CHA 5(−3) · Immune Poison/Exhaustion · Vuln Bludgeoning · DV 60

Bone Charge. ≥30 ft + Lance → +7 (2d6); DC 13 STR or prone. Undead Resilience (1/combat): 0 HP non-bludgeon/fire/radiant → CON DC 5+dmg; success → 1 HP.

Multiattack. Bone Lance +6, 10 ft, 9 (1d10+4) + Trampling Hooves +6, 11 (2d6+4); DC 13 STR or prone.

Satyr War-Chief (Pyrakios) — ★A

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

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

STR 17(+3) DEX 16(+3) CON 15(+2) INT 12(+1) WIS 14(+2) CHA 18(+4) · Saves Dex+6 Wis+5 Cha+7 · Ath+6 Intim/Perf+7 Perc+5

Magic Resistance. Aura of Frenzy. Satyr allies 30 ft crit 19–20; ends <45 HP. Oath-Breaker's Fury. Start: 1 creature 60 ft DC 15 WIS or frightened 1 min.

Multiattack. 2× Pact-Spear +6, 10 (2d6+3) + Headbutt +6, 8 (2d4+3); DC 14 STR or push 15. Panpipe Dirge (R5–6): 30 ft DC 15 WIS or incapacitated until end next turn. BA War Chant: Satyr allies Adv next atk. R Parry +4 AC.

Cyclopean Warlord (Molgos) — ★B

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

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

STR 22(+6) DEX 10 CON 17(+3) INT 12(+1) WIS 14(+2) CHA 13(+1) · Saves Str+9 Con+6 · Ath+9 Intim+4 Perc+5 · Resist Fire · DV 60

Poor Depth Perception. Disadv ranged >30 ft. Forge-Sworn. Fire Resist; immune frightened. Indomitable (2/day). BA push Brazier free.

Multiattack. 2× Warhammer +9, 15 (2d8+6) + Shield Bash +9, 11 (1d8+6); DC 17 STR or prone. Hurled Boulder (R5–6): DC 15 DEX 5-ft radius, 27 (4d10+5) + prone. BA Battle Roar: Cyclopean allies 30 ft move speed.

Medusid Sorcerer (Kephira) — ★C

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

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

STR 10 DEX 16(+3) CON 16(+3) INT 17(+3) WIS 14(+2) CHA 18(+4) · Saves Con+6 Wis+5 Cha+7 · Arc+6 Dec+7 Ins/Perc+5 · Resist Poison · DV 60

Petrifying Gaze. Turn start: 1 creature 30 ft seeing her DC 14 CON. Fail <5: restrained until end next. Fail 5+: restrained, save again next start or petrified 1 min. Already restrained: Disadv. Serpent Sense. Auto-detect hidden/invis 30 ft. Spells DC 15/+7: at-will Minor Illusion, Poison Spray; 2/day Charm/Hold Person, Fear; 1/day Hypnotic Pattern, Dominate Person.

Multiattack. Gaze + 2× Snake Hair +6, 5 (1d4+3) pierc + 7 (2d6) poison; DC 13 CON or poisoned 1 min. R Redirect Gaze: melee hitter DC 14 CON or restrained. LA 3/rd: Move (½, no OA); Serpent Strike (1); Constricting Vision (2) — DC 14 WIS or frightened + restrained until end her next turn.

The Shattered Pact of Ironstone Hills · 4/4

KEY ITEMS

◈ Bronze Pact Medallion

Wondrous Item · Optional attunement · Given by Lykaon · Session McGuffin

Palm-sized dark bronze: Cyclopean eye one face, Satyr horns the other, Hephaestus lightning bolt between. Warm; goat-hair + copper cord.

Diplomatic Token (passive): Visibly held/worn — Cyclopean Warriors & Satyr-kind treat bearer as under the divine pact. Hostile of those types: DC 12 WIS (DC 15 if invoke aloud: "By the fire of Hephaestus and the wild of the Hills, I invoke the Pact of Ironstone") or indifferent until bearer attacks/deceives. Enc 1: showing grants free History/Religion success. Enc 2: auto-pass first avoidance check (A) / auto vs Warriors (B) / auto Q1 (C).

Serpent-Sense (detection): Pulses warm ≤200 ft of Kephira or active petrification magic; hot + gold glow ≤60 ft. Physical payoff of Lykaon’s "serpent's tongue" warning.

Pact Invocation (1/day, Action): A/B — boss DC 14 WIS or pause; then DC 14 Persuasion (Adv) ends aggression + redirects vs reinf for rest of fight. C — Kephira: Minor Illusion off; Gaze DC −2 (to 12); Disadv next Conc; Mirror Gaze suppressed until end of combat.

Obsidian Snake Shard (Enc 1 clue)

Hidden false bottom of one ore sack. Faint snake glyph. DC 14 Arcana → Medusid scrying focus. Auto-pass Centaur Q3 if shown. Trail NE toward Forge-Shrine.

NPC QUICK REFERENCE

Lykaon of Delphi — Questgiver

Human Seer · NG · Non-combatant · Divine messenger

Look: ~70, white hair, silver-grey irises; plain linen chiton + bronze sun-disc. Soft-spoken, precise.

Motivation: Restore the Pact. Suspects outside manipulation. Cannot approach Forge-Shrine — Kephira’s petrification aura begins hundreds of feet out.

Secret: Knows Kephira exists and gave the Medallion specifically because it reacts to her — withheld full danger so the party would not refuse.

RP: Answers lore; will not fight. Clarify "serpent's tongue" → DC 15 Arcana/History recall Medusids. Quote: "A serpent's tongue is sweetest when it tells you exactly what you want to hear."

Reward: 500 gp + divine favour (Adv one check/save/atk within 30 days). Half if Kephira escapes.

Thrakos, Clan-Father — Cyclopean Elder

Faction Leader · LN · Enc 1 · Combat: Warlord − Indomitable, HP 80

Look: ~8 ft, scarred empty socket (lost eye decades ago); ceremonial forge-hammer. Voice like millstones. Furious but principled.

Motivation: Protect sacred iron mine & forge-rights. Believes Satyrs violated a 300-year trust. Capable of deep remorse once shown truth.

Secret: Ore delivered by masked "Satyr envoy" — never saw the face (Kephira’s spy). DC 14 Insight: angrier at himself for being fooled than at Satyrs.

RP: "Iron does not lie. Contracts sealed in fire do not lie. Something here has lied, and I intend to find it." Path A → grants 3 Warrior escorts.

Aireen, Grove-Elder — Dwarf-Satyr Elder

Faction Leader · CG · Enc 1 · Combat: Dwarf-Satyr HP 26, Panpipe DC 14

Look: Tiny, ancient; silver-white hair in ivy, golden hooves; cloudy but sharp eyes; crooked pipe that carves air-shapes. Speaks half-riddles that are literally true.

Motivation: Protect grove & spring feeding Shrine cooling channel. Restrain volatile young warriors. Privately terrified by visions.

Secret: Recurring vision of snake-haired woman at Forge-Shrine pressing palms to obsidian mirrors (= Kephira). Ask about visions/prophecy or DC 12 Insight discomfort → she reveals it.

RP: "Ask what is older than both [grove and pact] — ask what benefits from forgetting." Path B → grove passage + 2 Dwarf-Satyr guides.

Branch Cheat-Sheet & Aftermath

A: Ally Cyclopeans → Enc 2 Satyr Grove → Boss Pyrakios + Rd 3 Minotaur Hoplites

B: Ally Satyrs → Enc 2 Forge Gate (Brokhos) → Boss Molgos + Rd 3 Skeletal Minotaurs

C: Neutral/both hostile → Enc 2 Centaur trial → Boss Kephira + Skeletal Centaurs + Rd 3 Skeletal Minotaurs

Full victory: both elders alive + truth exposed → re-sign Pact at Shrine; Lykaon witnesses; both factions reward. Faction win: allied claims Shrine; Pact unrestored but violence ends. Kephira escapes: partial victory, sequel villain.

The Weeping Maw · 1/4

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.
The Weeping Maw · 2/4

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.
The Weeping Maw · 3/4

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
The Weeping Maw · 4/4

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.
The Wilting Court · 1/4

The Wilting Court

A Greek Mythology One-Shot · 6 Players · Average Level 8 · ~3.5 Hours · 3 Encounters

Session Summary

Style: Rescue & Redemption — negotiate, sneak, or fight your way to break a curse.

Win Condition: Reach Nyxantha in the Grotto and use Persephone's Tearstone to sever her shadowfire curse-bond, ending the Wilting Court's rampage without having to slaughter the nymphs.

Description: A tyrant's foremen defiled a sacred spring and clear-cut an ancient grove, and the grieving nymphs of the region banded together into a raiding gang — but their fury is being fed and amplified by a corrupted Lampad who has bound them all in underworld shadowfire.

"Please — they are not monsters, they are my sisters. Something in the dark has hold of them, and if you go in with swords alone, you will only free them into the grave. Take this, and take care."
— Elyria, a Naiad, pressing a warm red stone into a hand

The Hook: The party meets Elyria in Misthaven, a mist-wreathed tavern between worlds. She begs for help before the Wilting Court's raids escalate into open slaughter on both sides.

The Maguffin — Persephone's Tearstone: A polished garnet stone that can sever an underworld curse-bond when pressed to its source. Full item card on Page 4.

Major Beats

  1. Party meets Elyria in Misthaven; she explains the defiled spring/grove and the Wilting Court's rampage.
  2. Elyria reveals the deeper truth: Nyxantha, a corrupted Lampad, binds the sisterhood with shadowfire and feeds on their grief.
  3. Elyria hands over Persephone's Tearstone and marks the mountain pass route to the vale on a rough map.
  4. Encounter 1 (Mountain Pass): Oreads have rigged a rockslide ambush. Diplomacy or proof of good intent (showing the Tearstone) can avoid the fight entirely.
  5. Optional: recruit Petra, a wounded Oread scout, as a guide.
  6. Encounter 2 (The Flooded Meadow): Leimniades and Meliae guard captive mortal laborers and a bound Nereid. Persuasion, stealth, or combat can free them.
  7. Optional: recruit Thalassa, the freed Nereid, as an ally for the finale.
  8. Encounter 3 (The Grotto — Boss): The full Wilting Court rallies around Nyxantha. Party must reduce her Grief-Bound stacks and press the Tearstone to her to end the curse.
  9. Resolution: Curse broken — nymphs stand down, the vale begins to heal, Elyria's sisters are saved. The world remains intact; no iconic figures are destroyed.

Creature / Enemy List

CreatureCREasyMediumHardNotes
Nymph Skirmisher (Oread)3234Encounter 1; ranged Stone Fling + rockslide hazard
Nymph Skirmisher (Leimniad)3123Encounter 2; entangling grass
Nymph Skirmisher (Meliae)3123Encounter 2; ashfire lash
Nymph Skirmisher (mixed types)31 active2 active2 active + reinforcementsEncounter 3; cycles Naiad/Dryad/Nereid/Oceanid
Nyxantha, the Grieving Torch (Lampad)91 (boss)Encounter 3 boss; see Grief-Bound mechanic

Difficulty Scaling (APL 6 / 8 / 10)

EncounterAPL 6APL 8 (Baseline)APL 10
1 — Mountain Pass2 Oreads; rockslide DC 12 Dex, 2d6 dmg3 Oreads; rockslide DC 14 Dex, 3d6 dmg4 Oreads; rockslide DC 15 Dex, 4d6 dmg
2 — Flooded Meadow1 Leimniad + 1 Meliae2 Leimniades + 2 Meliae3 Leimniades + 3 Meliae; add fire-aura zone
3 — The Grotto (Boss)Nyxantha HP 120; reinforcements every 3 rounds; 1 active supportNyxantha HP 168; reinforcements every 2 rounds; 2 active support; 3 legendary actions/roundNyxantha HP 210; reinforcements every 2 rounds; 3 active support; 4 legendary actions/round
The Wilting Court · 2/4

Encounter 1 — Mountain Pass Ambush

Medium–Hard · ~20 min · ~4 rounds · Avoidable via roleplay/skill checks

Terrain: Narrow switchback trail, 80×30 ft, boulder cover, one rockslide trigger zone spanning a 20-ft stretch of trail.

Creatures: 3× Nymph Skirmisher (Oread) — CR 3 each, positioned on high ledges (advantage on ranged attacks).

Avoid Combat: DC 15 Persuasion (proving you're not with the tyrant's foremen, e.g. showing the Tearstone or naming Elyria) OR DC 13 Insight/Nature to spot the ambush and call out peacefully before it triggers. Leaving a floral/wine offering grants DC 12 instead.

Rockslide Trigger: If the party advances aggressively or is spotted as hostile, the rockslide fires round 1: all creatures in the 20-ft zone make a DC 14 Dex save or take 3d6 bludgeoning (half on success) and are knocked prone.

Resolution: Peaceful or victorious outcome grants a hint about the meadow's captive-cage layout ahead. Aftermath: short rest available either way.


Encounter 2 — The Flooded Meadow

Medium–Hard · ~25 min · ~5 rounds · Infiltration/rescue, avoidable via negotiation or stealth

Terrain: Waterlogged grove, 100×60 ft, mud/water = difficult terrain; three vine-cages hold 3 mortal laborers and the bound Nereid Thalassa.

Creatures: 2× Nymph Skirmisher (Leimniad), 2× Nymph Skirmisher (Meliae) — CR 3 each.

Avoid Combat: DC 15 Persuasion/Performance appealing to the nymphs' grief (invoking Elyria or the Tearstone) causes them to stand down without a fight. Alternatively, DC 13 Stealth to free all captives before the guards notice.

If Alarm Raised: If combat drags past 5 rounds or a guard escapes to warn the Grotto, Encounter 3 begins with Nyxantha already Shadowfire Empowered (see boss card) and no surprise round for the party.

Resolution: Quick/peaceful resolution (≤4 rounds, no alarm) grants a full short rest and Thalassa's aid; a rushed/loud resolution costs the short rest and alerts the Grotto.


Encounter 3 — The Grotto (Boss)

Hard · ~35–40 min · ~6–8 rounds · Combat with a non-lethal win condition

Terrain: Underground cavern-oasis, 90×70 ft, central pool, ash-tree stand, stalactite ledges. Each corner holds a "Court Zone" tied to a nymph type: pool (Oceanid — whirlpool), roots (Dryad — snares), embers (Meliae — fire motes), stone (Oread — tremors).

Creatures: Nyxantha (boss) + 2 active Nymph Skirmishers (cycling Naiad/Dryad/Nereid/Oceanid types) present from the start; the rest of the Court (one of every remaining type) act as ambient zone hazards, not full combatants.

Win Condition — Curse-Sever: A creature holding the Tearstone can use an action, while adjacent to Nyxantha, to press it to her if she is at 0 Grief-Bound stacks OR below 25 HP. This instantly ends the curse: Nyxantha and every Wilting Court nymph immediately stop fighting.

Partial Success: If Nyxantha is instead reduced to 0 HP without the Tearstone, the curse still breaks, but the surviving nymphs scatter in raw grief rather than being freed cleanly — a hook for a future session to fully restore the vale.

Scaling: Easier — drop reinforcement cycle to every 3 rounds, remove one Court Zone hazard. Harder — Nyxantha gains a 4th legendary action and Grief-Bound starts at 4 stacks.

The Wilting Court · 3/4

Creature Stat Blocks

Nymph Skirmisher (Wilting Court)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural) · HP 45 (10d8) · Speed 30 ft.

STR 10(+0) DEX 16(+3) CON 13(+1) INT 12(+1) WIS 15(+2) CHA 16(+3)

Skills Perception +4, Nature +3, Stealth +5. Senses darkvision 60 ft (underground types), passive Perception 14. Languages Sylvan

Fey Ancestry. Advantage on saves vs. being charmed.

Signature Trait (by type):

  • Naiad: Healing Splash (recharge 5–6) — touch, ally regains 2d8 HP.
  • Dryad / Leimniad: Grasping Roots/Grass (recharge 5–6) — 10-ft radius, DC 13 Str or restrained.
  • Oread: Stone Fling — ranged spell atk +5, 20/60 ft, 2d8 bludgeoning.
  • Nereid: Calming Tide (reaction) — ally within 10 ft gets advantage on next save.
  • Oceanid: Riptide — 15-ft cone, DC 14 Str or prone + pushed 10 ft.
  • Meliae: Ashfire Lash — melee spell atk +5, reach 10 ft, 2d6 fire.

Actions

Multiattack. Two Nature Bolt attacks. Nature Bolt. Ranged spell atk +5, 60 ft, 2d6+3 force. Plus one Signature Trait action per turn (recharge as listed).

Nyxantha, the Grieving Torch (Lampad)

Medium Fey (Corrupted), Chaotic Neutral · CR 9 (5,000 XP) — Boss

AC 17 · HP 168 (16d8+96) · Speed 30 ft., fly 30 ft. (hover)

STR 12(+1) DEX 18(+4) CON 18(+4) INT 14(+2) WIS 18(+4) CHA 20(+5)

Saves Dex +8, Wis +8, Cha +9. Skills Perception +8, Deception +9, Insight +8. Resist cold, necrotic. Vulnerable radiant (only at 0 Grief-Bound stacks). Senses darkvision 120 ft. Languages Sylvan, Infernal, telepathy 60 ft.

Grief-Bound (3 stacks). Loses 1 stack on a DC 16 Persuasion/Performance check invoking grief, or on taking radiant damage.

Shadowfire Bond. Reaction: redirect damage taken by an ally nymph within 60 ft to herself instead.

Torchbearer's Curse (Curse-Sever). A creature adjacent with the Tearstone may sever her curse (action) if she's at 0 Grief-Bound stacks or below 25 HP — ends the fight, all nymphs stand down.

Actions

Multiattack. Two Shadowflame Torch attacks. Shadowflame Torch. Melee or ranged spell atk +9, 2d10+5 fire/necrotic. Summon Grief (recharge 5–6): calls 1–2 Nymph Skirmishers.

Legendary Actions (3/round, 4 at APL 10)

Torch Flicker. Move half speed, no opportunity attacks. Wailing Chorus. Nymphs within 30 ft gain +1d6 on next attack.

The Wilting Court · 4/4

Key Item

Persephone's Tearstone

Wondrous item, no attunement required

A smooth garnet-red stone, warm to the touch. While holding it, you have advantage on Persuasion/Performance checks against creatures bound by grief or dark magic (such as the Wilting Court).

Curse-Sever. As an action, press it to an incapacitated or Grief-Bound (0 stacks) fey to instantly sever any underworld curse-bond, ending magical compulsion. Single use — crumbles to ash after severing one curse.

NPC Reference Cards

Elyria (Naiad — Quest Giver)

AC 13 · HP 22 · Non-combatant (Create/Destroy Water 1/day)

Motivation. Wants her sisters' curse broken, not the sisters slain — desperate and pleading throughout.

Secret. She was bound by Nyxantha too but broke free weeks ago; guilt-ridden she didn't act sooner to stop it.

Roleplay Notes. Anxious, tearful, will beg the party not to kill any nymph if combat turns lethal. Gives the Tearstone and a rough map of the pass at the hook.

Petra (Oread — Recruit, Encounter 1)

Use Nymph Skirmisher (Oread) stats, ally, at half HP once recruited

Motivation. Protecting the vale; deeply distrustful of outsiders sent by the tyrant's foremen.

Secret. Knows a hidden tunnel shortcut to the Grotto that bypasses part of the meadow ambush.

Roleplay Notes. Gruff, tests the party's honesty before trusting them; recruited via DC 13 Persuasion after being spared below half HP.

Thalassa (Nereid — Recruit, Encounter 2)

Use Nymph Skirmisher (Nereid) stats, ally, once freed

Motivation. Was captured trying to calm her sisters; wants everyone — nymph and mortal — to survive this.

Secret. Knows Nyxantha's name-of-sorrow, usable once in the finale to force an automatic Grief-Bound stack loss (see Encounter 3).

Roleplay Notes. Gentle and sorrowful; hums softly while healing allies. Freed via DC 12 Sleight of Hand or breaking her cage.

The Witch of Aeaea · 1/4

The Witch of Aeaea

One-Shot · 6 Players · Average Level 8 · Greek Mythology · ~3.5 hrs / 3 Encounters
Style: Mythic Infiltration / Dungeon Crawl  |  Win Condition: Pour the Vial of Moly into Circe's Great Cauldron, or reduce Circe to 0 HP (she surrenders; cannot be slain by mortal hands)  |  Setting: Aeaea — a fog-shrouded island of black sand beaches, cedar forests, and a marble palace reeking of honey and rot.

Ships that sail too close to Aeaea do not return — only the animals swimming away hint at what became of their crews. A divine messenger gives the party one chance to end Circe's reign of transformations: a vial of moly sap that can destroy her power at its source.

"The stranger slides a clay vial across the table toward you — small, stoppered with black wax, a strip of papyrus tied round its neck. His sandals, you notice belatedly, barely touch the floor. 'Sailors are disappearing off Aeaea,' he says, as though remarking on the weather. 'They arrive. They do not leave. What comes back instead is worse.' He folds his hands. 'Pour the white sap in her fire. The gods are watching.'"

Major Beats

  1. Misthaven Hook: Emeron (secretly Hermes) hands over the Vial of Moly and vanishes into the mist.
  2. The Bewitched Shore: Transformed beast-men prowl the tree line — fight, flee, or calm them. Alpha war-wolf Demetrios is recruitable.
  3. The Ritual Grove: A transformation ritual is underway on 4 captive sailors; a 5-round timer runs. Stealth, disruption, or combat can resolve it. Philemon is recruitable if freed.
  4. The Palace Gates: Circe's bronze doors open at a touch — she already knows the party is here.
  5. The Hall of Aeaea: Final confrontation. Pour the moly, fight her down, or both — Circe surrenders or is weakened. All transformed sailors on the island revert.

Creature / Enemy List

CreatureCREasyMedHardEncounter
Enchanted War-Wolf12461 (shore)
Enchanted Lion-Guard21231 (shore)
Ritual Naiad Sorceress40112 (grove)
Forest Nymph12342 (grove)
Circe, Enchantress of Aeaea813 (boss)
Handmaiden Enchantress31223 (palace)

Difficulty Scaling

APLEncounter 1 — ShoreEncounter 2 — GroveEncounter 3 — Hall (Boss)
4–52× War-Wolves only; DCs −2Remove Naiad; 2× Nymphs; 8-rd timerCirce 90 HP, 1 Handmaiden, surrenders at 30 HP
6–8Baseline as writtenBaseline as writtenBaseline; both allies strongly recommended
10++1 Lion-Guard; Demetrios HP 38+1 Nymph; circle = Wall of Force; 4-rd timer+2 Lion-Guards; Circe starts −1 Legendary Resist.
Papyrus Note (Vial of Moly, 17 words): "Against the witch's power: anoint thyself, pour the rest in her fire. The gods watch."
World detail: A corroded bronze signet ring found on a beast corpse (Enc. 1) hints Circe has been doing this for years. Circe's palace holds a library of transformation scrolls (Enc. 3 aftermath) — dangerous knowledge if looted. If asked, Circe offers one cryptic, accurate hint about a future danger as a hook for the next session.
The Witch of Aeaea · 2/4

Encounter 1 — The Bewitched Shore

Medium · ~30–40 min (combat) / ~15–20 min (non-combat) · ~4–5 rounds  |  Terrain: Black Sand Beach, 90×60 ft

Beach landing; shapes emerge from cedar tree line — 4× War-Wolves, 2× Lion-Guards, circling rather than charging. Win: drive off/destroy/calm the beasts or push past to the forest path.

Encounter 2 — The Ritual Grove

Medium · ~35–45 min · ~4–6 rounds · 5-round transformation timer  |  Terrain: Moonlit Clearing, 80×80 ft

4 captive sailors bound to stakes mid-transformation; 1× Ritual Naiad Sorceress + 3× Forest Nymphs conduct the ritual. Win: free all 4 captives before the timer runs out, or down the Naiad (halts ritual).

Encounter 3 — The Hall of Aeaea (Boss)

Hard · ~50–60 min · ~6–8 rounds · Deadly without allies — recruit Demetrios & Philemon  |  Terrain: Throne Room, 100×60 ft

Circe on her ivory throne, flanked by 2× Handmaiden Enchantresses, beside a 10-ft Great Cauldron. Win (A): reduce Circe to 0 HP (surrenders — cannot be slain). Win (B): pour Vial of Moly into the Cauldron (adjacency, full Action) — triggers Moly Vulnerability. Both combined is the most decisive resolution.

Resolution: 0 HP or moly-poured (or both) → Circe surrenders, releases all transformations island-wide, grants safe passage (will not swear off magic or leave Aeaea). Reward: 5,300 XP combat / 2,650 XP moly-only.
The Witch of Aeaea · 3/4

Creature Stat Blocks

Enchanted War-Wolf

Medium Beast, Unaligned (enchanted) · CR 1 (200 XP)

AC 13 | HP 26 (4d8+8) | Speed 40 ft.

STR 14 (+2) DEX 15 (+2) CON 14 (+2) INT 8 (−1) WIS 12 (+1) CHA 7 (−2)

Skills: Perception +3, Stealth +4 | Senses: Darkvision 30 ft.

Pack Tactics. Advantage on attacks vs. a creature with a non-incapacitated ally within 5 ft.

Echo of Humanity. DC 12 Insight → advantage on DC 13 Animal Handling to calm; showing Vial of Moly also grants advantage.

Bite. +4, reach 5 ft. 7 (2d4+2) piercing. DC 12 STR or prone.

Enchanted Lion-Guard

Large Beast, Unaligned (enchanted) · CR 2 (450 XP)

AC 12 | HP 44 (8d10) | Speed 50 ft.

STR 17 (+3) DEX 15 (+2) CON 13 (+1) INT 8 (−1) WIS 12 (+1) CHA 8 (−1)

Skills: Perception +3, Stealth +4

Keen Smell. Detects Vial of Moly at 60 ft. Pounce. 20+ ft. charge + Claw hit → DC 13 STR or prone (Bite as bonus action if prone).

Echo of Humanity. DC 14 Animal Handling to calm (advantage w/ vial).

Multiattack. Claw +5 (7, 1d8+3 slashing) + Bite +5 (8, 2d4+3 piercing).

Ritual Naiad Sorceress

Medium Humanoid (Nymph), NE · CR 4 (1,100 XP)

AC 15 | HP 65 (10d8+20) | Speed 30 ft., Swim 30 ft.

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

Saves: INT +5, CHA +6 | Resist: Psychic

Ritual Focus. Disadvantage Perception while ritual active; damage → DC 12 CON or ritual interrupted.

Enchanting Presence. Init 20: 15 ft. DC 15 WIS or Charmed.

Multiattack. 2× Arcane Bolt +6, 60 ft, 12 (2d8+3) force. Charm Person (2/day) DC 15. Ritual Surge (recharge 5–6) 20 ft cone, DC 14 CON, 14 (4d6) psychic+Poisoned. Misty Step (2/day, BA) 30 ft.

Forest Nymph

Medium Humanoid (Nymph), NE · CR 1 (200 XP)

AC 13 | HP 22 (4d8+4) | Speed 30 ft.

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

Skills: Perception +3, Stealth +5 (forest)

Forest Camouflage. Advantage on Stealth in forest terrain.

Thorn Lash. +5, reach 10 ft, 7 (1d8+3) piercing, pulls 10 ft. Glamour Gaze (recharge 5–6) DC 12 WIS or disadvantage next attack/save.

Circe, Enchantress of Aeaea

Medium Humanoid (Demigoddess), CN · CR 8 (3,900 XP)

AC 16 | HP 130 (20d8+40) | Speed 30 ft.

STR 12(+1) DEX 16(+3) CON 14(+2) INT 18(+4) WIS 16(+3) CHA 20(+5)

Saves: INT +8, WIS +7, CHA +9 | Immune: Poison, Charmed, Frightened | Truesight 30 ft.

Legendary Resistance (3/day). Sorceress's Focus: DC 18 within 10 ft of Cauldron, else 16. Moly Vulnerability: vial poured within 20 ft → 55 (10d10) psychic, loses Focus & Transform. Curse; ≤30 HP surrenders next turn.

Multiattack. 2× Wand +9, 60 ft, 16 (2d10+5) psychic, DC 16 WIS or Charmed. Transformation Curse (recharge 5–6) DC 16 WIS or pig 1 min. Enchanting Goblet (1/day) opposed CHA vs Ath/Acro, lose→pig 1 hr.

BA: Shadow Step 30 ft from sconce/Cauldron. Reaction: Counterspell (3/day). Legendary (3/rd): Whispered Hex (1), Command Thrall (1), Cauldron Pulse (2) — 20 ft, DC 15 WIS, 21 (6d6) psychic+Frightened.

Handmaiden Enchantress

Medium Humanoid (Nymph), NE · CR 3 (700 XP)

AC 14 | HP 52 (8d8+16) | Speed 30 ft.

STR 10 DEX 16(+3) CON 14(+2) INT 14(+2) WIS 12(+1) CHA 18(+4)

Saves: WIS +3, CHA +6 | Resist: Psychic

Enchanting Aura. Start turn within 10 ft: DC 14 WIS or Charmed (can't attack her).

Multiattack. 2× Charming Touch +6, 9 (1d10+4) psychic, DC 14 WIS or Charmed. Slumber Draught (recharge 6) +6, DC 14 CON or Unconscious 1 min. BA: Disengage.

The Witch of Aeaea · 4/4

Key Item

◈ Vial of Moly

Wondrous Item · Session MacGuffin

Note (17 words, given at Misthaven): "Against the witch's power: anoint thyself, pour the rest in her fire. The gods watch."

Anoint (Bonus Action, no depletion): touch a willing creature, advantage on WIS saves vs. enchantment/polymorph for 24 hrs.

Calm Beast: holding it near enchanted beasts grants advantage on Animal Handling to calm them.

Pour into Cauldron (Action, depletes, adjacency): triggers Circe's Moly Vulnerability — see Encounter 3. All transformed creatures on Aeaea revert immediately; Cauldron cracks and goes cold.

NPC Quick Reference

🪶 Emeron (Hermes in Disguise)

Quest Giver · Misthaven Tavern

Appearance: silver-tongued merchant; winged sandals that float above the floor; a caduceus-shaped walking stick that vanishes when he departs.

Secret: he is Hermes. DC 20 Insight or Religion notices the divine tells. He will neither confirm nor deny if pressed.

If confronted: "A merchant? Yes. That is what I am. Now — do you want the vial, or would you prefer to debate my footwear?"

Gives the party: the Vial of Moly, with the parting line "Pour the white sap in her fire. The gods are watching."

🐺 Demetrios, Wolf-Bound Hoplite

Medium Beast (enchanted) · Optional Ally, Encounter 1

AC 13 | HP 32 | Speed 40 ft.

STR 15(+2) DEX 15(+2) CON 14(+2) WIS 13(+1) — understands Common, can't speak. Darkvision 30 ft.

Motivation: a former Achaean hoplite (broken sword-hilt fused to a forepaw scar), unusually intelligent for the pack — recognized with DC 13 Insight.

Recruit: DC 13 Animal Handling (advantage w/ Insight or vial) — cannot calm if he took 10+ damage.

Traits: Pack Tactics; immune to re-transformation; Loyal Guardian (advantage on attacks + immune Charmed alongside his calmer). Reverts to human when Circe is defeated/cauldron destroyed.

Bite. +4, 8 (2d4+3) piercing, DC 12 STR or prone.

Aftermath: reverts to a broad-shouldered man in his forties, offering sincere tearful gratitude — little material reward.

⚔️ Philemon, Freed Hoplite

Medium Humanoid, NG · Optional Ally, Encounter 2

AC 16 (armed) / 12 (improvised) | HP 38 (7d8+7) | Speed 30 ft.

STR 16(+3) DEX 12(+1) CON 13(+1) — Athletics +5, Perception +3.

Motivation: Athenian hoplite, only 20% transformed (slight hand fur) when freed — articulate, composed, visibly furious at Circe. Joins automatically once freed, no check needed.

Traits: Brave (advantage vs. Frightened); Grateful Resolve (advantage first attack/rd; allies within 30 ft. +2 first WIS save/rd).

Spear. +5, 6 (1d6+3) piercing (−1 if improvised). Shield Bash. +5, 5 (1d4+3), DC 13 STR or prone.

Aftermath: safely leaves Aeaea with any other freed sailors once the session resolves.

Session Aftermath & Hooks

Circe's palace holds spell components, rare herbs, and a library of transformation scrolls (DM discretion on loot — the knowledge is dangerous in the wrong hands).

If asked about other threats at sea, Circe offers one cryptic but accurate hint as a hook for a future session.

Reward totals: 5,300 XP (full combat resolution) or 2,650 XP (moly-only resolution), plus palace loot at DM discretion.

Weave of Arachne · 1/4

Weave of Arachne

A stealth descent into a temple where fate is woven wrong.
Style: Shadowed temple infiltration for 6 level-8 PCs, with curse pressure and a hard unweaving finale.
Win: Steal or sever the rewritten fate-thread and leave Arachne bound to her own pattern.
Lose: The new tapestry fixes the party's names into obedient futures and spreads the curse to Misthaven.
Maguffin: Moonbone Shuttle · Ally: Melantho, Spider-Touched Novice · QG: Nikarete the Unwritten
"Do not cut the shining thread first. Find the knot that taught it pride, and pull while nobody breathes."

Major Beats

  1. Nikarete's missing future is visible as a blank space in every reflection.
  2. The temple punishes names, pride, and careless cutting.
  3. Melantho proves the cult has victims inside its guards.
  4. Arachne can be beaten by craft, humility, and escape as much as by blades.

Difficulty

TierAdjust
As Written ★6 PCs · APL 8
Library Standard6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
EasierAPL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
HarderAPL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Weave of Arachne · 2/4

ENC 1 — The Hem of the Temple

Skill / Medium · ~45 min · Drain channel, hanging dyed silks, guard alcoves, skylight web, and novice dormitory door.

ENC 2 — Novices at the Pattern Wells

Medium · ~55 min · Three circular wells, thread bridges, bell-webs, novice worktables, and a sealed loom lift.

ENC 3 — Arachne's Unfinished Tapestry

Hard · ~70 min · Colossal vertical loom, web balconies, suspended name-spools, shuttle rails, and a moonlit tear in the roof.
Weave of Arachne · 3/4

STAT BLOCKS

Maguffin

Moonbone Shuttle

Weave of Arachne · 4/4

NPC / ALLY

Nikarete the Unwritten

Melantho, Spider-Touched Novice

Remember

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Wings Over the Wine-Dark Sea · 1/4

Wings Over the Wine-Dark Sea

One-Shot · 6 Players · Level 8 · ~3–3.5 hrs · Trireme Naval · Harpies / Sirens / Jelly-witches
Style: Aerial → Charm → Aberrant Boss  |  Win: Defeat Fog-Mother Lampetia (0 HP or sink fog-skiff + Conch pulse while she is aboard)

Ship: Main 40×50 + bow 15 + stern 25 = 90 ft · center mast · 15 ft ram · optional 2nd ship fog-skiff (30×15). Entirely shipboard.

"When wings blot the sail and the sea begins to sing, breathe this shell — deafness is mercy, and mercy is a blade." — Conch of Relative Silence

Major Beats

  1. Mist-trireme: Thetis-touched envoy + Conch maguffin.
  2. Enc. 1: Harpies dive the sail (3 sections AC 11 / HP 15).
  3. Enc. 2: Sirens (Mermaids) + merman consorts — song vs. steel / skill path.
  4. Enc. 3: Fog-skiff; Lampetia + jelly-witches + harpies.

Creature / Enemy List

CreatureEasyMedHardMini
Harpy468×10
Siren (Mermaid)234×4
Consort (Merman)123×3
Jelly-Witch234Jelly caster ×5
Lampetia (Boss)1 adj11Boss jelly staging
Sea Spirit (optional)0–20–30–5×5

Difficulty Scaling

TierAdjust
EasyEnc1: 4 harpies · Enc2: 2 sirens · Enc3: Lampetia HP 120, no LA, 2 witches
Medium ★As written
HardEnc1: 8 harpies · Enc3: +1 witch; Lampetia LR 3; Dirge recharge 4–6
Wings Over the Wine-Dark Sea · 2/4

ENC 1 — Talons on the Sail

Medium · ~40 min · 6 Harpies · Sail 3× (AC11/HP15)

ENC 2 — The Sea Begins to Sing

Skill / Medium · ~50 min · 3 Sirens + 2 Consorts

ENC 3 — Fog-Mother Lampetia

Hard · ~60 min · Lampetia + 3 witches + 2 harpies · fog-skiff
Wings Over the Wine-Dark Sea · 3/4

STAT BLOCKS

Harpy CR1

Medium Monstrosity · Mini ×10

AC 11 | HP 38 | Fly 40

  • Song Wis DC 11 · Claws +3 (2d4+1) · Club +3 · Sail priority

Siren (Mermaid) CR2

Medium Fey · Mini: Mermaid ×4

AC 13 | HP 45 | Swim 40

  • Song Wis DC 14 · Magic Res · 2× Dagger +5 · Embrace 5–6 Str DC 13

Siren Consort CR1

Medium Humanoid · Mini: Merman ×3

AC 14 | HP 32 | Swim 40

  • Trident +4 · Net 1/day Dex DC 12

Jelly-Witch CR3

Medium Aberration · Mini: Jelly caster ×5

AC 13 | HP 58 | Hover in fog

  • 2× Tendril +5 (1d8+3 +2d6 poison, Con DC 13) · Fog cloud 2/day · Sting aura 1d6

Lampetia CR9 BOSS

Large Aberration · LR 2

AC 16 | HP 161 | Fly/Swim 30–40

  • 3× Tendril +8 (2d8+3 +3d6 poison) · Dirge Wis DC 15 (R5–6) · Sow 2 witches 1/day · LA

Sea Spirit CR1/2

Optional ally clutter · Mini ×5

AC 12 | HP 22

  • Hide in fog · Recruit Pers DC 12 → extinguish sail fire once
Wings Over the Wine-Dark Sea · 4/4

KEY ITEM / NPC

Conch of Relative Silence

Wondrous Item (maguffin)

Thetis-Touched Envoy

Ship Reminder

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Apples of the West · 1/4

Apples of the West

A sunset orchard heist at the edge of Oceanus.
Style: Mythic island heist for 6 level-8 PCs, paced for 3 to 3.5 hours with stealth-first solutions.
Win: Escape the western orchard with three apples while Ladon remains asleep, bound, or misdirected.
Lose: Ladon fully wakes, the island folds into sunset, and the crew flees with a curse or no apples.
Maguffin: Sunset Shears · Ally: Aegle, Doubting Hesperid · QG: Mnestra of Misthaven
"Three sunsets, three fruits, three breaths: take only what the mist names, or the dragon remembers every thief."

Major Beats

  1. Mnestra names the three fruits and the taboo against killing the guardian.
  2. The island watches the party's shadows before it watches their bodies.
  3. Aegle reveals one sister wants the theft blamed on her.
  4. The final choice is speed, mercy, or bargaining under Ladon's waking eyes.

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 8 — Dial back: reduce boss HP ~20–25%, cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
Apples of the West · 2/4

ENC 1 — The Orchard That Notices

Skill / Medium · ~45 min · Stepped beach, mirror pools, cypress ladders, and three ward-lantern paths into the orchard.

ENC 2 — Sisters at the Golden Bough

Medium · ~50 min · Circular bough-platform over black water, harp dais, thorn hedges, and hanging mirrors.

ENC 3 — Ladon Opens One Hundred Eyes

Hard · ~65 min · Falling apple bough, spiral root bridge, sleeping coils, and a moonlit surf exit 120 feet away.
Apples of the West · 3/4

STAT BLOCKS

Maguffin

Sunset Shears

Apples of the West · 4/4

NPC / ALLY

Mnestra of Misthaven

Aegle, Doubting Hesperid

Remember

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The Fleece of Colchis · 1/4

The Fleece of Colchis

One-Shot · 6 PCs Lvl 10 · ~3–3.5 hrs · Heist · Steal the Golden Fleece
Style: Harbor → Palace/Seals → Grove extraction  |  Win: Fleece on the Phasis skiff

Maguffin: Ram’s Bell of Phrixus · Ally: Medea · QG: Hera (Lady Argive)

"Ring once at the root of the golden oak — not thrice — and even sleepless lids grow heavy for a breath."

Major Beats

  1. Hera: steal the Fleece before Aeëtes sows a war-army.
  2. Enc. 1: Harbor guards + bronze calf; Alarm carries.
  3. Enc. 2: Recruit Medea; Blood / Fire / Night seals.
  4. Enc. 3: Bell → Cut → skiff; manage Alarm / Spartoi.

Alarm Track

AlarmEffect
32 Spartoi spawn
5+2 Spartoi; breath R4–6
7+Muster — board or soft loss

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 8 — Dial back: reduce boss HP ~20–25%, cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
The Fleece of Colchis · 2/4

ENC 1 — Harbor Shadows

Medium · 4 Guards + 1 Bronze Bull Calf

ENC 2 — Pharmacy & Seals

Skill/Medium · 3 Sentinels · Medea · seals

ENC 3 — Golden Oak

Hard · Sleepless Dragon · Spartoi · extraction
The Fleece of Colchis · 3/4

STAT BLOCKS

Sleepless Dragon CR9

AC 17 | HP 168 | Climb 40 · LR 2

  • Bite +9 (2d10+5 +2d6 poison) · Tail · Goldfire R5–6 Dex DC 16 (8d6) · Coil restrain DC 16 · Drowsy from Bell/Salve

Medea (Ally)

AC 14 | HP 78 | Cha 18 · Spell DC 15

  • Salve ×3 · Countersong 1/enc · Mist Step 2/rest · Poison dagger

Harbor Guard CR2

AC 15 | HP 39

  • 2× Spear +4 · Alarm Horn

Bronze Bull Calf CR3

AC 16 | HP 52 | Speed 40

  • Gore +6 · Stomp R5–6 · Heated Hide

Palace Sentinel CR3

AC 16 | HP 58

  • 2× Kopis +5 · Net 1/day

Spartoi CR2

AC 14 | HP 32

  • Sword + bash · Vulnerable bludgeoning · Alarm spawns
The Fleece of Colchis · 4/4

TOOLS / NPC

Ram’s Bell of Phrixus

Golden Fleece

Seals of Ares

Hera (Lady Argive)

Remember

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The Hot Gates · 1/4

The Hot Gates

One-Shot · 6 PCs Lvl 10 · ~3–3.5 hrs · Thermopylae Hold · Favor of Ares
Style: Same-pass defense → Parley → Favor finale  |  Win: Favor 6 + plant Enyalian Spearhead → Ares slaughters horde

Allies: Leonidas + Spartans · Recruit: Dienekes · QG: Gorgo’s envoy

"Plant this in the steam-altar when war has seen your worth — then stand aside. Ares does not share kills."

Major Beats

  1. Mist to Hot Gates; join Leonidas’s wall.
  2. Enc. 1: First wave; vents/rockfall; recruit Dienekes.
  3. Enc. 2: Parley with Warlord Kharos (3 before 3).
  4. Enc. 3: Favor deeds → plant spearhead → Ares.

Favor of Ares (Win = 6)

DeedFavor
Hold Fast (no breach + ≥5 at gate)+2 / round
Triple Fall (3 downs same round)+1 (max 2)
One Blow (above half → 0 in one hit)+1 (need 2)
King’s Witness (finish near Leonidas)+2 once
Steam Offering (DC 14, bloodied)+1 / round

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 8 — Dial back: reduce boss HP ~20–25%, cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
The Hot Gates · 2/4

SHARED MAP — Hot Gates

80×40 · 20-ft choke · sea cliff W · mountain E · altar S · entrance N

ENC 1 — First Wave

Medium · 6 Raiders · 3 Brutes · 2 Hunters · 6 Hoplites + Leonidas

ENC 2 — Parley

Social/Medium · Kharos + Pride-Captain · truce mid-pass

ENC 3 — Final Hold

Hard · Horde + Favor · endless spawn until god
The Hot Gates · 3/4

STAT BLOCKS

King Leonidas (Ally)

AC 18 | HP 136 | Speed 30

  • 2× Spear +8 · Rally 1/enc · Protect the Line · Iconic (no execute)

Warlord Kharos CR7

AC 17 | HP 136 · LR-style LA

  • Maul +8 · Command Rush · Earthshatter R5–6 · Banner vs fear

Titan-kin Brute CR2

AC 14 | HP 42

  • Greataxe +5 · Relentless 1/rest

Titan-kin Raider CR1

AC 13 | HP 22

  • Scimitar / Shortbow +4

Leonin Pride-Hunter CR2

AC 14 | HP 39 | Speed 35

  • Claw/Spear · Pounce · Roar R5–6

Leonin Pride-Captain CR4

AC 16 | HP 76

  • 2× Glaive +6 · Pack Tactics · Pride Roar 1/day

Spartan Hoplite CR3

AC 17 | HP 52

  • 2× Spear · Shield Wall

Dienekes (Ally)

AC 17 | HP 71

  • Recruit Enc. 1 · Hold Line adv · Shade Remark
The Hot Gates · 4/4

TOOLS / NPC

Enyalian Spearhead

Pass Hazards

Gorgo’s Envoy

Remember

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The Unquiet Asphodel · 1/4

The Unquiet Asphodel

One-Shot · 6 PCs · Lvl 8 · Underworld Mystery · ~3–3.5 hrs · + Optional Cerberus
Style: Ferry → Investigation → Stall Boss  |  Win: Force Persephone to leave initiative (unkillable)  |  Setting: Misthaven mist → Charon → Asphodel → Queen's garden.

Hermes gives Obol of True Passage. Rising dead are Persephone's secret necromancy. Asclepius allies. Stall until Hades arrives — or take optional Cerberus path.

"When the queen's garden sings with stolen breath, press this eye to the ferry-bell — the husband hears iron before lies." — Obol (22 words).

Major Beats

  1. Misthaven — Hermes + Obol; mist.
  2. Charon greets; fare paid.
  3. Enc. 1 — Teeth on the Styx: Harryhausen skeletons.
  4. Enc. 2 — Healer in Asphodel: Asclepius; death dogs + wraiths; clues.
  5. Enc. 3 — Queen's Garden: Persephone stall; Arrival clock.
  6. Optional: Cerberus Triple Gate — alternate Hades call.

Creature List

CreatureEMHNotes
Hydra-Tooth Skeleton468Harryhausen; reassemble
Death Dog234Enc. 2
Stygian Wraith122Enc. 2 / Enc. 3
Persephone111Unkilleable; Threshold
CerberusoptoptOptional alt resolution

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 8 — Dial back: reduce boss HP ~20–25%, cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
Mystery truth: Persephone is a secret necromancer/summoner. Olympus & Hades unaware. Do not kill gods — stall / jurisdiction.
The Unquiet Asphodel · 2/4

ENCOUNTER 1 — Teeth on the Styx

Medium · 40–50 min  |  Skiff + shore; Charon greets post-mist

ENCOUNTER 2 — The Healer in Asphodel

Medium · 50–60 min  |  3× Death Dog + 2× Wraith

ENCOUNTER 3 — The Queen's Garden

Hard · Stall boss · Persephone unkillable

OPTIONAL — Cerberus (not one of the 3)

Hard Optional · Alternate resolution
The Unquiet Asphodel · 3/4

CREATURE STAT BLOCKS

Hydra-Tooth Skeleton

Medium Undead · CR 2 · Harryhausen

AC 14 | HP 26 | Vuln bludgeoning

  • 2× Shortsword +4 (1d6+2). Pack Drill.
  • Reassemble d6=6 at 1 HP unless smashed/burned.

Death Dog

AC 12 | HP 39 | CR 1 · Speed 40

  • 2× Bite +4 (1d6+2). Both hit → Con DC 12 disease.
  • Two-Headed: adv Perception / multi-condition saves.

Stygian Wraith

AC 13 | HP 67 | CR 5 · Fly 60

  • Life Drain +6 (4d8+3 necrotic; Con DC 14 max HP).
  • Incorporeal; Create Specter 1/day.

Persephone — UNKILLABLE

Goddess · Secret necromancer · CR 12 threat

AC 18 | Threshold 180 | Fly 30

  • Necro-Vine +10 (2d8+5 +3d6 nec; restrain Str DC 18).
  • Spells DC 18: chill touch, blight, spirit guardians; 1/day circle of death.
  • Sow Teeth (5–6): 1d4+1 skeletons. LR 3/day.
  • LA: Vine / Whisper / Reap&Sow (2) / Wrathful (3 at Thr 0).
  • Win = leave initiative only.

Cerberus — Optional Iconic

AC 16 | HP 178 | CR 10 · Speed 50

  • 3× Bite +10 (2d10+6); 2+ hits grapple Str DC 18.
  • Roar (5–6): Wis DC 16 fear cone.
  • LA: Detect / Bite / Drag (2).
  • Prefer calm/pass — not kill.

Charon

AC 16 | HP 110 · Pole +7 (2d8+3 +2d6 nec)

Styx Lash (5–6): line Dex DC 15, 6d6 nec. Neutral witness.

The Unquiet Asphodel · 4/4

KEY ITEMS

Obol of True Passage

NPC QUICK REFERENCE

Hermes Psychopomp — Quest Giver

  • Misthaven → mist → Charon.
  • Suspects the Queen's court; won't say her name.

Asclepius

  • AC 14, HP 97. Medicine +10. Healing Touch 4d8 (3/day).
  • Recruit with floral/royal clues. Won't kill Persephone.
  • Cures Death Dog sleep-rot.

Hades — Resolution Device

  • Not a combatant. Clock 5 rounds after bell.
  • On arrive: Persephone leaves initiative; rising stops.

Shade Witness (Lydia)

  • Saw flower-crowned sowers after midnight.
  • Comfort Pers/Rel DC 13 → guide.

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Three Throats at the Gate · 1/4

Three Throats at the Gate

One-Shot · 6 PCs Lvl 10 · ~3–3.5 hrs · Subdue Cerberus (no kill) · Recruit Orpheus
Style: Mercy skirmish → Lyre/collars → Subdual finale  |  Win: Calm 8 while Cerberus HP > 0

Lose: Cerberus slain · Maguffin: Sop of Quiet Honey (3) · Ally: Orpheus · QG: Hermes

"Feed the quiet cake to a throat that barks for war — three mouths, three mercies, none of them a blade."

Major Beats

  1. Hermes: soften the hound; do not kill.
  2. Enc. 1: Shades + Ker; nonlethal practice.
  3. Enc. 2: Repair lyre; recruit Orpheus; collar plaque (sweet / song / circle).
  4. Enc. 3: Stack Calm tools to 8.

Calm Track (Win = 8)

ToolCalm
Honey Sop / head (×3)+2 each
Collar / head (×3)+2 each
First Styx splash+1
Gate Chains Bound+2
Pull Stygian Thorn+2
Orpheus Chord (1/enc)+2

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 8 — Dial back: reduce boss HP ~20–25%, cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
Three Throats at the Gate · 2/4

ENC 1 — Causeway

Medium · 4 Shades + 1 Ker

ENC 2 — Lyre & Collars

Skill/Medium · Alecto’s Echo · Orpheus · plaque puzzle

ENC 3 — Subdue

Hard · Cerberus · layered tools · no kill
Three Throats at the Gate · 3/4

STAT BLOCKS

Cerberus (Subdue) CR10

AC 16 | HP 189 | Speed 50 · LR 2

  • 3× Bite +9 (2d6+5 +2d6 poison DC 16) · Roar R5–6 · Thorn rage +2 dmg · LA Bite/Lunge · Win via Calm 8 not 0 HP

Orpheus (Ally)

AC 13 | HP 66 | Cha 20 · Spell DC 16

  • Song of Still Waters (Distract head) · Chord +2 Calm 1/enc · Inspire 1d8 · Countercharm

Styx Shade CR1

AC 12 | HP 27

  • Withering Touch +4 · Wail R6 · spareable

Ker CR2

AC 13 | HP 45 | Fly 30

  • Claws + necrotic · Deathwish aura · Urge to Kill 1/day

Alecto’s Echo CR3

AC 14 | HP 58 | Fly 40

  • 2× Whip +5 · Screech R5–6
Three Throats at the Gate · 4/4

TOOLS / NPC

Sop of Quiet Honey

Triple Gate-Collars

Environment

Hermes

Remember

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Troy's Hollow Gift · 1/4

Troy's Hollow Gift

A level 8 siege infiltration about what victory is allowed to cost.
Style: Siege heist with double agents, civilian stakes, and a construct payload.
Win: Place or sabotage the wooden colossus to end the siege on the party's chosen terms without razing Troy as the victory condition.
Lose: The colossus becomes an excuse for massacre, the party is named as the betrayal, and both armies learn the wrong lesson.
Maguffin: Cedar Heart-Key · Ally: Cassandra, Unbelieved Witness · QG: Sinon, Professional Survivor
"A palm-sized cedar horse opens at the belly. Inside are two maps: one for entry, one for evacuation."

Major Beats

  1. Sinon makes the plan sound simple because he has hidden every consequence.
  2. Cassandra offers truth without the comfort of certainty.
  3. The colossus is a tool; the betrayal is deciding people are only terrain.
  4. The final turn of the heart-key defines what kind of victory survives the song.

Difficulty

TierAdjust
As Written ★6 PCs · APL 10
Library Standard6 PCs · APL 8 — Dial back: reduce boss HP ~20–25%, cut one legendary action option or recharge breath to 6 only; Favor/track thresholds −1 where present; skill DCs −1.
EasierAPL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave.
HarderAPL 11–12: boss HP +20%; +1 legendary; Favor/track +1 to win.
Troy's Hollow Gift · 2/4

ENC 1 — The Gift at the Ditch

Enc 1: Siege Heist Briefing · ~45 min · Greek siege ditch, abandoned altar, horse scaffolds, messenger tunnels.

ENC 2 — Inside the Wall's Shadow

Enc 2: Infiltration and Civic Choice · ~60 min · Gate plaza, inspection ramp, refugee lane, shrine balcony, hollow horse interior.

ENC 3 — The Belly Opens

Enc 3: Hard Construct Payoff · ~90 min · Gate court, colossus belly, winch towers, civilian alleys, fire buckets.
Troy's Hollow Gift · 3/4

STAT BLOCKS

Maguffin

Cedar Heart-Key

Troy's Hollow Gift · 4/4

NPC / ALLY

Sinon, Professional Survivor

Cassandra, Unbelieved Witness

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Chains on Caucasus · 1/4

Chains on Caucasus

A storm-climb to the titan's iron crag.
Style: High-altitude rescue with a moral branch, for 6 level-8 PCs across 3 rugged encounters.
Win: Break, loosen, or sanctify the chains so Prometheus' suffering no longer feeds the eagle-cult.
Lose: The cult keeps the wound open and turns stolen divine fire into a beacon for tyrants.
Maguffin: Kindling Nail · Ally: Io the Wind-Lost · QG: Dione of the Ash Lantern
"Bring no crown to the mountain. Bring a hand that can open and a blade that can choose not to cut."

Major Beats

  1. Dione frames the mission as rescue, then admits rescue has consequences.
  2. The mountain tests strength, mercy, and patience before blades matter.
  3. The cult believes pain is a renewable holy resource.
  4. Prometheus asks what kind of freedom mortals are ready to defend.

Difficulty

TierAdjust
As Written ★6 PCs · APL 11
Library Standard6 PCs · APL 8 — Reduce boss HP ~25–30% and save DCs −1; remove 1–2 minions per wave; allow one free short-rest beat after Enc. 1.
EasierAPL 9–10: use Library Standard, then Favor/track win −1 or boss HP −10%.
HarderAPL 12–13: boss HP +25%; add a lieutenant; no free rest.
Chains on Caucasus · 2/4

ENC 1 — The Climb of Stolen Sparks

Skill / Medium · ~45 min · Three switchback ledges, rope bridge, ash-snow chute, and a ruined shepherd shrine.

ENC 2 — The Cult of the Open Wound

Medium · ~55 min · Wind tents, spark vats, chained giant pen, altar crane, and cliff paths on two elevations.

ENC 3 — Prometheus Beneath the Eagle

Hard · ~70 min · Central shackle dais, Prometheus' ledge, eagle perches, chain winches, and storm gaps.
Chains on Caucasus · 3/4

STAT BLOCKS

Maguffin

Kindling Nail

Chains on Caucasus · 4/4

NPC / ALLY

Dione of the Ash Lantern

Io the Wind-Lost

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Phaethon's Reins · 1/4

Phaethon's Reins

A level 8 aerial control mission on a runaway sun-chariot.
Style: High-speed aerial disaster with mythic vehicles, rescue choices, and divine restraint.
Win: Board and control the sun-chariot, spare Phaethon if possible, and turn the blaze away from all three cities.
Lose: The chariot crosses the third city uncontrolled, Helios is blamed for mortal ruin, and the sky-road remains cracked.
Maguffin: Spare Golden Rein · Ally: Aello, Wind-Harness Rider · QG: Heliope, Singed Dawn-Priest
"Three bronze city tokens grow hotter in sequence. A hair-thin golden rein loops through them and tightens whenever someone boasts."

Major Beats

  1. The first city shows the cost of pride in roofs, wells, and frightened children.
  2. Aello offers discipline where the myth offers only speed.
  3. Phaethon is terrified, not malicious, and can still answer to his name.
  4. The chariot is won by shared control, not by slaying the sun.

Difficulty

TierAdjust
As Written ★6 PCs · APL 11
Library Standard6 PCs · APL 8 — Reduce boss HP ~25–30% and save DCs −1; remove 1–2 minions per wave; allow one free short-rest beat after Enc. 1.
EasierAPL 9–10: use Library Standard, then Favor/track win −1 or boss HP −10%.
HarderAPL 12–13: boss HP +25%; add a lieutenant; no free rest.
Phaethon's Reins · 2/4

ENC 1 — First City in the Heat-Haze

Enc 1: Aerial Rescue · ~45 min · Temple roof, bell towers, hot updraft columns, burning market awnings.

ENC 2 — Between the Second Smoke and the Sea

Enc 2: Sky-Road Skill Challenge · ~60 min · Cloud causeway, sunbeam rails, storm gap, drifting wreckage.

ENC 3 — Hands on the Burning Yoke

Enc 3: Hard Control Boss · ~90 min · Sun-chariot deck, four yoke stations, wheel rims, loose flame pennants.
Phaethon's Reins · 3/4

STAT BLOCKS

Maguffin

Spare Golden Rein

Phaethon's Reins · 4/4

NPC / ALLY

Heliope, Singed Dawn-Priest

Aello, Wind-Harness Rider

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Mother of the Deep Coil · 1/4

Mother of the Deep Coil

One-Shot · 6 PCs Lvl 12 · ~3–3.5 hrs · 2 encounters · Arima lair · Phase 3 Deadly
Style: Outer Brood → Multi-phase Echidna  |  Win: Echidna 0 HP

Ban: no Typhon · no Cerberus summons · Maguffin: Tripod Brand · QG: Melitta of Delphi

"When the Mother calls her children from the dark, press this ash-iron to the stone — the nest forgets one name." — Tripod Brand

Major Beats

  1. Mist → Cilician foothills; Brand.
  2. Enc. 1: Outer Brood; recruit Kimon; Short Rest only.
  3. Enc. 2: Phase 1 Hard → Phase 2 Hard+ → Phase 3 Deadly.

Creature List

CreatureUse
Death Dog / Brood Harpy / DracaenaEnc1 + summons
Orthrus (not Cerberus)Phase 2
Chimera / Brood SphinxPhase 2–3
Lesser Brood-HydraPhase 3
Echidna GargantuanBoss HP 310

Difficulty

TierAdjust
As Written ★6 PCs · APL 12
Library Standard6 PCs · APL 8 — Reduce boss HP ~30–35%, strip one phase or one legendary action; minion counts −30%; Phase/Deadly language becomes Hard if present.
EasierAPL 10–11: use Library Standard, then remove the deadliest phase rider.
HarderAPL 13–15: restore full mythic pressure — extra phase or spawn; DCs +2.
Mother of the Deep Coil · 2/4

ENC 1 — Outer Brood

Medium · 3 Death Dogs + 2 Harpies + 1 Dracaena · Kimon pinned

ENC 2 — Phase Tracker

Phase 1 HP 310–207 · Call: 2 dogs or dracaena+harpy · Brand cancels 1 Call
Phase 2 HP 206–104 · Free Orthrus (or Sphinx) on entry · Coil Quake lair · Brand dismiss CR≤5 once
Phase 3 DEADLY HP 103–0 · Fear roar Wis DC 16 · Free Hydra (or Chimera+Orthrus) · +2 to hit · Bite poison DC 19 · LA Call cost 3 · Brand: 1 rd no Call + disadv Constrict
Mother of the Deep Coil · 3/4

STAT BLOCKS

Echidna CR14 BOSS

AC 17 | HP 310 | Gargantuan · LR 3

  • Bite +12 (3d8+7 +4d6 poison DC 18) · Constrict DC 20 · Tail Sweep · Call Brood R5–6 · Venom Spew · LA · Lair init 20

Orthrus CR5

Not Cerberus

AC 14 | HP 85 | Speed 50

  • 2× Bite +7 + poison DC 14 · Double Maw R5–6 · Pack Howl

Chimera CR6

AC 14 | HP 114 | Fly 60

  • Bite/Horns/Claws +7 · Fire Breath R5–6 Dex DC 15 (7d8)

Brood-Hydra CR8

AC 15 | HP 150 · 5 heads

  • 1 bite/head +8 · −30 HP = −1 head · Reactive heads

Death Dog CR1

AC 12 | HP 39

  • 2× Bite +4 · poison/disease Con DC 12

Dracaena CR3

AC 14 | HP 68

  • Spear + Constrict · optional mercy warning
Mother of the Deep Coil · 4/4

KEY ITEM / NPC

Tripod Brand of Arima

Melitta of Delphi

Kimon

Summon Ban

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The Hundredfold Binding · 1/4

The Hundredfold Binding

One-Shot · 6 PCs Lvl 12 · ~3–3.5 hrs · Rhodes · 4 Heliadae · Free Briareus (CR 16)
Style: Infiltration → Lens-works rescue → Ritual shutdown  |  Win: Free Briareus (Master Lock or 4 satellite locks) → 1–2 cleanup rounds

Villains: Actis (ray) · Macareus (captain) · Candalus (fever) · Triopas (siege) · Maguffin: Tenages’s Dial · QG: Electryone

"When hundred hands are pinned by jealous noon, turn Tenages’s hours against the locks — free the mountain of arms." — Tenages's Dial

Major Beats

  1. Electryone + Dial on Rhodes shore.
  2. Enc. 1: Solar automata / light geometry (skill or fight).
  3. Enc. 2: Fever wardens; recruit Lamprias; Master Lock intel.
  4. Enc. 3: Four distinct brothers; free Briareus; vow foreshadow.

Creature List

CreatureE/M/HJob
Solar Automaton2/3/4Enc1
Fever Warden2/3/4Enc2
Actis1Ranged / refract
Macareus1Captain / buffs
Candalus1Fever AoE
Triopas1Siege melee
BriareusfreedCR16 cleanup

Difficulty

TierAdjust
As Written ★6 PCs · APL 12
Library Standard6 PCs · APL 8 — Reduce boss HP ~30–35%, strip one phase or one legendary action; minion counts −30%; Phase/Deadly language becomes Hard if present.
EasierAPL 10–11: use Library Standard, then remove the deadliest phase rider.
HarderAPL 13–15: restore full mythic pressure — extra phase or spawn; DCs +2.
The Hundredfold Binding · 2/4

ENC 1 — Geometry of Jealous Noon

Medium · 3 Solar Automata · mirror pylons

ENC 2 — Fever in the Lens-Works

Skill/Medium · 3 Fever Wardens · Lamprias chained

ENC 3 — Hundredfold Binding

Hard · 4 Heliadae · Heliorbit Manacles · Briareus center
The Hundredfold Binding · 3/4

THE FOUR HELIADAE

Actis the Ray CR5

Ranged controller · balcony

AC 15 | HP 82 | Dex 18

  • Sun-Javelin +7 · Refract R5–6 Dex DC 14 (4d8) · Blinding Lattice · Step of Light

Macareus the Blessed Blade CR5

Captain · north stair

AC 18 | HP 97 | Str/Cha

  • 2× Kopis +7 · Benediction +3 rad aura · Challenge · Banner 1/day · Parry

Candalus the Fever CR5

AoE / poison-fire

AC 14 | HP 90 | Aura 10 ft

  • Fever-Rod +5 · Kiln Bloom Dex DC 14 · Copper Vapor · West lock burns 2d6

Triopas the Sundering Spear CR5

Siege melee

AC 16 | HP 102 | Str 20

  • 2× Spear +8 · shove · Pillar Crack · Charge stun Con DC 15 · South lock immune to damage

BRIAREUS (FREED)

Briareus CR16 Ally

AC 18 | HP 287 | Slam +14 (3d8+9) · Storm of Hands ×6 · Roar 6d8 thunder stun DC 19

The Hundredfold Binding · 4/4

KEY ITEM / NPC

Tenages's Dial

Electryone

Lamprias

Foreshadow

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Victory Unchained · 1/5

Victory Unchained

Campaign finale — free Nike beneath Etna, then rebind Typhon before the sky breaks.
Campaign finale · ~4 hours · 2 encounters · 6× Level 12
Win: Free Nike; rebind Typhon (do not kill)
Lose: Typhon free / Nike chained
QG: Iris · Maguffin: Fillet of Unclaimed Victory · Ally: Pyra
"Wear the unfinished crown into the dark. When Victory breathes, the knot will hold — and the horn will answer."

Stakes

Major Beats

  1. Iris / Fillet / Etna descent
  2. Jailbreak Nike; Wake Clock; blessing
  3. Phase 1 Typhon half-bound
  4. Horn → helpers; Rebinding
  5. Epilogue farewells
Victory Unchained · 2/5

ENC 1 — Root-Forge (Hard, ~90–110m)

Orthos + 3 guards + 4 hounds · 3 locks · false lock · recruit Pyra · Wake Clock

ENC 2 — Typhon (Hard finale, ~100–120m)

Phase 1: 2 LA, half breath · Phase 2: Horn, 3 LA, Storm Crown

Helper rules

Victory Unchained · 3/5

HELPER MENU

Cerberus (Huge)

Hecatoncheires (Briareus-echo) (Huge)

Sphinx (Huge)

Talos of Crete / Colossus of Rhodes (Huge)

Roc (Gargantuan) (Huge)

Kreon, Spellcasting Minotaur (Huge*)

Knight Minotaur + Cyclops duo (Huge group)

Lernaean Hydra (Huge)

Euryale (or Medusa) (Huge*)

Echidna (Bound Aspect) (Huge)

Chariot of Apollo (with driver-shade) (Huge)

Pandora (Human-sized)

Orpheus (Human-sized)

Heracles (Human-sized)

Leonidas (Human-sized)

Atalanta (Human-sized)

Achilles (Human-sized)

Bellerophon on Pegasus (or Griffin) (Human-sized*)

Satyr Revel-Band (unit) (Army)

Leonin Pride (unit) (Army)

Centaur Lance (unit) (Army)

Minotaur Phalanx (unit) (Army)

Cyclopean Levy (unit) (Army)

Amazon Wing (unit) (Army)

Spartan Hoplites (unit) (Army)

Victory Unchained · 4/5

DM unit kits (summary)

STAT BLOCKS (core)

Victory Unchained · 5/5

EPILOGUE

Success

Failure / bittersweet

Optional scenes

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The Labyrinth of the Unshapen · 1/4

The Labyrinth of the Unshapen

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

SESSION SUMMARY

Huntress-priestess Phaedra finds the party and presses a scroll fragment into a player's hand. Theron Amorphos, a disgraced alchemist, is two days from firing his Chrysalid Crucible — pulling the essences of all magical beasts within 100 miles into forced convergence. Cross his stables, thread the ruined garden, destroy the Crucible, and end his work.

"From one of his early papers. He published it himself. He thought it was about the animals." She presses torn papyrus into a player's hand — bronze ink, cut at both ends. The fragment reads only: Break the sigil, break its loyalty. — Phaedra

Major Beats

  1. Tavern Meeting. Phaedra delivers scroll, contract, sketch-map. Investigation DC 13: Theron published taxonomy papers; DC 17: expelled for experimenting on sentient subjects; DC 20: declared dead 12 years ago.
  2. Celestial Stables. Kreon manages 3 Griffins + 2 Pegasi in iron sigil collars. Combat avoidable — charm, deceive, or stealth to free aerial allies for Act 3.
  3. Broken Garden. Skill challenge vs. Manticore / Hippogriff / Chimera patrols — or combat on failure. Cache holds Research Codex. Optional: rescue Thessaly.
  4. Chrysalid Sanctum. Boss fight. Phase 1: squishy summoner on dais. Phase 2: Minotaur transformation (recommended: Contingency Draught).
  5. Resolution. Crucible destroyed; Theron dead, subdued, or escaped. Phaedra arrives within hours.

Creature / Enemy List

CreatureEasyMediumHardNotes
Chimera111Enc 2 (garden) / Enc 3 (vat summon)
Composite Hippogriff111Enc 2 / Enc 3; Vat A pre-open on full alert
Harpy122Enc 1 & Enc 3; Luring Song Rd 2
Kreon the Yoke-Bearer111Enc 1; avoidable; reduced HP on Easy
Manticore111Enc 2; +1 on APL 10
Minotaur Guard212Enc 1 (2) / Enc 3 (1); Deadly Enc 3: 2
Theron P1 / P211Boss Enc 3; CR 8 → CR 11
Griffin / Pegasus3 / 2 stabledRecruitable Aerial Allies → Act 3

Difficulty Scaling (baseline APL 8 ★)

APLEnc 1 — StablesEnc 2 — GardenEnc 3 — Sanctum
4 2× Hobgoblin (no Minotaurs); −1 Harpy; Kreon 55 HP; DCs −3; song Rd 3 1 patrol at a time; 2 succ / 3 fail; DCs −3; Chimera 75% HP Theron 55 HP, 2 LA; Vats A–B; P2 → 90 HP; Crucible 50 HP
6 1 Minotaur + 1 Hobgoblin; 1 Harpy; Kreon 70 HP; DCs −1 2 patrols; DCs −1; Chimera 90% HP Theron 70 HP, 2 LA; Vats A–C; P2 → 120 HP; Crucible 65 HP
8 ★ As written (baseline).
10 +1 Minotaur; Harpy DC 14; Kreon 110 HP + partial-Minotaur contingency; DCs +2 +2nd Manticore; DCs +2; all 4 engage; Fire Breath recharges 4–6 Theron 110 HP, 4 LA; 2 Minotaurs + 2 Harpies; P2 → 200 HP; save DC 18
Scroll payoffs (all acts): Act 1 collar DCs drop (remove DC 12 / calm DC 10). Act 2 sigil break DC 9 (vs 13). Act 3: recognize summon/Phase-2 chest sigils immediately (no Arcana). Without scroll: Act 3 Phase-2 sigil needs DC 15 Arcana to identify.
The Labyrinth of the Unshapen · 2/4

ENCOUNTER 1 — The Celestial Stables

Hard (if combat) / Avoidable · ~40 min · 4–6 turns  |  Terrain: Clifftop limestone stables 90×60 ft (cliff N, 40 ft drop S). Pens = half cover; bronze lamps (bright 10 ft).

Creatures: 1× Kreon · 2× Harpy (cliff, +20 ft) · 2× Minotaur Guard. Stabled (not hostile): 3× Griffin · 2× Pegasus — iron sigil collars. Win: pass / free allies; combat optional.

Aerial Allies tracker: 0 = none · 1–2 arrive Rd 2 independent · 3–4 Rd 2 directable (DC 12 AH Free Action) · 5 arrive Rd 1, +4 atk vs Theron/summons; Pegasi Inspire without direction check.

ENCOUNTER 2 — The Broken Garden (Skill Challenge / Optional Combat)

Hard / Avoidable · ~30 min · 4–5 turns if combat  |  Terrain: Ruined courtyard 150×100 ft. Fallen columns (difficult / ¾ cover); tangled copper pipe; open sky.

Goal: 3 successes before 3 failures (one zone each). Patrol: 1× Manticore · 1× Composite Hippogriff · 1× Chimera. Sigil-broken creatures skip combat. Win: reach lab stairs without full alert.

Failure: 1 = one alert, next zone Disadv · 2 = combat starts with alerted creature; other two arrive Rd 2 · 3 = full alert, all three engage; Theron starts Enc 3 with Vat A already open.
Cache (DC 12 Perception / DC 10 Athletics open): Research Codex always (1 min read → Adv on Enc 3 initiative; reveals Draught, Crucible priority, Phase-2 chest sigil). DM picks 1–2: Essence Dispersal Vial×3 · Sigil Chisel×1–2 · Antidote×3 · Smoke Pot×2 · Healing Potion×2. Thessaly: DC 15 Perception; gate AC 10 / 5 HP / DC 10.

ENCOUNTER 3 — Theron, the Unshapen (Boss)

Hard · Phase 1 ~4–6 turns · Phase 2 ~4–6 turns  |  Terrain: Sanctum 100×80 ft, vaulted 25 ft. Dais +20 ft N · Crucible center (AC 14 / 80 HP) · 4 Vats A–D (AC 13 / 30) · Skylight 15×15 (ally entry) · Slabs DC 14 DEX / 4d10 + Restrained · Channels DC 11 DEX / 1d4 acid · 6 mirrors (destroy 3+ halves Absorb Essence) · Oil lamps (1d6 fire ongoing).

Start: Theron P1 on dais · 2× Harpy (columns +10 ft) · 1× Minotaur (stairs). Full alert → Hippogriff already out. Win: destroy Crucible + defeat/subdue/prevent Theron.

Resolution: Crucible destroyed + Theron down → creatures settle; Phaedra arrives. Nonlethal → he names ≥2 parallel researchers. Escape → Minotaur form, formula memorized (sequel hook). Insight DC 14: Phaedra commissioned the survey Theron used.
The Labyrinth of the Unshapen · 3/4

CREATURE STAT BLOCKS

Kreon the Yoke-Bearer

Medium Humanoid (Partial Transform) · LN · CR 4 (1,100 XP)

AC 15 · HP 80 (10d8+40) · Speed 30 ft · PP 13

STR 18(+4) DEX 12(+1) CON 18(+4) INT 10 WIS 12(+1) CHA 9(−1) · Saves STR+6 CON+6 · AH+5 Ath+6 Perc+3

Collar Command. Collared creatures 60 ft can't willingly attack him; at 0 HP / Incapacitated all collars slack (remove Free Action; calm/recruit DC 10). Bull's Grit. On damage, DC 12 CON → reduce 5 (2/rd).

Multiattack. 2× Barbed Whip +6 (9 slash + 3 pierce, reach 10) or Whip + Chain Snare +6 (8 bludge; DC 15 STR or Restrained). BA: Collar Command (DC 13 WIS) · Drag Restrained 15 ft. R: Intercept (redirect atk within 5 ft to self).

Harpy

Medium Monstrosity · CE · CR 3 (700 XP)

AC 11 · HP 58 (13d8) · Speed 20 ft, Fly 40 ft · PP 10

STR 12(+1) DEX 13(+1) CON 10 INT 7(−2) WIS 10 CHA 13(+1)

Multiattack. 2× Claws +3 (6, 2d4+1 slash). BA: Luring Song — humanoids 300 ft DC 11 WIS or Charmed (must approach; no Dash; ends on dmg / stop singing / Incapacitated; success = 24h immune; max 3 targets).

Minotaur Guard

Large Monstrosity · CE · CR 3 (700 XP)

AC 14 · HP 76 (9d10+27) · Speed 40 ft · DV 60 · PP 15

STR 18(+4) DEX 11 CON 16(+3) INT 6(−2) WIS 16(+3) CHA 9(−1) · Perc+5

Charge. 10+ ft + Gore → +9 (2d8) pierce; DC 14 STR or push 10 ft Prone. Labyrinthine Recall.

Multiattack. Greataxe +6 (17, 2d12+4) + Gore +6 (13, 2d8+4). BA: Reckless (Adv atk / Adv vs self).

Chimera

Large Monstrosity (Amalgam) · CE [Sigil-Bound] · CR 6 (2,300 XP)

AC 14 · HP 114 (12d10+48) · Speed 30 ft, Fly 60 ft · DV 60 · PP 12

STR 19(+4) DEX 11 CON 19(+4) INT 3(−4) WIS 14(+2) CHA 10

Sigil Bound (goat horn): break adj Action DC 14 Ath/Arc (DC 10 scroll) → loses Multiattack 1 turn, then 1d6/rd targeting.

Multiattack. Bite +7 (11) + Horns +7 (15) + Claws +7 (11). Fire Breath (5–6): 60-ft cone DC 15 DEX, 35 (10d6) fire / half.

Composite Hippogriff

Large Monstrosity (Amalgam) · Unaligned [Sigil-Bound] · CR 4 (1,100 XP)

AC 13 · HP 85 (10d10+30) · Speed 40 ft, Fly 60 ft · DV 60 · PP 13

STR 18(+4) DEX 13(+1) CON 16(+3) INT 3(−4) WIS 12(+1) CHA 7(−2) · Perc+3 · Keen Sight

Sigil Bound (neck-ridge): DC 13/DC 9 or AC 13/10 HP. Pounce. 20+ ft + Claw → DC 14 STR or Prone; BA Beak if Prone.

Multiattack. Beak +6 (9) + 2× Claws +6 (11).

Manticore

Large Monstrosity · LE [Sigil-Bound] · CR 3 (700 XP)

AC 14 · HP 68 (8d10+24) · Speed 30 ft, Fly 50 ft · DV 60 · PP 11

STR 17(+3) DEX 16(+3) CON 17(+3) INT 7(−2) WIS 12(+1) CHA 8(−1)

Sigil Bound (tail spine): DC 13/DC 9; freed 1d6/rd target.

Multiattack. Bite +5 (7) + 2× Claws +5 (8), OR 3× Tail Spike +5 (7, 100/200 ft). Prefers max range.

Griffin (Aerial Ally)

Large Monstrosity · Unaligned · CR 2 (450 XP)

AC 12 · HP 59 (7d10+21) · Speed 30 ft, Fly 80 ft · DV 60 · PP 15

STR 18(+4) DEX 15(+2) CON 16(+3) · Perc+5 · Keen Sight

Multiattack. Beak +6 (8) + Talons +6 (11). Ally: init 15; fly-by only; hit → DC 13 STR or Prone (1/Griffin/enc). 5 allies: +4 atk vs Theron/creatures.

Pegasus (Aerial Ally)

Large Celestial · CG · CR 2 (450 XP)

AC 12 · HP 59 (7d10+21) · Speed 60 ft, Fly 90 ft · PP 16

STR 18(+4) DEX 15(+2) CON 16(+3) INT 10 WIS 15(+2) CHA 13(+1) · Saves DEX+4 WIS+4 CHA+3 · Perc+6

Hooves. +6 (11, 2d6+4). Ally: Inspire — ally 30 ft Adv next attack this rd. No direction check if freer visible; 5 allies: Inspire Free Action + also attacks.

Theron Amorphos — Phase 1: The Summoner

Medium Humanoid · LE · CR 8 (3,900 XP)

AC 13 (Mage Armor) · HP 85 (13d8+26) · Speed 30 ft · PP 17

STR 8(−1) DEX 14(+2) CON 14(+2) INT 20(+5) WIS 16(+3) CHA 12(+1) · Saves INT+9 WIS+7 CON+6 · Arcana+13 · Spell DC 17 / +9

Slots: Cantrips Acid Splash/Mage Hand/Minor Illusion/Poison Spray · 1st×4 Fog/Grease/Mage Armor/Identify · 2nd×3 Hold Person/Misty Step/Suggestion/Enhance Ability · 3rd×3 Stinking Cloud/Slow/Haste/Conjure Animals* · 4th×2 Vitriolic Sphere/Polymorph/Blight · 5th×1 Hold Monster/Contagion

Contingency Draught left belt (AC 10 / 10 HP; steal DC 17 SoH). At 0 HP drinks → rises init 20 full P2; destroy vial first = no P2.

Multiattack. 1 spell + Alchemical Strike +9 (14 acid) OR 2 spells ≤2nd. BA: Activate Vat (5–6) · Alchemical Vial 30 ft (DC 15 DEX, 2d6 acid + Poisoned). R: Counterspell · Absorb Essence 2d6+3. LA×3: Vial (1) · Redirect Beast (1) · Seal Sigil (2) · Essence Drain (3) DC 15 CON 4d8 necro, heal half.

Theron Amorphos — Phase 2: The Unshapen

Large Monstrosity (Transformed) · LE · CR 11

AC 16 · HP 160 (15d10+75) · Speed 40 ft · DV 60 · PP 16

STR 22(+6) DEX 10 CON 20(+5) INT 18(+4) WIS 14(+2) CHA 8(−1) · Saves STR+10 CON+9 INT+8 · Resist nonmag BPS

Charge +3d8 + DC 17 STR push 15 Prone · Reckless always · Arcane Horns Gore hit → DC 16 INT or lose concentration · Chest Sigil AC 13/10 HP or DC 15 Arcana → Theron DC 16 WIS or lose conc + all LA · Absorb Essence any 0 HP → 2d8+5 (½/¼ w/ Crucible/mirrors) · BA spells ≤3rd: Hold Person/Slow/Misty Step

Multiattack. Greataxe +10 (18) + Gore +10 (15), or 2× Greataxe. Alchemical Hurl replaces 1 atk (40 ft, DC 15 DEX, 3d6 acid). R: Absorb · Brace (halve melee, 1/rd). LA×3: Gore (1) · Hurl (1) · Arcane Roar (2) 30 ft DC 15 WIS Frightened · Sprint (3) full move no OA + Greataxe · Slab Drop (2) 10×10 DC 14 DEX 4d10 + Restrained (DC 16 STR); 4 slabs.

The Labyrinth of the Unshapen · 4/4

KEY ITEMS & McGUFFINS

Scroll Fragment — Phaedra's Handout

Physical Prop · Session Thread

Torn papyrus, bronze ink: "Break the sigil, break its loyalty." From Theron's early paper — he meant a warning; she weaponized it.

Act 1: recognize collar discs → lower remove/calm DCs. Act 2: sigil break DC 9 (vs 13). Act 3: auto-ID summon & Phase-2 chest sigils (else DC 15 Arcana).

Chrysalid Crucible

Session McGuffin · Central Basin

Destroy: AC 14 · HP 80. Immediately drops all active summons, prevents further vat activation, weakens Phase 2 Absorb Essence (halve). Priority target — Theron uses Redirect Beast to interpose.

If Theron immerses at ≤40 HP and Crucible is destroyed while he's inside: Phase 2 starts at 80 HP + Disadv on attacks 3 rounds.

Theron's Research Codex

Clay Tablets · Always in Act 2 Cache

1 minute to read. Reveals: (1) Draught of the Labyrinth on left belt; (2) Crucible powers summoning — destroy it; (3) Phase 2 chest sigil disrupts magic. Grants Advantage on first initiative roll of Encounter 3.

Draught of the Labyrinth

Contingency Vial · Left Belt

Recommended Phase-2 trigger. AC 10 · 10 HP (attacks at −2) · steal adjacent DC 17 Sleight of Hand. Drinking at 0 HP → full 160 HP Unshapen form at Initiative 20. Destroyed first = Theron dies at 0 HP, no Phase 2.

Cache Options (DM picks 1–2)

Essence Dispersal Vial×3: 10 ft, DC 14 WIS or lose sigil control 1 rd. Sigil-Breaking Chisel×1–2: auto-break one sigil, single use. Antidote×3: cure Poisoned + Adv next CON. Smoke Pot×2: heavy obscure 20 ft, 3 rds, Disadv attacks inside. Healing Potion×2: 2d4+2.

Sigil Quick Reference

Collars Enc 1: SoH DC 12/DC 16 or smash AC 11/5 HP/DC 13 STR. Patrol Enc 2: DC 13/DC 9 (Chimera DC 14/DC 10). Summons Enc 3: DC 13 or AC 13/10 HP; Seal Sigil may rebind. Phase-2 chest: DC 15 Arcana or AC 13/10 HP → Theron DC 16 WIS. Gate/Vat D: AC 10 / 5 HP / DC 10.

NPC QUICK REFERENCE

Phaedra — Quest Giver

  • Role: Elder huntress-priestess of Artemis · NG · sun-dark, grey-haired, economical speech.
  • Motivation: Two seasons tracking creature wrongness (migration, pairing, gathering near ruins). Won't go herself — bad knees; pays well.
  • Knows: Crucible fires in ≤2 days; 100-mile magical-beast radius; scroll is from Theron's early paper.
  • Secret: She commissioned the field survey Theron used as baseline. Insight DC 14 she's withholding. Quote: "He was brilliant. He probably still is. That is the problem."

Theron Amorphos — Antagonist

  • Role: Disgraced alchemist-scholar · LE · gaunt, white-edged hair, stained robes; precise, never raises voice; 3 weeks underground.
  • Motivation: Species separation is a flaw; Crucible is surgery, not cruelty. Correct that something is unraveling — catastrophically wrong about the remedy.
  • If confronted: "You came to stop it. I understand that. But I suspect she didn't tell you what the alternative looks like in another hundred years."
  • Stats: See Phase 1 / Phase 2 cards (p.3). Nonlethal → names ≥2 parallel researchers. Escape → sequel hook.

Kreon the Yoke-Bearer — Henchman

  • Role: Stablemaster · LN · bull horns at temples, oversized hands; volunteered partial transform 11 yrs ago (ex horse-breaker).
  • Motivation: Loyal, methodical, not cruel. Will not surrender — but can be spoken to. If party treats animals with obvious respect, he hesitates before fighting.
  • Roleplay: Non-combat path foreshadows Theron's contingency vial. Stats on p.3.

Thessaly — Optional Rescue

  • Role: Young naturalist · NG · ink-stained fingers, battered notebook; captured investigating creature strangeness.
  • Free: East-wall pen Act 2 — DC 15 Perception; gate sigil AC 10 / 5 HP / DC 10 Athletics or Thieves' Tools.
  • Knows: Overheard Draught location ("left belt, bronze clasp"); counted 4 vats (D forbidden); skylight is natural collapse.
  • Combat (Act 3): AC 11 · HP 14 · Action each round: Help one PC (Adv next attack or skill check).

Resolution & Aftermath

  • Crucible drained; controlled creatures slump/flee; ceiling trembles; Phaedra arrives within hours; beasts return to natural ranges over weeks.
  • If pressed, Phaedra admits commissioning the survey. Theron subdued or escaped seeds a sequel.
The Wrath of Pyrakmon · 1/4

The Wrath of Pyrakmon

One-Shot · 6 Players · Level 8 · Greek Mythology · ~3.5 hrs / 3 Encounters

SESSION SUMMARY

A Naxian merchant hires the party to reclaim her crew and the Naxian Seal from the Elder Cyclops Pyrakmon. Survive a harpy ambush at sea, navigate a Medusa's shattered temple, then confront Pyrakmon in his cave — Elara's divine wine is their best edge: "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 by harbour boy, blue wax seal · Elara of Naxos

Major Beats

  1. Hook — The Anchored Krater: Elara briefs the party, hands over the Wineskin of Maron, and explains Pyrakmon cannot resist divine wine.
  2. Encounter 1 — Storm of Feathers: Harpies + Matriarch attack the trireme. Sail survival determines rest before landing.
  3. Encounter 2 — The Shattered Temple: Kithara the Medusa guards the cave path — fight, sneak, or negotiate for fire-vulnerability intel.
  4. Encounter 3 — The Eye of Pyrakmon: Storm the cave; use the wineskin; target the eye; free the bone-cage crew; recover the Seal.
  5. Resolution: Crew freed, Seal recovered. Elara pays; if pressed, reveals the Seal's true power as a campaign hook.

Creature / Enemy List

CreatureEasyMedHardNotes
Harpy357Enc. 1; Luring Song targets crew NPCs too
Harpy Matriarch012Enc. 1 leader; omit for APL 4–5
Kithara (Medusa)1*1*1*Enc. 2; *bypass via negotiation
Skeleton Archer246Enc. 2; crumble if Kithara dies
Pyrakmon (Elder Cyclops)1†1†1†Enc. 3 boss; †HP / Legendaries scale
Giant Cave Hound123Enc. 3; released BA on Pyrakmon's 1st turn

Difficulty Scaling

APLEnc. 1 — StormEnc. 2 — TempleEnc. 3 — Cave (Boss)
4–53 Harpies, no Matriarch; Song DC 9; sails 30 HP; 5 crewKithara 80 HP, Gaze DC 12; 2 Skeletons; Persuasion DC 13; Mirror auto-succeeds 1st use140 HP, STR 20/+5; no Legendaries/Resist; 1 Hound; Wineskin DC 14
6–74 Harpies, no Matriarch; Song DC 11; std sailsKithara 100 HP, Gaze DC 13; 3 Skeletons170 HP; no Leg. Resist; 1 Hound; Wineskin DC 15; 2 Leg. Actions
8Baseline — 5 + 1 Matriarch; Song 11/14; sails 20 HP; 8 crewBaseline — 127 HP, Gaze DC 14; 4 SkeletonsBaseline — 200 HP; 2 Leg. Resist; 2 Hounds; 3 Leg. Actions; Wineskin DC 17 w/ Disadv.
107 + 2 Matriarchs; 1 hidden in crow's nest; sails 15 HP; 3 sail-hunters R1150 HP, Gaze DC 15; 6 Skeletons; regen 10 HP/turn while skeletons stand240 HP, STR 27/+8; 3 Hounds; Lair Init 20 (DC 15 STR or Prone); no fire-eye bonus; Wineskin = Poisoned only on fail
The Wrath of Pyrakmon · 2/4

ENCOUNTER 1 — Storm of Feathers

Medium · ~20–25 min · ~4–5 rounds · 5× Harpy + 1× Matriarch · XP adj. ~3,400  |  Terrain: Trireme Deck, 60×20 ft

Storm-cover ambush at sea. Two harpies bank for sails; Matriarch dives highest-AC PC. Charmed oarsmen are the clock. Win: kill/drive off all harpies before sails destroyed and too many crew overboard.

Failure: Both sails destroyed → row exhausted, no rest, 1 Exhaustion into Enc. 2. 4+ crew lost → Kairos unavailable in Enc. 3.
Resolution: Both sails intact → Long Rest. One sail → Short Rest. Matriarch corpse DC 12 Investigation → silver armband (eye + ΠΥΡ) — Pyrakmon sentinel hint. Grappled PC falls ≤15 ft (1d6) if Matriarch dies mid-lift.

ENCOUNTER 2 — The Shattered Temple

Hard · ~30–35 min · ~5–6 rounds · 1× Kithara + 4× Skeleton Archer · or bypass  |  Terrain: Ruined Coastal Temple, 80×60 ft

Medusa Kithara (cast off by Pyrakmon) animates petrified victims. Not mindlessly hostile — hates Pyrakmon. Win: defeat or bypass; clear path to sea cave. Bonus: stand-down → fire weakness + crew alive intel.

Failure: Stealth fail → Surprise + possible Restrained openers. Petrified PCs freed later are Stunned until end of next turn.
Resolution: Combat win → skeletons crumble; loot shield, 3× pearl earrings (20 gp), cave-map fragment (DC 13 Inv); dying whisper of eye intel on merciful kill. Negotiate → full XP + intel. Map shows fire pit, cage, rock piles.

ENCOUNTER 3 — The Eye of Pyrakmon (Boss)

Deadly · ~40–45 min · ~7–8 rounds · 1× Pyrakmon + 2× Cave Hound · XP adj. ~9,450  |  Terrain: Sea Cave, 120×80 ft · Rescue

Central fire pit; hounds chained at entrance; 6 sailors in whalebone cage (N wall). Offer wineskin pre-init if possible. Win: Pyrakmon to 0 HP. Bonus: free all 6 (cage AC 12 / 40 HP or DC 20 Ath). Seal in shiny pile (DC 14 Inv).

Failure / Retreat: He won't pursue past cave mouth; no HP regen on return. Sailors stay caged until he's down. Partial: some crew dead → 800 gp, no bonus.
Resolution: Full victory (all 6 alive) → 800 + 200 gp; Seal recovered; Seal secret revealed if pressed. Loot: 1,200 gp hoard; scrolls (Prot. Evil/Good, Stone Shape); Trident of Fish Command. Blessed Enc. 2 shield → +1 Shield rest of campaign.
The Wrath of Pyrakmon · 3/4

CREATURE STAT BLOCKS

Harpy

Medium Monstrosity, CE · CR 1 (200 XP)

AC 11 | HP 38 (7d8+7) | Speed 20 ft., fly 40 ft.

STR 12(+1) DEX 13(+1) CON 12(+1) INT 7(−2) WIS 10(+0) CHA 13(+1)

Luring Song. Creatures of choice within 300 ft. that hear: DC 11 WIS at turn start or Charmed + Incapacitated; all move toward harpy. Success = immune 24 hrs.

Multiattack. Claws + Talons. Claws. +3, 5 ft, 1d6+1 slash. Talons. +3, 5 ft, 2d6+1 pierce.

Harpy Matriarch

Large Monstrosity, CE · Custom · CR 3 (700 XP)

AC 13 | HP 78 (12d8+24) | Speed 20 ft., fly 60 ft.

STR 14(+2) DEX 14(+2) CON 14(+2) INT 9(−1) WIS 12(+1) CHA 16(+3)

Saves: DEX +4, WIS +3 | Skills: Intimidation +5, Perception +3

Luring Song (DC 14). As Harpy but DC 14. While she sings, Harpies ≤60 ft. may Reaction-Claw a creature that stands from Prone within 5 ft.

Multiattack. 2× Claws + Talon Rake. Claws. +4, 1d8+2 slash. Talon Rake. +4, 2d8+2 pierce; Grappled (escape DC 13); carry up to 15 ft vertical.

BA: Dive Bomb — moved 20+ ft straight: next melee +2d6. Reaction: Death Shriek — on 0 HP, 30 ft DC 14 CON or Stunned until EoNT.

Kithara (Medusa)

Medium Monstrosity, LN · Potential Ally · CR 6 (2,300 XP)

AC 15 | HP 127 (17d8+51) | Speed 30 ft. | Darkvision 60 ft.

STR 10 DEX 15(+2) CON 16(+3) INT 12(+1) WIS 13(+1) CHA 15(+2)

Skills: Deception +5, Insight +4, Perception +4, Stealth +5

Petrifying Gaze. See eyes, start turn ≤30 ft: DC 14 CON. Fail = Restrained; fail again = Petrified. Avert Eyes = immune that turn; Disadv. attacks vs her.

Multiattack. Snake Hair + 2× Shortsword, or 3× Longbow. Snake Hair. +5, 4d6+2 poison; DC 14 CON or Poisoned 1 hr. Shortsword. +5, 1d6+2 pierce. Longbow. +5, 150/600, 1d8+2 pierce.

BA: Awaken Dead (1/combat) — up to 4 petrified corpses ≤60 ft → Skeleton Archers; crumble if she dies.

Skeleton Archer

Medium Undead, LE · CR ¼ (50 XP)

AC 13 | HP 13 (2d8+4) | Speed 30 ft. | Darkvision 60 ft.

STR 10 DEX 14(+2) CON 15(+2) INT 6(−2) WIS 8(−1) CHA 5(−3)

Vulnerable: Bludgeoning | Immune: Poison; Exhaustion, Poisoned

Shortbow. +4, 80/320, 1d6+2 pierce. Shortsword. +4, 5 ft, 1d6+2 pierce.

Pyrakmon, Elder Cyclops

Huge Giant, CN · Boss · Custom · CR 10 (~5,900 XP)

AC 16 | HP 200 (16d12+80) | Speed 40 ft. | Darkvision 60 ft.

STR 25(+7) DEX 9(−1) CON 21(+5) INT 8(−1) WIS 10(+0) CHA 9(−1)

Saves: STR +11, CON +9 | Skills: Athletics +11, Perception +4

Single Eye. Disadv. Perception >30 ft and all ranged attacks; can't detect Invisible. Earthshaker. Moves 20+ ft: creatures ≤10 ft DC 19 STR or Prone. Legendary Resistance (2/Day).

Multiattack. 2× Greatclub. Greatclub. +11, reach 10, 3d8+7 bludgeoning. Rock (Disadv.). +11, 30/120, 4d10+7; DC 19 STR or Prone. Fling. Medium/− ≤10 ft: DC 19 STR or hurl 30 ft, Prone, 3d8+7; landing zone 2d6 (DC 15 DEX half).

BA: Thunderous Roar (Rech. 5–6) — 30 ft hear: DC 15 WIS or Frightened until EoNT. Reaction: Blind Swipe — hit by melee → 1 Greatclub vs attacker (1×/rd; free-use if berserk <50 HP).

Legendary (3/rd): Move (1) half speed no OA; Stomp (1) ≤10 ft DC 19 DEX or 2d6+7 + Prone; Sweep (2) Greatclub vs all ≤10 ft.

Eye called shot: while Incapacitated/Restrained, Action vs AC 20; 15+ dmg → Blinded permanently. Kithara intel: fire to eye +2d6.

Giant Cave Hound

Large Beast, Unaligned · Pyrakmon's Pets · CR 1 (200 XP)

AC 14 | HP 37 (5d10+10) | Speed 50 ft. | Darkvision 60 ft.

STR 17(+3) DEX 15(+2) CON 15(+2) INT 3(−4) WIS 12(+1) CHA 7(−2)

Skills: Perception +3, Stealth +4

Pack Tactics. Adv. on attacks if ally within 5 ft of target, not Incapacitated.

Bite. +5, 5 ft, 2d6+3 piercing; DC 13 STR or Prone. Released as Pyrakmon BA on his first turn.

The Wrath of Pyrakmon · 4/4

KEY ITEMS

◈ Wineskin of Maron

Wondrous Item (Uncommon) · Session McGuffin · 3 Uses · Given by Elara at start

Appearance: Hammered gold flask, grape-vine relief · 2 lb. Wine of Maron, priest of Apollo — supernaturally potent; Giants have Disadvantage on the CON save.

Pre-Combat Offer (best): Offer before initiative — Pyrakmon accepts greedily. Distracted 1 full round → free surprise round of actions.

Combat (Action): Adjacent: DC 15 Athletics or Sleight of Hand to deliver 1 measure. Target must be willing or Grappled. Pyrakmon: Disadv. on DC 17 CON. Fail: Poisoned + Incapacitated until end of his next turn. Success: Poisoned only (Disadv. attacks/checks).

All 3 uses: Automatic fail. Incapacitated 2 full rounds — prime window for eye called shot (AC 20, 15+ dmg → Blinded permanently).

DM note: Only Maron's vineyard can refill — potential campaign hook.

Naxian Seal

Quest Object · Recover from Pyrakmon's shiny pile (N wall) · DC 14 Investigation

Polished Bronze Votary Shield

Found on Enc. 2 altar · Standard shield (AC +2) · Mirror vs Kithara

NPC QUICK REFERENCE

Elara of Naxos — Quest Giver

Medium Humanoid (Human), NG · Non-Combatant · Merchant of Naxos

  • Appearance: Mid-forties, salt-bleached hair, ink-stained fingers; sea air + expensive perfume. Rarely raises voice; never bluffs when she can negotiate. Carries small bronze knife; will not fight. Languages: Common, Elvish.
  • Motivation: Rescue her 6-person crew; recover the Naxian Seal; return home. Pays 800 gp + 200 bonus if all six survive.
  • Secret: Seal is a Binding of Poseidon (sail fill/deny within 10 mi). Hasn't told the party — fears they keep it.
  • Roleplay: Briefs at Anchored Krater; hands Wineskin; insists Pyrakmon is a glutton for fine wine. If confronted about Seal: "Mine by Naxian law and Poseidon's blessing" — offers one extra magic item for silence.
  • Stats: Non-combatant — no combat block.

Captain Kairos — Trireme Captain (Ally)

Weathered sailor · Loyal to Elara's coin · Commands 8 oarsmen

  • Motivation: Get the ship and crew home; follow Elara's contract.
  • Role in Enc. 1: Survives unless DM rules otherwise. Crew charm-walks are his crisis. Beaches at island cove and waits.
  • Enc. 3 assist: If signalled and ≤3 crew lost Enc. 1, arrives end of Round 6 with 4 oarsmen to carry out survivors. If 4+ crew lost overboard, unavailable (managing reduced crew).
  • Roleplay: Practical, curt; improvises if sails/crew fail but party drifts (treat as both-sails-down rest).
  • Stats: Ally NPC — no combat block needed; focus on timing / availability.

Kithara — Medusa of the Shattered Temple

Potential Ally · Enc. 2 guardian · Full combat stats on page 3

  • Motivation: Survive in bitter solitude; hate Pyrakmon with cold ferocity. Enslaved by him years ago, discarded when she displeased him. Animates petrified prior visitors as Skeleton Archers.
  • Secret / Intel if stand-down: (1) Eye vulnerable — fire attacks deal +2d6 to the eye; (2) slight blind spot to the right of the socket (old scarring); (3) sailors alive in bone-and-chain cage at cave rear.
  • Roleplay: Pause if PC calls "We are enemies of Pyrakmon!" DC 15 Persuasion = listen 1 rd; DC 17 + proof (wineskin / Matriarch armband) = full stand-down, free Bronze Shield, full intel. Award full combat XP. Won't fight alongside party; promises to leave island if given proof of his death. Recurring NPC potential.
  • Stats: AC 15, HP 127, Gaze DC 14 — see creature card. Dying merciful kill may whisper eye intel.

Session Aftermath & Hooks

  • Full victory: All crew alive + Seal → 1,000 gp total; Elara may reveal Binding if pressed.
  • Partial: Pyrakmon down, crew losses → 800 gp, no bonus; Seal still recoverable.
  • Hoard: 1,200 gp coin/jewellery; Protection from Evil and Good scroll; Stone Shape scroll; Trident of Fish Command.
  • Hooks: Wineskin refill only at Maron's vineyard; Seal Binding as political/naval power; Kithara as recurring ally if Pyrakmon dies; Matriarch armband proves Cyclops uses harpy sentinels island-wide.