Theronauts DM Binder · Cover
Theronauts
Consolidated printer-friendly DM reference — 42 sessions
How to use: Print this file (enable background graphics). Each sheet is labeled in the
upper right with the session title and that session’s page number (usually 1–4).
Order matches the site index (recommended level, then title; completed adventures last).
Contents
- The Show Must Go On4 sheets
- Maenad Midnight4 sheets
- Riddles at the Peak4 sheets
- The Laurels of Olympia4 sheets
- The Weight of Hope4 sheets
- The Mill of Midas4 sheets
- The Sibyl's Last Page4 sheets
- Arena of the Labors4 sheets
- Bellerophon's Bargain4 sheets
- Judgment at Delphi4 sheets
- Karkinos at the Keel4 sheets
- Lightning on Dead Oars4 sheets
- Sinbad and the Roc of Serendib4 sheets
- Stymphalian Storm4 sheets
- The Atlantean Toll4 sheets
- The Boar of Calydon4 sheets
- The Bronze Heart of Crete4 sheets
- The Clashing Gates4 sheets
- The Debt of Antaeus4 sheets
- The Ferry Overfull4 sheets
- The Ford of Twin Spears4 sheets
- The Isle of Stonegaze4 sheets
- The Kraken's Toll4 sheets
- The Shattered Pact of Ironstone Hills4 sheets
- The Weeping Maw4 sheets
- The Wilting Court4 sheets
- The Witch of Aeaea4 sheets
- Weave of Arachne4 sheets
- Wings Over the Wine-Dark Sea4 sheets
- Apples of the West4 sheets
- The Fleece of Colchis4 sheets
- The Hot Gates4 sheets
- The Unquiet Asphodel4 sheets
- Three Throats at the Gate4 sheets
- Troy's Hollow Gift4 sheets
- Chains on Caucasus4 sheets
- Phaethon's Reins4 sheets
- Mother of the Deep Coil4 sheets
- The Hundredfold Binding4 sheets
- Victory Unchained5 sheets
- The Labyrinth of the Unshapen4 sheets
- The Wrath of Pyrakmon4 sheets
Generated by scripts/build_print_binder.py. Re-run after adding or revising print twins. Deprecated sessions are omitted.
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
- Misthaven Hook: "Dion" hires party, hands over the Golden Mask, sends them to the amphitheater before dawn.
- Enc1 – Dress Rehearsal: Satyrs crash rehearsal; drive off or talk down. Pipes can be recruited if spared & charmed. Thalia and Papadakis introduced.
- Between Enc1 & 2: Party scouts the theater, speaks with Thalia about the script, identifies sabotage entry points.
- Enc2 – The Show: Three hidden threats during the live performance. Neutralize without the audience noticing. Disruption Counter tracks failures.
- Disruption Threshold: 3 Disruption Points → audience boos, Komos storms the stage immediately (skips "prepared" start of Enc3).
- 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.
- 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
| Creature | CR | Enc1 | Enc2 | Enc3 | Notes |
| Komos, Satyr Captain | 4 | — | — | 1 (Boss) | Enters stage at start of Enc3 |
| Silenos, Satyr Sorcerer | 3 | — | 1 (hidden) | 1 (if not stopped) | Hidden backstage compartment in Enc2 |
| Pipes, Satyr Bard | 2 | 1 | — | 1 (if not recruited) | Recruit opportunity in Enc1 |
| Nettles, Satyr Archer | 2 | — | 1 (upper gallery) | 1 (if not stopped) | Critical to find in Enc2 |
| Satyr Hoplite | 1 | 3 | — | 2 + 2 (wave) | Wave arrives end Rd2 of Enc3 |
| Faun Reveler | 1/4 | 4 | 2 (backstage) | 4 (audience) | Each disrupts patrons in Enc3 |
Scaling Table
| APL | Enc 1 | Enc 2 | Enc 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 Remaining | Result | Reward |
| 30+ | Full Success — standing ovation | Blessing of Dionysus + 800 GP |
| 20–29 | Partial — chaotic but survived | Blessing (shorter) + 500 GP |
| <20 | Technical — show was a disaster | No 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."
- Enc1 — Fey Hesitation: Displaying the mask openly (no check) causes all Fey within 30 ft. to hesitate — they recognize Dionysus's symbol. Grants advantage on Persuasion/Intimidation vs. satyrs/fauns this encounter. Faun Revelers won't approach the holder unordered.
- Enc2 — Sabotage Sense: Holder has advantage on Investigation checks to locate magically tampered objects, hidden effects, or illusion magic within 60 ft. Mask grows warm/vibrates near active sabotage.
- Enc3 — Deus Ex Machina: After Komos is incapacitated, holder standing on stage may use their Action to raise the mask aloft and make a DC12 Performance check (DC10 if 30+ audience remain). Success → Dionysus descends immediately. Failure → retry next turn. Result of 20+ → spectacular entrance, every PC gains full Blessing of Dionysus.
- Properties: Cannot be destroyed by non-divine means; not counted for attunement limits. Worth ~500 GP to a collector but won't be sold — reappears at holder's side the next morning if sold or lost.
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
- The palace wants quiet extraction; the street wants every secret sung aloud.
- Thyia proves the revelers are victims, witnesses, and obstacles at once.
- The prince is tempted with one perfect cup that would make every fear vanish.
- Dawn judges restraint as much as speed.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 6 |
| Library Standard | 6 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. |
| Easier | APL 4–5: −1 enemy/wave; DCs −1; ally auto-recruits if approached peacefully. |
| Harder | APL 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.
- Non-combat path: build a cover identity with three DC 15 Deception, Performance, or Insight checks.
- The Dry Cup identifies wine traps and one false servant.
- Recruit Thyia by protecting a reveler from guard brutality or returning her ribbon.
- If the prince is publicly named, Encounter 2 begins with the crowd alerted.
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.
- Non-combat path: 6 successes before 3 failures using Stealth, Acrobatics, Performance, or Religion.
- Spend a success to rescue civilians and lower the final boss's starting hp by 20.
- Panpipe illusions can be broken by silence, counter-melody, or the Dry Cup's ring.
- Violent crowd control gives advantage now but adds a retaliation wave in Encounter 3.
ENC 3 — The Sober Hush
Enc 3: Hard Mercy Boss · ~90 min · Public square with treaty dais, amphora stacks, balcony musicians, fountain.
- Hard fight: crowd zones restrain, shove, and block line of sight each round.
- Use nonlethal damage, music, vows, or divine respect to spare possessed mortals.
- Maguffin payoff: break the Dry Cup to create a sober hush and reveal the true prince.
- Victory requires the prince sober and alive when the dawn bell rings.
Maenad Midnight · 3/4
STAT BLOCKS
- 6 PCs level 8; escort must reach dawn treaty.
- Do not reward killing god-touched revelers.
- Enc 1/2 support social, stealth, and mercy solutions.
- Enc 3 is Hard; break Dry Cup for sober hush.
- Win: prince sober, citizens alive, treaty signed.
Maguffin
Dry Cup of Ariadne
- The sealed cup grants advantage on one save against charm, frenzy, or intoxication; it also exposes disguised wine.
- Breaking the cup at the revel's heart creates a 30-foot sober hush for 1 round, ending fey glamours and opening the route to the prince.
Maenad Midnight · 4/4
NPC / ALLY
Prince Lykon the Unwined
- Reach the dawn parley sober so his signature is valid and his war-weary city can stand down.
- He refuses to authorize lethal force against citizens who may be innocent by sunrise.
Thyia, Exhausted Maenad
- Recruit Enc. Encounter 1 or 2: Return her lost thyrsus-ribbon, promise not to shame the revelers, or let her name the safe alleys.
- AC 15 · HP 68 · Thyrsus +7 to hit, 2d6+4 bludgeoning; can shove without damage.
Remember
- Deliver the prince to the dawn treaty, keep the revelers alive, and prove the city can honor Dionysus without becoming his casualty.
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
- Nikias hires the party at a coastal tavern, hands over the parchment, offers passage aboard his trireme.
- The Siren Shores: 3 Sirens sing from sea rocks as the trireme rounds Theron's headland — navigate, counter the song, or fight.
- 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.
- The Ascent: mountain path to the temple; Atalanta (if recruited) briefs the party on the sphinx's habits.
- The Riddle at the Peak: Arkteia and 2 Manticores await. Defeat her, answer three riddles, or solve her logic puzzle.
- Resolution: the party returns to Nikias with proof of victory, a compact of passage, or a secret Arkteia chose to share.
Creature / Enemy List
| Creature | Easy | Med | Hard | Notes |
| Siren | 1 | 3 | 4 | Enc. 1; fully avoidable |
| Centaur | 2 | 4 | 6 | Enc. 2; avoidable via RP/checks |
| Eurytion, Chieftain | — | 1 | 1+ | Enc. 2; avoidable; does not flee |
| Manticore | 1 | 2 | 3 | Enc. 3; sphinx's guardians |
| Arkteia (Sphinx) | 1 (adj.) | 1 (buffed) | Enc. 3 boss — see scaling |
| Atalanta | — | Recruitable ally, Enc. 2; fights Enc. 3 |
Difficulty Scaling — Session Overview
| Encounter | Easy (APL 5–6) | Medium (APL 7, baseline) | Hard (APL 8–9) |
| 1 — Shores | 1 Siren, DC 12, crew safe below deck | 3 Sirens, DC 14–15 avoidance | 4 Sirens, crew at risk regardless, no recharge on Dirge |
| 2 — Crossroads | 2 Centaurs, Persuasion DC 11 | Baseline as written | 6 Centaurs, Eurytion 2× Leg. Resist., 2 reinforcements rd 2 |
| 3 — Sphinx | Arkteia CR 8 (115 HP), 1 Manticore, no Leg. Resist. | Arkteia CR 10 (145 HP), 2 Manticores | Arkteia 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.
- Options: skill challenge (3 successes before 3 fails), creative RP solutions, or flee wide (+1 hr travel).
- Sails AC 10/30 HP — destroyed sails cost an extra hour rowing (forfeits short rest before Enc. 2). Crashing waves: prone near the rail → DC 12 STR or fall overboard.
- Alluring Song (combat): 60 ft, DC 15 WIS each turn or Charmed (moves toward nearest Siren, can't retreat). Captivating Dirge (recharge 5–6): DC 15 WIS or Stunned — can knock an edge-adjacent creature off.
- Reaction Haunting Melody: hit a Siren → DC 13 WIS or disadvantage on attacks until end of next turn.
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.
- Negotiate Eurytion: DC 13 Persuasion (vow to riddle-challenge, not fight); DC 14 History/Religion (cite the old protocol, +2 next check); DC 14 Intimidation (call him a coward — fail starts combat immediately); DC 12 Sleight of Hand to swap the arrow (needs a simultaneous DC 13 Performance/DC 14 Deception distraction). Showing the parchment = auto-pass (doesn't return the arrow alone).
- Recruit Atalanta: only if her arrow is returned (persuasion, theft, or combat) — won't join if party sides against her or attacks/demeans her. She then briefs the party on the temple.
- Non-combat: Trial of Strength (best 2/3 contested Athletics, centaur +4); wine tribute (advantage on Persuasion); invoking Artemis (Atalanta vouches, DC drops to 10).
- If fought: Eurytion opens with War Shout (advantage to all Centaurs), Charges. Centaurs surrender at 25% HP if he's down; he fights to 0.
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).
- With parchment: she invokes the Right of the Riddled — no attacks until 3 riddles posed/answered. Without: roll initiative immediately; producing it mid-fight only pauses her the following round if she hasn't used Multiattack yet.
- Terrain: 12 columns (3/4 cover, togglable DC 18 Athletics, 3d10 bludgeoning line, DC 14 DEX half). Edge drop: DC 15 DEX or hang (pull up DC 14 Athletics; fall = 5d6). Oracle Basin: DC 14 Arcana grants advantage on next riddle answer, once/encounter.
- Phase 1 (145→73 HP): Riddle of Fate on recharge; Legendary priority Claw→Sandstorm Veil→Prophetic Judgment. Manticores volley Tail Spikes from range.
- Phase 2 (72→1 HP): takes to the air (grapple needs 2× contested DC 15 STR); at exactly 50% HP she halts and offers the puzzle once. Manticores shift to melee/grapple toward the edge.
- Riddle of Fate (recharge 5–6, mid-combat): target answers next turn (allies assist DC 12 INT History as reaction for advantage); correct = regain 2d8 HP; wrong/none = 7d8 psychic, DC 16 INT half.
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
- Misthaven invite — Diaktoros + Olive Token; mist → stadium gates immediately.
- Register as Mistwalkers; meet rival teams (see caps).
- Enc. 1 — Opening Contests: pick heats (skill/puzzle); combat path if fouls.
- Enc. 2 — Contested Laurel: vault puzzle + Ares cult; recruit Lea / satyrs.
- Enc. 3 — Brazen Bull: Khalkotaurus rampage; allies; token payoff.
Competing Teams (miniature caps)
| Team | Cap | Notes |
| Pride of Nemea (Leonins) | ≤6 | Captain Lea — best ally |
| Iron Tusks | ≤3 Bugbear + ≤3 Rhino Minotaur | Foul-prone |
| Wild Chorus (Satyrs) | ≤10 | Recruitable |
| Phalanx of Elis (Hoplites) | ≤10 | Law / break up brawls |
| Single Eyes (Cyclopeans) | as available | Orc-sized intelligent cyclopes |
| Labyrinth Horns (Minotaurs) | ≤8 | Charge threats |
Creature / Enemy List
| Creature | Easy | Med | Hard | Notes |
| Leonin Athlete | 2 | 3–4 | 5–6 | Enc. 1 rivals |
| Bugbear Bruiser | 1 | 2 | 3 | Iron Tusks / Enc. 2 |
| Rhino Minotaur | 1 | 2 | 3 | Iron Tusks heavy |
| Satyr Reveler | 3 | 5 | 8–10 | Recruit pool |
| Hoplite of Elis | 3 | 5 | 8–10 | Neutrals / allies |
| Cyclopean Contender | 2 | 3 | 4 | Puzzle helpers |
| Minotaur Athlete | 2 | 3 | 4–5 | Enc. 1 combat path |
| Ares Cult Saboteur | 2 | 3 | 4 | Enc. 2 |
| Khalkotaurus (Boss) | 1 adj. | 1 | 1 | HP 120 / 168 / 200 |
Difficulty Scaling
| APL | Enc. 1 | Enc. 2 | Enc. 3 |
| 4–6 | DC −2; 1 rival | 2 cultists; hint | HP 120; no LA; token ×1 ends |
| 8 ★ | Baseline | Baseline | HP 168; full LA |
| 10 | DC +2; full caps | 4 cultists + bugbear | HP 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.
- Stadion: Athletics/Acrobatics DC 14, best 2-of-3 vs. rival high check.
- Discus: attack vs AC 12 or Athletics DC 15, best of 3; Nature/Survival DC 13 once → adv on throws.
- Pankration: opposed Ath/Acro to 3 degrees; nonlethal; no damaging cantrips.
- Riddle: group History/Religion/Insight DC 14 — 3 successes before 3 failures.
- Torch Relay: Ath 13 → Acro 14 → Str 13 → Perc/Surv 14; 3 strikes = loss.
- Combat path: fouls / Iron Tusks sore loss → 2 Bugbears + 1 Rhino Minotaur (or 3 Minotaurs). Nonlethal. Hoplites break up rd 3.
- Recruit: fair play → Captain Lea; Performance DC 15 → satyr later.
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.
- Clues: Perc/Inv DC 13 bronze trail; Insight DC 14 vs Iron Tusk; Cyclopeans Persuasion/History DC 13 (brow socket lore).
- Lock: Race → Discus → Pankration → Flame (or Lykos’s posted order). Wrong: Dex DC 14, 2d6 poison; 3 fails = alarm.
- Non-combat: Stealth DC 14 snatch; or Persuasion/Intimidation DC 15 force flee + diagram.
- Combat: 3× Ares Cult Saboteur; optional +1 Bugbear if Enc. 1 grudge. Spike flee chase Ath/Acro DC 14.
- Recruit Lea: share cult proof → Enc. 3 ally (+2 Leonins). Satyrs: Perf/Pers DC 13 after laurel returned.
- Split party: 2–3 in vault → 2 saboteurs, puzzle needs 2 successes; 1–2 investigators get 2 Hoplite escorts, DC −2.
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).
- Token: Action adjacent → 40 force + lose LA 1 round. Second press ends animation.
- Furnace Heart: 2d6 fire in 10 ft start of turn; water trough Ath DC 13 suppresses 1 rd.
- Crowd stampede end rd 2: Str DC 13 or 2d6 + prone (outer ring).
- Persistence: bull will not level the Temple of Zeus — turns back to PCs.
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
- Handout (24 words): bronze sand / press olive to false victor's brow.
- Enc. 1–2: optional adv on one Contest check/event (invitation recognized).
- Enc. 3: Action adjacent → 40 force + strip LA 1 round; second press (Help/prone) ends animation.
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).
Enable “Background graphics” in the print dialog before saving to PDF.
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
- Zeus/"Dios" hands over the Amphora of Elpis with its sealed note, then departs before the trireme sails.
- Aboard ship, blind seer Phaedon shares his prophecy: "The jar does not need a conqueror. It needs a witness."
- The Siren Shore: Sirens lure the trireme from the sea-crags — skill challenge to pass, or fight.
- Acantha, an Ash Nymph bound to the isle, emerges on shore, offers the Sprig of Asphodel, and warns of the warden ahead.
- The Keeper's Gate: Kyros (a cursed scholar-Minotaur) bars the temple with a riddle — solve it, show the Amphora, or fight through.
- 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.
- Resolution: The Jar seals; Acantha's curse breaks; a golden eagle descends; Zeus reveals himself.
Creature / Enemy List
| Creature | Enc. | Easy | Med | Hard | Notes |
| Siren | 1 | 2 | 3 | 4 | Skippable via skill challenge |
| Kyros the Warden | 2 | — | 1 | 1 | Bypassed with riddle/RP/Amphora |
| Empousai Guard | 2 | — | 2 | 2 | Stand down if Kyros satisfied |
| Pandora | 3 | — | 1 | 1 | Boss; multi-path — need not die |
| Shadow | 3 | 2 | 3 | 4–5+ | Summoned; dismissed by Amphora |
| Specter | 3 | 1 | 2 | 3 | Summoned; dismissed by Amphora |
Difficulty Scaling
| Encounter | Easier | Harder |
| 1 — Siren Shore | 2 Sirens; challenge DCs −2; Song DC 11 | 4 Sirens; trireme drifts toward rocks each round unless redirected (DC 14 Intimidation) |
| 2 — Keeper's Gate | Empousai only join if attacked directly | Kyros 114 HP; Empousai get 2 uses of Beguiling Flames |
| 3 — Sanctum (Boss) | Pandora 80 HP, Shadows only, Circle DCs 11, Persuasion DC 13 | 2 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.
- Skill Challenge (3 successes before 3 failures): each PC attempts one check: DC 14 WIS save (ear-plugs = advantage), DC 15 Performance, DC 14 Arcana (must have cast a spell this session), DC 12 Athletics (row), DC 15 Persuasion (divine appeal). 3 failures → combat begins (prior successes not wasted).
- Song (combat): round start, DC 13 WIS or Charmed (must close distance); repeat save at turn end, success = 24 hr immune. Blocking ears = immune but disadvantage on Perception. Silence on a Siren ends its contribution (all 3 needed).
- DC 16 Performance suppresses Song 2 rounds without a kill. 2 of 3 Sirens down → third flees.
- Passed: clean landing, short rest available; Acantha impressed on arrival.
- Failed & unresolved: no short rest; Pandora is alerted — she starts Enc. 3 with 2 Shadows pre-summoned.
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.
- Riddle (DC 10 History to read the script): "Born from a god's first gift to humanity... containing all suffering and one salvation — what am I?" → Pandora's Jar / the Pithos.
- Bypass: DC 14 History/Arcana/Religion (advantage w/ Acantha or Phaedon); DC 15 Persuasion (advantage w/ Phaedon); showing Amphora = auto-pass; Acantha's Sprig = auto-pass; DC 15 Deception is risky (Kyros has +5 Insight — fail grants him advantage).
- If fought: Kyros Charges if a PC is within 20 ft. Below 30 HP he offers the riddle again mid-fight. Empousai flee via Misty Step if Kyros falls.
- Peaceful pass: Kyros gives the Amulet of the Labyrinth + a free hint about the Sealing Circles.
- Defeated in combat: Amulet drops but no Circle hint — party discovers the mechanic on their own.
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.
- Circles (1 Action each): Pestilence NE, DC 14 Medicine — Shadows attack w/ disadvantage. Despair NW, DC 14 Arcana — disables Legendary Action Shade. Strife S, DC 14 Athletics — Specters lose Incorporeal Movement. All 3 → Vessel of Sorrows suppressed, Lamentation Phase forced, Persuasion DC drops to 12.
- Amphora (1 Action, within 30 ft. of Jar): dismisses all summons; Pandora DC 16 WIS save — fail: Stunned 1 rd then non-hostile (Persuasion DC 12); success: Lamentation Phase triggers, summons still dismissed. Amphora shatters after use.
- Persuasion: 1st success (DC 15) skips her Legendary Actions that round; 2nd (DC 15) skips her turn; 3rd (DC 15, or DC 12 in Lamentation/all Circles sealed) → she relents, Jar closes. Fail → she uses Jar's Ward or a Legendary Action on the speaker. Phaedon grants advantage once/encounter.
- Lamentation Phase (≤30 HP first time, all Circles sealed, or Amphora used): stops direct attacks but may still summon unless suppressed; Persuasion DC 12 for the rest of the fight.
- Pedestal AC 13/25 HP — destroying it dismisses summons but deals 4d10 psychic burst (30 ft.) to everyone.
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
- A child tries to trade a golden apple for bread no one can eat.
- Midas speaks through a door with both hands tied in linen.
- A market bell turns to gold mid-ring and keeps vibrating.
- The millstone whispers prices for every heroic compromise.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 7 |
| Library Standard | 6 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. |
| Easier | APL 5–6: −1 elite; boss loses one recharge attack. |
| Harder | APL 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.
- Run a 4-success DC 15 challenge with Persuasion, Insight, Investigation, Medicine, or Stealth.
- Failures increase the Riot clock; at 3 marks the Gilded Panic Mob surges.
- Clay Loaf reveals curse-tracks from touched bread to the royal mill.
- Recruit Philon by protecting civilians or using him as a guide instead of a scapegoat.
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.
- Three clue nodes: contaminated flour, Midas's sealed apology, and coin dust from the millstone.
- Stealth can bypass Wardens; social proof can convert them into a noisy distraction.
- Auric Homunculi flee toward the mill unless boxed in by clever positioning.
- A cursed object touched barehanded requires DC 15 Constitution save or disadvantage on Dexterity checks until cleansed.
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.
- Midas is a protected objective: if isolated and spoken to, he spends his turn resisting the curse.
- At initiative 20, the millstone golds one object, exit, or 10-foot floor patch unless disrupted.
- Maguffin payoff: feed the Clay Loaf into the stone or Midas's hands to make the curse vulnerable for 1 round.
- Victory can be cure, containment, or shattering the possessing Avarice; murdering Midas counts as a bitter loss.
The Mill of Midas · 3/4
STAT BLOCKS
- Default: 6 PCs level 8; 3 encounters; 3 to 3.5 hours.
- Enc. 1/2 support social, stealth, and investigation solutions.
- Midas is best cured or contained, not murdered.
- Golded creatures are restrained or cursed, not automatically dead.
- Maguffin payoff exposes the curse engine in Enc. 3.
Maguffin
Clay Loaf of Pact-Breaking
- Absorbs one minor golding effect or reveals fresh curse-tracks as dull clay footprints.
- Pressed into the millstone or Midas's hands, it gives the party one round to redirect the curse into earth.
The Mill of Midas · 4/4
NPC / ALLY
Queen Damodice
- Save her husband and the market quarter without starting a riot or inviting a coup.
- She will not sanction murdering Midas while a cure remains possible.
Philon the Coin-Shaver
- Recruit Enc. Enc. 1 or Enc. 2: Protect his sister's stall, expose a profiteer, or promise amnesty for his quarantine smuggling.
- AC 14 · HP 52 · Dagger +6 to hit, 6 piercing; Help as bonus action for Stealth, Investigation, or street Persuasion.
Remember
- Midas is cured or contained, the millstone is cracked, and the market keeps enough food and trust to recover.
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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
- Lucius admits the mission is political only after the first false page crumbles.
- The caves answer lies with doors that open onto the party's memories.
- Amelia's young voice contradicts the official masks.
- The finale asks whether the future must be saved whole or carried as ash.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 7 |
| Library Standard | 6 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. |
| Easier | APL 5–6: −1 elite; boss loses one recharge attack. |
| Harder | APL 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.
- Investigation challenge: 5 successes before 3 failures at DC 15 finds the real smoke trail.
- Each failure costs 5 minutes and animates a Smoke-Warden patrol.
- The Laurel-Ash Phial reveals one hidden verse and cancels one false-door consequence.
- Non-combat route: cite the correct verse to make the acolytes kneel and open Door IV.
ENC 2 — The Masked Interpretations
Medium · ~55 min · Round archive, hanging masks, cracked lectern, black-water channel, and a sealed page niche.
- Debate or fight three interpretations; Insight/Religion DC 16 identifies the one that eats the future.
- Recruit Amelia by defending her reading for one full round or giving her the laurel scrap.
- A Bronze Mask can possess a PC until splashed with channel water or beaten on a contested Charisma check.
- Correctly ordering three lines opens the niche without adding heat to the page.
ENC 3 — The Last Page Burns Forward
Hard · ~65 min · Ascending lava-lit stair, three prophecy doors, falling roots, and a moon well exit.
- Burn clock starts at 6; at initiative 20 reduce it by 1, or by 2 after a failed group save.
- The Laurel-Ash Phial freezes the clock for 2 rounds or reveals which exit matches Amelia's verse.
- Win by reading the true future aloud at the moon well, bargaining with the Ember-Lamia, or escaping with preserved ash.
- Killing the Pyre-Voice only buys 1 round; the cave still seals unless the prophecy is resolved.
The Sibyl's Last Page · 3/4
STAT BLOCKS
- Amelia - AC 13/HP 54 - echo aid to prophecy checks
- Smoke-Warden Acolyte - AC 15/HP 67 - censer fire chain
- Bronze Mask - AC 17/HP 82 - forced false-door movement
- Ember-Lamia Archivist - AC 16/HP 124 - scroll lash thief
- Cumaean Pyre-Voice - AC 17/HP 178 - burn clock pressure
Maguffin
Laurel-Ash Phial
- Sprinkle to reveal hidden verse, granting advantage on one Investigation or Religion check.
- Cast into the page-fire to freeze the burn clock for 2 rounds or reveal the safe exit door.
The Sibyl's Last Page · 4/4
NPC / ALLY
Lucius Varron of Misthaven
- He wants the final Sibylline page delivered before rival augurs declare a false destiny.
- No page may leave unread; an unopened prophecy curses its bearer with borrowed years.
Amelia the Younger Voice
- Recruit Enc. 2: Choose her living interpretation over the bronze masks' official version.
- AC 13 · HP 54 · Echo bolt +7 to hit, 16 thunder; reaction grants +1d6 to a prophecy skill check.
Remember
- Recover the last page, interpret its true route, and escape before the cave seals in sacred smoke.
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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
- Nemean Lion — hide / pin
- Lernaean Hydra — heads + fire (tracker)
- Mares of Diomedes — recruit Thaleia
- Stymphalian Birds — thunder / nets
- Erymanthian Boar — capture preferred
- Cretan Bull — Hard · stake club
Difficulty
| Tier | Adjust |
| Easier | 3-head hydra; fewer mares/birds; rest before Gate III |
| As Written ★ | 6×L8 |
| Harder | Overlap Bull with Boar still up |
Arena of the Labors · 2/4
ENC 1 — Lion & Hydra
- Lion: bludgeon/club vs hide
- Hydra: sever 25+ dmg; cauterize or double-regrow
ENC 2 — Mares & Birds
- 3–4 mares; free Thaleia; pen path
- 6 Stymphalians; gongs / skill herd / nets
ENC 3 — Boar & Bull
- Boar: capture/pen preferred
- Bull: plant club / pen / slay
Arena of the Labors · 3/4
STAT BLOCKS
- Lion — AC 17 / 136
- Hydra — AC 15 / 172 · 5 heads
- Mare — AC 14 / 76
- Stymphalian — AC 15 / 45 · flyby
- Boar — AC 17 / 168
- Bull — AC 18 / 210 · legendaries
Maguffin
Olive-Resin Club
- Ignore lion hide; cauterize hydra stump with flame
- Boar grapple adv; Bull stake redirect
Arena of the Labors · 4/4
NPC / ALLY
Archon Melanthios
- No naming Heracles · Chant Clock
Thaleia of the Bit
- Recruit during mares · lariat / nets
Remember
- Heracles never appears. Labors I, II, VIII, VI, IV, VII.
- Hydra / birds / boar may echo other Theronauts guides — fine to reuse.
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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
- Pegasus watches from a ridge and judges every hand movement.
- Bellerophon smiles like a hero one compliment away from ruin.
- The Chimera's three heads argue over which rider smells proudest.
- The best victory is loud in the sky and quiet at the feast.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
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.
- Recruit Pegasus with 4 successes before 2 failures using Animal Handling, Religion, Acrobatics, or Persuasion.
- Drawn weapons or trophy talk impose disadvantage until someone makes a sincere apology.
- The Humble Bridle may be offered, not forced; forcing it starts a chase instead of recruitment.
- Cultists spy from the rocks and flee if exposed without bloodshed.
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.
- Each aerial stunt needs DC 15 Acrobatics, Athletics, Animal Handling, or Arcana to use wind safely.
- Failure separates a rider, costs Pegasus 10 HP, or lets an Ash-Mane Lion threaten civilians.
- Saving shepherds gives the route to the Bragging Crag and a safe landing zone in Enc. 3.
- Bellerophon shadows the party; humbling him now prevents a dangerous boast in the finale.
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.
- At initiative 20, choose a vent: lift 30 feet, fire burst 14 damage, or smoke lightly obscures a lane.
- Mounted PCs can trade an action to steady another rider and prevent a fall.
- Maguffin payoff: refuse the killing blow with the Humble Bridle to let Pegasus drive the Chimera off.
- If someone boasts ownership of the kill, the Chimera heals 25 HP and Pegasus demands a DC 17 apology check.
Bellerophon's Bargain · 3/4
STAT BLOCKS
- Default: 6 PCs level 8; 3 encounters; 3 to 3.5 hours.
- Recruit Pegasus in Enc. 1/2; do not treat it as equipment.
- Enc. 3 is Hard and includes aerial movement hazards.
- The Chimera can be driven off instead of killed.
- Maguffin payoff requires humility at the finishing moment.
Maguffin
Humble Bridle
- Grants advantage on one Animal Handling, Acrobatics, or Persuasion check involving Pegasus.
- If a rider refuses the killing blow while holding the bridle, Pegasus can force the Chimera to retreat.
Bellerophon's Bargain · 4/4
NPC / ALLY
Melanippe of the Bridle Shrine
- Make sure the Chimera is stopped by disciplined heroes rather than another glorious fool.
- She refuses to bless any plan that treats Pegasus as loot or a god-given siege engine.
Half-Tamed Pegasus
- Recruit Enc. Enc. 1 or Enc. 2: Approach without weapons drawn, free it from thorn snares, and promise not to claim the kill.
- AC 16 · HP 104 · Hooves +8 to hit, 13 bludgeoning; wing burst lets one rider move 40 feet without provoking.
Remember
- Pegasus trusts mortal riders, the Chimera is driven from Lycia, and Bellerophon keeps his pride in check.
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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
- Two prophecies rhyme until one word stains the wax black.
- A pilgrim begs for judgment while hiding a knife under laurel leaves.
- The tripod shadow points at a wall that starts breathing.
- The false voice uses the party's names before anyone speaks them.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
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.
- Find 3 clue categories: repeated meter error, bribe route, and smoke residue on forged tablets.
- Use Insight, Religion, History, Investigation, or Performance at DC 15.
- Public accusations without proof mark the Riot clock and empower zealots.
- Recruit Ion by trusting his archive pattern and shielding him from senior-priest suspicion.
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.
- Run a 5-success DC 16 debate using Persuasion, Religion, Insight, History, or Arcana.
- Each failure lets a Vapor-Script Daemon alter one memory until challenged by hard evidence.
- The Tripod Shard turns one forged statement into a visible crooked shadow.
- If the party wins the debate, civilians evacuate before Enc. 3 and Theoxena blesses one save each.
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.
- At initiative 20, a coil seals a path, grapples a target, or crushes a pillar for falling debris.
- Apollo is absent but sacred law remains: defiling the tripod gives the boss advantage for 1 round.
- Maguffin payoff: place the Shard into the tripod to reveal and pin the boss's true head.
- Slaying the Python-spawn ends the seal; exposing it first prevents blame falling on Apollo's priests.
Judgment at Delphi · 3/4
STAT BLOCKS
- Default: 6 PCs level 8; 3 encounters; 3 to 3.5 hours.
- Enc. 1/2 are proof-gathering and social judgment paths.
- Do not kill Apollo; the enemy is a Python-spawn monster.
- Public accusations without evidence worsen the Riot clock.
- Maguffin payoff pins the true boss body in Enc. 3.
Maguffin
Sunlit Tripod Shard
- Reveals contradictions in testimony or makes forged prophecies cast crooked shadows.
- Set into the cracked tripod to pin the Python-spawn's real body for 1 round.
Judgment at Delphi · 4/4
NPC / ALLY
Theoxena, Senior Pythia
- Restore true prophecy before the city condemns innocents under a stolen voice.
- She will not permit violence against pilgrims or claims that Apollo himself is the enemy.
Ion the Archive Acolyte
- Recruit Enc. Enc. 1 or Enc. 2: Protect him from blame, validate his archive clues, or let him question a priest under supervision.
- AC 13 · HP 46 · Bronze lamp +5 to hit, 5 bludgeoning; once per scene, cites a record for advantage on Religion or History.
Remember
- The false oracle is exposed, Apollo's shrine remains intact, and the Python-spawn is slain or banished as a monster.
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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
- Nereid herald + Coral Feast-Horn aboard mist-trireme.
- Enc. 1: 3 sharks + octopus on oars.
- Enc. 2: Thalassa parley / recruit (+ dolphin omen).
- Enc. 3: Karkinos climbs the ram; Horn payoff.
Creature List
| Creature | E/M/H | Mini |
| Hunting Shark | 2/3/3 | ×3 |
| Giant Octopus | 0/1/1 | ×1 |
| Thalassa (Nymph) | —/1/1 | Sea nymph |
| Sea Spirit | 0–5 | ×5 |
| Karkinos (Boss) | 1 | Cancer the Crab |
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
Karkinos at the Keel · 2/4
ENC 1 — Blood in the Oar-Wash
Medium · 3 Sharks + Octopus · 4 oar banks AC12/HP12
- ≥3 oars destroyed → Short Rest only; else Long Rest.
- Non-combat: Horn + AH/Religion 3 before 3 (DC 13); octopus still Ath DC 14.
- Overboard Ath DC 12; sharks OA.
ENC 2 — The Nymph’s Shoal
Skill/Social · Thalassa + 3 spirits
- Show Horn + Pers/Rel DC 14 (Insight 12 = adv). Pearl-net on ram Inv DC 12 → DC 10.
- Peace → Thalassa + Delphinus in Enc. 3.
ENC 3 — Karkinos Climbs
Hard · Huge crab via 15 ft ram
- AC18 HP168 · 2× Claw +10 · Crush R5–6 Str DC 16 · Deck Slam Dex DC 16.
- Horn once: Wis DC 15 incapacitate 1 rd + soft underbelly (AC 15, adv).
- Win: 0 HP or ≤30 HP after Horn success this fight.
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
- 1/SR: sharks/octopus ≤30 ft Wis DC 13 or move away next turn.
- Finale once: Karkinos Wis DC 15 → incapacitate 1 rd + soft underbelly.
Nereid Herald
- Motivation: Stop sacred crab frenzy from poachers’ chum.
- Secret: True horn reverses hunger; false horns caused this.
Ship Reminder
- 90 ft deck · 15 ft ram · 0 extra ships · water ring for beasts.
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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
- Navigator Rhea + Lodestone Nail; mist clears mid-sea with ghost galley already to port.
- Enc. 1: Bone rowers + lochagos board the party deck.
- Enc. 2: Storm knights + Tempest Effigies — persuade or smash.
- Enc. 3: Admiral’s shade on ghost stern; optional Charybdis pressure.
Creature / Enemy List
| Creature | Easy | Med | Hard | Mini |
| Bone Rower (Skeleton) | 4 | 6 | 9 | ×9 |
| Bone Lochagos | 1 | 1–2 | 2 | ×2 |
| Storm Knight | 1 | 2 | 3 | ×3 |
| Tempest Effigy | 2 | 3 | 4 | ×4 |
| Admiral Shade (Boss) | adj | 1 | 1 | Captain + crown staging |
| Lesser Charybdis | — | opt | 1 | ×2 (use 1) |
Difficulty Scaling
| Tier | Adjust |
| Easy | Fewer skeletons; 1 knight; Admiral HP 110, no Mast Arc |
| Medium ★ | As written; Charybdis optional rd 3+ |
| Hard | All 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
- Oar Gang: +1 AC if adjacent to another rower.
- Non-combat: Religion group turn — 3 successes before failout (DC 14) drives half back once.
ENC 2 — Knights of Empty Thunder
Medium · 2 Storm Knights + 3 Tempest Effigies
- Non-combat: Insight/Persuasion DC 15 → one knight becomes inert empty armor.
- Lodestone Nail into Effigy: speed 0, aura off, vuln bludgeoning.
ENC 3 — Admiral of Dead Oars
Hard · Admiral Shade + captain + 2 Effigies + 3 skeletons (reuse minis)
- Admiral AC17 HP142 · 3× lightning spear +8 · Raise Rowers R5–6 · Mast Arc 8d8 Dex DC 16 1/day.
- Nail into ghost mast (AC 15 / HP 25 to place): suppress storm-knight lightning auras while it remains.
- Optional Charybdis rd 3+: pilot Str/Dex DC 14 or slide toward whirlpool; prefer drive-off if short on time.
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
- 1/SR: hammer into ghost deck or Effigy — target has disadv on attacks 1 rd + 15 lightning.
- Finale: drive into ghost mast → suppress storm-knight lightning auras while nail remains.
Navigator Rhea
- Motivation: Intercept storm-cursed ghost ship before next port loses a crew.
- Arrival: Mist clears mid-sea; ghost galley already to port.
Ship Reminder
- 90 ft deck · 15 ft ram · ghost galley to port · ≤2 extra ships · Charybdis optional under both.
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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
- Mist → crossover shore; meet Sinbad; Noon-Diamond.
- Enc. 1: Valley Cyclops — gift / riddle / fight.
- Enc. 2: Serpents + Old Man of the Sea; free Layla; false egg.
- Enc. 3: Roc nest; diamond (+ smash false egg) drive-off.
Creature List
| Creature | E/M/H | Mythos |
| Valley Cyclops | 1 | Greek + Sinbad |
| Diamond Serpent | 1/2/3 | Arabian valley |
| Old Man of the Sea | 1 | Arabian (↔ Proteus) |
| Ghul (opt) | 0/0–1/2 | Arabian |
| Nest Griffin | 0/0–1/2 | Shared |
| Roc of Serendib | 1 | Rukh / sky-terror |
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
Sinbad and the Roc of Serendib · 2/4
ENC 1 — The One-Eyed Toll
Medium · Valley Cyclops · gift / riddle / fight
- Non-combat: guest-gift 25+ gp or riddle group Int/Perf 3 before 3 (DC 14) or diamond flash + Ath DC 13 sprint.
- Combat: AC14 HP138 · Club +9 (3d8+6) · Rock +9 · disadv attacks >30 ft.
- Peaceful / clear win → Long Rest; forced sprint → Short Rest.
ENC 2 — Diamonds and the Old Man
Skill/Medium · 2 serpents · Old Man rides a PC · Layla bound
- Stealth/Survival group DC 14 to ease serpent pressure.
- Old Man ride: Ath contest DC 15, wine+Perf DC 14, or diamond flash auto-ends once. Sinbad Helps first try.
- Free Layla Ath DC 12 → identifies false egg; joins Enc. 3.
- False egg AC12/HP20 — better smash in Enc. 3 with diamond finale.
ENC 3 — Roc of Serendib
Hard · Nest ledge 30×40 · 40 ft drop · false egg center
- AC15 HP198 · Beak/Talons +13 · Snatch R5–6 · Nest Quake Dex DC 17 1/day · LA.
- Diamond finale Con DC 15 blind 1 rd + drop Snatch/Quake; +smash egg → soft drive-off at ≤50% HP.
- Preferred win: drive off · Alternate: 0 HP.
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
- 1/SR: flash ≤30 ft Dex DC 13 blind 1 rd.
- Finale once: Roc Con DC 15 blind + no Snatch/Quake; +smash false egg enables soft drive-off ≤50% HP.
Sinbad the Sailor
- Motivation: Recover crew; end the false-egg torment without needing to butcher every wonder.
- Secret: He recognized the cyclops breed — and still suggests wit first.
- Roleplay: Boastful, generous, allergic to hopelessness; quotes both wine-dark and spice-wind seas.
Layla of Basra
- Free in Enc. 2 → false-egg ID + Help in Enc. 3.
Crossover Reminder
- Cyclops & griffin = shared · Serpents/ghul/Old Man = Arabian · Roc/rukh = boss · Proteus echo optional naming.
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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
- A bronze feather punches through a shield like a thrown spear.
- Villagers argue for fire while children hide under reed mats.
- Thunder answers at exactly the wrong moment.
- The matriarch's shadow turns the whole lake black.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
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.
- Run a 4-success DC 15 group challenge using Nature, Survival, Athletics, Persuasion, or Animal Handling.
- Every failure costs a skiff, a cache of nets, or 10 HP split among exposed villagers.
- Finding the stolen Ares-bronze grants advantage on one Enc. 2 lure or bait check.
- Recruit Itys by saving his skiff or accepting his reed-maze shortcut despite Alkippe's anger.
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.
- Need 5 successes before 3 failures at DC 16 to herd the flock toward the rookery.
- Good bad ideas count: drums, reflected sunlight, tied shields, spell thunder, or fake carrion.
- On a failure, a Razor-Feather Flock attacks for 2 rounds or destroys one prepared lure.
- Spending the Thunder-Net here prevents the easiest Enc. 3 payoff but removes one enemy from the finale.
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.
- At initiative 20, wind shifts: DC 15 Strength or Dexterity save or slide 10 feet toward water or spikes.
- Egg mounds are hazards; destroying them ends adds but worsens Alkippe's settlement politics.
- Maguffin payoff: anchor the Thunder-Net during thunder to ground the boss for 2 rounds.
- If the boss falls below 35 HP, a successful DC 16 Intimidation or Animal Handling check can break the flock without slaughter.
Stymphalian Storm · 3/4
STAT BLOCKS
- Default: 6 PCs level 8; 3 encounters; 3 to 3.5 hours.
- Enc. 1/2 can resolve without lethal combat through evacuation, lures, and bird handling.
- Enc. 3 is Hard; boss is last in enemy list.
- Thunder damage disperses flocks for 1 round.
- Maguffin payoff grounds the Storm Matriarch in Enc. 3.
Maguffin
Thunder-Net of Stymphalos
- Can capture a scout bird, block a dangerous dive lane, or grant advantage on one flock-control check.
- If spread across the nest spire during thunder, grounds the boss for 2 rounds and strips its reaction.
Stymphalian Storm · 4/4
NPC / ALLY
Alkippe Reed-Warden
- Reopen the lake before hunger and panic make the townsfolk burn the marsh.
- She will not allow the party to poison the lake or torch nesting reeds with families hiding nearby.
Itys of the Whistling Reeds
- Recruit Enc. Enc. 1 or Enc. 2: Save his skiff, forgive his theft of bronze bait, or let him lead the reed-maze route.
- AC 15 · HP 58 · Reed spear +6 to hit, 7 piercing; once per fight, mimic call imposes disadvantage on one bird dive.
Remember
- The flock breaks, the lake reopens, and the last bronze feathers are claimed before they seed a wider plague.
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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
- Clerk of the Blue Tithe + Tithe-Token; mist onto trireme mid-crossing.
- Enc. 1: Steam mephits boil from oar-ports as the galley signals.
- Enc. 2: Boarding — Atlanteans + Brine-Touched; recruit Wave-Caller via Token.
- Enc. 3: Keto-Spawn climbs the ram onto the bow deck.
Creature / Enemy List
| Creature | Easy | Med | Hard | Mini |
| Steam Mephit | 2 | 4 | 4 | ×4 |
| Atlantean (Sahuagin) | 2 | 4 | 4+wave | ×4 |
| Brine-Touched (Kuo-toa) | 2 | 3 | 4 | ×4 |
| Triton Wave-Caller | — | 1 | 1 | Caster ×1 |
| Triton Guard (allies) | 0 | 0–2 | 0–2 | from ×10 |
| Keto-Spawn (Boss) | adj | 1 | 1 | Deep-sea monster |
Difficulty Scaling
| Tier | Adjust |
| Easy | 2 mephits; 2 Atlanteans; Keto HP 100, no LA |
| Medium ★ | As written |
| Hard | Full 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
- Death bursts threaten sail (fire). Create Water / gust helps.
- Non-combat: bucket contests Ath DC 12 (group) vent steam without full combat.
- Win: clear mephits; spot galley Perception DC 12.
ENC 2 — False Kings of the Wave
Medium · Boarding · 4 Atlanteans + 3 Brine-Touched + Wave-Caller
- Blood Frenzy Atlanteans. Cut 3 grapple lines (AC 12 / HP 8) to separate ships.
- Non-combat: Tithe-Token + Religion/Persuasion DC 14 → Wave-Caller orders parley pause.
- Token authenticity → Wave-Caller + 2 Triton Guards aid Enc. 3.
ENC 3 — Keto-Spawn at the Ram
Hard · Keto-Spawn climbs 15 ft ram · optional 2 Atlantean snipers
- CR8 · AC16 HP136 · Bite+claws · Climb Hull · Lure Wis DC 14.
- Token brandish ≤30 ft: Wis DC 15 frightened 1 min + cannot Climb Hull 1 rd (once).
- Shove off bow when bloodied: Str contest DC 15 → 3d6 fall + thrash.
- Win: 0 HP or flee at ≤25% HP if Token branded this fight.
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
- Enc. 2: advantage Intimidation/Persuasion vs Atlanteans once.
- Enc. 3: brandish → Wis DC 15 frighten + climb-lock 1 rd (once).
Clerk of the Blue Tithe
- Motivation: Stop false sea-tax collected by Atlantean reavers + deep-beast.
- Hook: Mist onto trireme already underway; enemy galley suddenly alongside.
Ship Reminder
- 90 ft deck · 15 ft ram · Atlantean galley alongside · ≤2 extra ships total.
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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
- Oeneus asks for heroes while hiding the divine insult that caused the hunt.
- Atalanta sees the true trail before the court agrees she is allowed to speak.
- The boar kills selectively, proving the quarry understands pride and politics.
- The final trophy must become a peace bond or Calydon bleeds after victory.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
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.
- Non-combat path: mediate three rival claims with DC 15 Persuasion, History, or Insight.
- Discover Oeneus's omitted altar with DC 15 Investigation or Religion.
- Recruit Atalanta by defending her right to first blood or asking for her read of the tracks.
- Failure starts the hunt with one rival hunter secretly hostile in Encounter 2.
ENC 2 — The Quarry Chooses
Enc 2: Branching Wilderness Chase · ~60 min · Three-lane forest chase: ravine bridge, trampled vineyard, and shrine pool.
- Non-combat path: run a 5-success skill challenge before 3 failures to rescue stragglers.
- Use the bristle to identify one false trail or one hunter marked by the boar.
- Rival hunters attack only if shamed, exposed without mercy, or abandoned to danger.
- Each failure costs a hunter, burns supplies, or gives the boss a lair advantage.
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.
- Hard fight: the boar charges through reed walls and creates difficult terrain lines.
- Pride curse: a PC who refuses aid or glory-sharing has disadvantage on the next save.
- Maguffin payoff: plant the Moon-Black Bristle in the old wound to suppress curse aura.
- Mercy option: saving rivals mid-fight removes one legendary charge or grants Atalanta an opening.
The Boar of Calydon · 3/4
STAT BLOCKS
- 6 PCs level 8; 3 encounters; 3 to 3.5 hours.
- Enc 1/2 can resolve through social play and rescue skills.
- Enc 3 is Hard; boss last.
- Maguffin payoff: suppress boar curse for 1 round.
- Win requires stopping the hunt from becoming civil murder.
Maguffin
Moon-Black Bristle
- Reveals false trails and social lies: advantage on one Survival, Insight, or Persuasion check tied to the hunt.
- Driven into the boar's old wound as an action, it suppresses the boar's curse aura for 1 round and prevents a regeneration surge.
The Boar of Calydon · 4/4
NPC / ALLY
King Oeneus of Calydon
- Save his fields and heirs without admitting that his neglected sacrifice invited divine anger.
- He will not order the death of any named hunter; if pressed, he demands a public trial after the boar is stopped.
Atalanta, Unwanted First Spear
- Recruit Enc. Encounter 1 or 2: Back her claim to the first blood or help her save a rival who insulted her.
- AC 17 · HP 76 · Longbow +8 to hit, 150/600 ft., 2d8+4 piercing; marks one trail sign.
Remember
- Stop the boar, expose the curse feeding the hunt, and leave the Calydonian claimants alive enough to accept a shared trophy.
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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
- Trireme lands at Amnisos; party meets Kadmos (Hephaestus in disguise) at the dockside tavern, the Drowned Anchor.
- Kadmos explains Talos's ichor-heart has been corrupted and hands over the Aegis Pin.
- Encounter 1: Amnisos village is under attack by a rampaging Chalkotauros (bronze bull sentinel); scholar Ikara is trapped under rubble.
- Villagers point the party toward Talos's fallen heel-hatch, ground into the shoreline by its own weight.
- Encounter 2: Party climbs the internal clockwork shaft from heel to torso, past Bronze Sentries and steam hazards; may free the bound construct Kyros.
- Party reaches the torso access hatch and descends into the Ichor Heart chamber.
- Encounter 3 (Boss): Party defends the Ichor Valve from Legionnaire constructs and the Talos Overseer for 3 shutdown successes within 8 rounds.
- Success: Talos kneels and powers down on the shoreline, intact but dormant — Crete is safe, and legend gains a new chapter.
Creature / Enemy List
| Creature | CR | Encounter | Notes |
| Chalkotauros (Bronze Bull) | 4 | 1 | Avoidable via DC 15 Arcana/Investigation shutdown |
| Bronze Sentry | 2 | 2 | x2 (x3 at Hard scaling); avoidable via valve puzzle |
| Bronze Legionnaire | 2 | 3 | x2 standard soldiers |
| Keraunos Legionnaire (Lightning) | 3 | 3 | Discharge reaction at half HP |
| Pyrikaus Legionnaire (Fire) | 3 | 3 | Cinder Breath recharge 5–6 |
| Talos Overseer | 5 | 3 | Mini-boss; buffs Legionnaires, Overcharge Core |
Difficulty Scaling (APL 4 / 6 / 8[baseline] / 10)
| Encounter | APL 4 | APL 6 | APL 8 (Baseline) | APL 10 |
| 1 — Bull in the Streets | Bull HP 55, no Trampling Charge | Bull HP 70 | As written (HP 85) | Add 2nd bull at half HP |
| 2 — Clockwork Ascent | 1 Sentry only | 2 Sentries | As written (2 Sentries) | 3 Sentries + 1 elite Sentry |
| 3 — Ichor Heart (Boss) | Remove Overcharge Core; drop 1 Legionnaire | Drop Pyrikaus Legionnaire | As 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.
- Creatures: 1× Chalkotauros (Bronze Bull), CR 4 (see Page 3).
- Non-combat option: Adjacent creature spends an action on a DC 15 Arcana or Investigation check to locate the neck-rune and power the bull down instantly (provokes an opportunity attack).
- Combat option: Standard fight — watch for Trampling Charge (Recharge 5–6).
- Rescue: DC 13 Athletics to clear rubble off Ikara, or DC 12 Medicine to stabilize her once freed. Each failed rescue attempt while the bull is active draws its aggro.
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.
- Creatures: 2× Bronze Sentry, CR 2 each (see Page 3).
- Non-combat option: 3 valve stations along the gantry; DC 14 Investigation/Arcana at each (1 action, splittable among party). Succeeding at 2 of 3 sets Sentries to dormant standby, bypassing combat entirely.
- Combat option: Shoving a Sentry into an active gear-plate (contested Athletics/Acrobatics or a successful shove) destroys it instantly.
- Recruit: A gear-locked alcove holds Kyros, a small bronze owl construct. Freeing it costs a DC 12 Sleight of Hand or tinker's tools check.
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.
- Creatures: 1× Talos Overseer (CR 5), 2× Bronze Legionnaire (CR 2), 1× Keraunos Legionnaire (CR 3), 1× Pyrikaus Legionnaire (CR 3). Full cards Page 3.
- Shutdown check: A PC adjacent to the valve spends an action for a DC 13 Arcana or tinker's tools check; max 1 success per round; 3 successes required to complete.
- Overcharge Core (Overseer, Recharge 6): Undoes one banked shutdown success unless a PC reacts with a DC 15 Arcana check to stabilize the valve.
- Gearlock Sync (Overseer trait): At the start of its turn, grants one Legionnaire within 30 ft resistance to all damage until the Overseer's next turn — focus the Overseer to strip this buff.
- Ally assist: Ikara grants advantage on shutdown checks if present; Kyros can auto-succeed one check (once).
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.
- Note attached: "Seek the ichor-valve at heart or heel. Turn the pin thrice. The bronze giant will sleep, not die."
- Function: Required to attempt shutdown checks at the Ichor Valve in Encounter 3. Without it, the valve cannot be engaged at all.
- Secondary use: Can also disable a single lesser construct (Bronze Sentry or Legionnaire) instantly if inserted into its back-panel port as an action — usable once per encounter.
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
- Philon's confidence cracks when the rocks answer the trireme's old name.
- The first omen is useful but not complete.
- Boarders attack the ship's timing more than its crew.
- The finale rewards choosing exactly when to fight and when to row.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
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.
- Navigation challenge: 5 successes before 3 failures at DC 15 using vehicles, Athletics, Perception, or Survival.
- The Bronze Dove grants advantage and tells which rock will move first.
- Recruit Kyane by honoring her cadence; she grants one ship-check reroll per later encounter.
- Failure damages a ship zone or starts Encounter 2 with Rock-Grapplers already aboard.
ENC 2 — Boarders From Both Stones
Medium · ~55 min · Main deck with mast, two boarding bridges, stern helm, damaged oar banks, and rail hazards.
- At initiative 20, choose: rocks close 20 ft, a ship zone takes damage, or two raiders board.
- Non-combat option: beat the Tide-Ogre's cadence with Performance/Athletics DC 16 to stall one bridge.
- Repairing an oar bank takes an action and tools or Strength DC 15; Kyane makes it a bonus action once.
- The Bronze Dove can identify the Stone Scion sustaining the anchor chant.
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.
- Seven-count clock: each round PCs assign helm, oars, repairs, and boarder control before the rocks move.
- Spend the Bronze Dove to cancel one rock-clash or reveal the anchor-chain's weak link.
- Win by cutting the anchor-chain and clearing the gap, forcing Brontes overboard, or bargaining with his honor.
- If the ship reaches 3 broken zones, it still escapes only if PCs jettison cargo or beach on a living rock.
The Clashing Gates · 3/4
STAT BLOCKS
- Kyane - AC 16/HP 83 - ship check reroll
- Rock-Grappler Raider - AC 16/HP 74 - rail-pull hook
- Tide-Ogre Bosun - AC 15/HP 118 - deck-damaging maul
- Stone Scion - AC 17/HP 132 - anchor chant controller
- Brontes Gate-Heir - AC 18/HP 210 - titan hammer boss
Maguffin
Bronze Dove of Phineus
- Launch it to scout currents, granting advantage on one vehicle (water) or Perception check.
- Its wingbeat names the safe count; spend it to cancel one rock-clash or expose the Titan-kin anchor.
The Clashing Gates · 4/4
NPC / ALLY
Captain Philon of the Mist Trireme
- He must prove a safe western route before the fleet commits to the passage.
- He will sacrifice cargo before crew, but not the ship's dove unless convinced it saves everyone.
Kyane the Blue Oar
- Recruit Enc. 1: Let her call cadence during the first crush, or beat her honest in a rowing contest.
- AC 16 · HP 83 · Oar-staff +7 to hit, 14 bludgeoning; grants one reroll on a failed ship check.
Remember
- Thread the Symplegades with the ship intact enough to sail and the Titan-kin boarding rite broken.
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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
- The road itself seems to enforce the cult's crooked contracts.
- Nesra reframes wrestling as leverage, position, and honor rather than damage.
- Every clue says the giant's strength is conditional: feet, soil, debt, repeat.
- Victory is the moment Antaeus has no ground to borrow from.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
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.
- Non-combat path: challenge the debt rite with Law, Religion, or Performance before a crowd.
- Use the Sky-Shackle to lift a captive or tablet without triggering earth-script.
- Recruit Nesra by freeing her and respecting ring rules.
- Winning by ring-out earns safe approach; killing cultists alerts the boss shrine.
ENC 2 — The Pit That Pulls Back
Enc 2: Skill Challenge Arena · ~60 min · Sunken clay arena, hanging cargo crane, cracked cistern, prayer mound.
- Non-combat path: free captives and rig lifting points with 5 successes before 3 failures.
- Each raised platform becomes safe ground in Encounter 3.
- Clay-Blood rites can be interrupted by removing bowls, tablets, or feet from soil.
- The reluctant ogre can be turned by showing his name remains on the debt tablet.
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.
- Hard fight: Antaeus heals and gains advantage while both feet touch earth.
- Win condition: lift, suspend, ring-out onto stone, or otherwise separate him from soil.
- Maguffin payoff: Sky-Shackle suppresses earth-healing during a successful lift or grapple setup.
- Saving captives during the fight denies the cult hostage leverage and grants crane assists.
The Debt of Antaeus · 3/4
STAT BLOCKS
- 6 PCs level 8; border arena and lifting puzzle.
- Antaeus cannot lose while feet touch earth.
- Enc 1/2 allow legal, social, and rescue routes.
- Enc 3 is Hard; Sky-Shackle enables separation.
- Win by lifting/separation, not divine slaughter.
Maguffin
Sky-Shackle Chain
- Can hoist one buried captive, wagon, or stone slab; advantage on one check to lift, drag, or separate something from earth.
- Fastened around Antaeus during a successful grapple or terrain maneuver, it suspends his earth-healing and makes him vulnerable until he touches ground again.
The Debt of Antaeus · 4/4
NPC / ALLY
Dymas of the Salt Caravan
- Recover his caravan crew and cancel the impossible debts forced onto travelers at the giant's shrine.
- He will not leave the buried captives behind, even if abandoning them would make the fight easier.
Nesra, Caravan Wrestler
- Recruit Enc. Encounter 1 or 2: Dig her out, refuse to mock her loss, or beat a cultist by ring-out instead of bloodshed.
- AC 16 · HP 84 · Clinching throw +8 to hit, 2d8+5 bludgeoning; target is grappled or moved 10 ft.
Remember
- Separate Antaeus from the earth long enough to break the cult's debt rite, freeing captives without claiming Gaia as an enemy.
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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
- A living mother offers Charon every coin she has and the name of her last enemy.
- The dead mutter that the living always think grief is a ticket.
- The barge tilts when someone lies about who belongs aboard.
- A stolen name drips from the boss's hook like black ink.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
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.
- Run triage as 5 successes before 3 failures using Insight, Persuasion, Religion, Medicine, or Intimidation.
- Each failure adds 1 to the Overfull clock; at 3, passengers surge onto the barge.
- The Balanced Ledger reveals one forged fare or rightful return with each strong clue.
- Recruit Myrto by recovering her name-token from a living petitioner using it as false fare.
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.
- Balance clock starts at 0; failures move it toward capsize, successes move passengers to lawful places.
- Useful checks include Athletics at the pole, Persuasion at the benches, Religion with rites, and Perception in fog.
- Charon rows and judges; he helps clear one lawful order but never becomes a damage solution.
- Coin-Drowned Dead board if forged fares are burned without naming the thief first.
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.
- At initiative 20, roll a ferry event: list, passenger fall, fog wall, or Styx surge.
- A PC can spend an action to stabilize the barge, rescue a passenger, or command a lawful seating shift.
- Maguffin payoff: place the Balanced Ledger on the prow to reveal the Fare-Thief and reset the Balance clock once.
- Charon cannot be killed for victory; if attacked, he stops rowing and the river becomes the real disaster.
The Ferry Overfull · 3/4
STAT BLOCKS
- Default: 6 PCs level 8; 3 encounters; 3 to 3.5 hours.
- Enc. 1/2 are social triage and escort skill challenges.
- Charon is not a kill target; keep the ferry lawful and afloat.
- Living petitioners are hazards and moral pressure, not monsters to slaughter.
- Maguffin payoff stabilizes the barge and exposes the boss in Enc. 3.
Maguffin
Balanced Obol Ledger
- Identifies forged fares, calms one passenger group, or reveals who belongs on the return shore.
- Balanced on the prow, it stabilizes the barge and exposes the undead smuggler boss for 1 round.
The Ferry Overfull · 4/4
NPC / ALLY
Charon, Overworked Boatman
- Keep the crossing lawful, paid, and afloat despite living petitioners forcing their way aboard.
- He will not abandon the dead, waive the oldest laws, or let the party kill passengers to simplify the load.
Myrto with the Blue Lantern
- Recruit Enc. Enc. 1 or Enc. 2: Find her missing name-token, defend her place in line, or let her speak for frightened shades.
- AC 13 · HP 55 · Lantern flare +6 to hit, 10 radiant to undead; grants advantage on one social check with dead passengers.
Remember
- The living are turned back or delivered lawfully, Charon's ferry stays balanced, and the dead keep their road.
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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
- Misthaven — Eirene + Twin-Seal; mist to fordlands.
- Enc. 1: Amazon vs Spartan scout ambush; de-escalate; recruit Myrto and/or Doulos.
- Audiences with Atalanta & Leonidas.
- Enc. 2: Proof hunt; expose Mask; lock Branch A/B/C.
- Enc. 3: One finale only (see page 2).
Finale Branch Unlock
| Branch | Unlock | Enc. 3 |
| A Amazons | Pledge to Atalanta; no Spartan alliance | Party+Atalanta vs Leonidas host; Leonidas yields (nonlethal) |
| B Spartans | Pledge to Leonidas; no Amazon alliance | Party+Leonidas vs Atalanta host; Atalanta yields (nonlethal) |
| C Peace | Proof to both; expose Mask | Both allies vs Strife-Wrought Champion; seal bind |
Creature List
| Creature | E | M | H | Notes |
| Amazon Archer | 3 | 4 | 6 | Enc1 / Br B |
| Amazon Outrider | 1 | 2 | 3 | Enc1 / Br B |
| Spartan Hoplite | 3 | 4 | 6 | Enc1 / Br A |
| Spartan Lochagos | 0 | 1 | 1 | Enc1 / Br A |
| Atalanta / Leonidas | — | 1 | 1 | Iconic — no execute |
| Mask of Discord | 1 | 1 | 1 | Enc2 |
| Strife-Wrought Champion | adj | 1 | 1 | Boss Br C |
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
The Ford of Twin Spears · 2/4
ENCOUNTER 1 — Fordfall Ambush
Medium · 40–50 min · avoidable | Woods/road 100×60 ft
- 3 Amazon Archers + Myrto vs 3 Spartan Hoplites + Doulos (mutual false alarm).
- De-escalate: show Twin-Seal → pause; group Persuasion/Performance DC 13 (3 before 3 fails).
- Insight DC 12: neither expected the other.
- Combat: nonlethal; +Outrider or Lochagos rd 3 if lethal used.
- Recruit: spare/heal Myrto and/or Doulos (both → Branch C setup).
ENCOUNTER 2 — Parley at the Ford-Stone
Skill · 50–60 min | Plaza 80×80 ft
- Audiences: Atalanta & Leonidas each Persuasion/Insight DC 14 (seal = adv once/camp).
- Proof hunt: 4 successes before 3 failures (Inv/Surv/Rel/SoH/Arc DC 13–15). Both scouts recruited = 1 free success.
- Branch C: present proof to both same scene (Perf/Pers group DC 15).
- Cornered Mask of Discord fights / flees to bronze cache.
- Branch A/B: public pledge without full proof → opposing camp is dusk enemy.
ENCOUNTER 3A — Amazons
Hard · Party + Atalanta vs Leonidas + 4 Hoplites + Lochagos
- Win: Leonidas 0 HP nonlethal or aspis destroyed (AC 19/HP 40) or Persuasion DC 16 when bloodied + ≥3 hoplites down.
- Token crescent → Atalanta +2 atk/saves 1 min; free Pinning Shot once.
- Do not kill Leonidas.
ENCOUNTER 3B — Spartans
Hard · Party + Leonidas vs Atalanta + 4 Archers + 2 Outriders
- Win: Atalanta 0 HP nonlethal or hunt-banner destroyed (AC 14/HP 25) or pin Athletics DC 16 while bloodied.
- Token lambda → Leonidas +2 atk/saves 1 min; free Hold the Ford once.
- Do not kill Atalanta.
ENCOUNTER 3C — Peace / True Foe
Hard · Strife-Wrought Champion + Mask; Atalanta & Leonidas ally
- Win: Champion to 0 HP. Capture Mask = bonus.
- Bind Twin-Seal at ford-stone (action): Champion loses LA + 30 psychic once.
- Optional ally simplification: each captain 2 attacks/rd +7 (2d8+4).
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
- Faces: Amazon crescent / Spartan lambda; olive cord.
- Enc1–2: adv on one social check per camp.
- War finale: gift matching face → champion +2 atk/saves 1 min + special once.
- Peace finale: bind at ford-stone → boss loses LA + 30 psychic.
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
- Tavern briefing — Theron hires the party; Scroll of Theron handoff.
- 3-day voyage (optional sea RP) aboard Ariadne's Thread under Captain Kleon.
- Enc. 1 — Harpies Over the Ariadne's Thread: protect sails; free/recruit merfolk; Long vs Short Rest outcome.
- Beach landing; meet Pyrrha (guide) and Old Lysander (scroll interpreter + Blindfolds).
- Enc. 2 — Mireweed Marsh: lizardfolk patrol; recruit Maren for fire support.
- Temple ruins (no combat) — scavenge Polished Bronze Mirror, Blindfolds, Stonechill vials.
- Enc. 3 — Cave of Euryale: Lamia + Medusa Sentinel; Euryale enters round 3; Still Pool / mirror win path.
- Retrieve Eye of Medusa; return to Theron (optional moral / epilogue hook).
Creature / Enemy List
| Creature | Easy | Med | Hard | Notes |
| Harpy | 2 | 3 | 4 | Enc. 1; Matriarch on Deadly |
| Corrupted Merfolk | 3 | 4 | 5 | Enc. 1; freeable / recruitable |
| Lizardfolk Warrior | 3 | 4 | 4 | Enc. 2 (Deadly: 5) |
| Lizardfolk Shaman | 1 | 1 | 1 | Enc. 2 |
| Lamia | 2* | 2 | 1 | Enc. 3 (*Easy: Lamias only, no Medusa) |
| Medusa Sentinel | 0 | 1 | 1 | Enc. 3 (Deadly: 2) |
| Euryale (Boss) | 1 (adj.) | 1 | 1 | HP 100 / 140 / 168; Deadly 220 |
| Maren | — | Recruitable ally Enc. 2 → Enc. 3 |
Difficulty Scaling — Session Overview
| Encounter | Easy (APL 4) | Medium (APL 6) | Hard (APL 8 ★) |
| 1 — Ship | 2 Harpies, 3 Merfolk; sail HP 10; Song DC 9; harpies ignore sails until rd 3 | 3 Harpies, 4 Merfolk; sail HP 12; Song DC 11 | 4 Harpies, 5 Merfolk; full mechanics as written |
| 2 — Marsh | 3 Warriors, Shaman HP 38 (2nd-lvl only); Maren helps mid-fight | 4 Warriors, 1 Shaman; Maren post-combat only | Baseline + Fire Flasks / Enc. 3 support on recruit |
| 3 — Cave | 2 Lamias only; no lair; Euryale HP 100, Gaze DC 13, enters rd 4 | 2 Lamias + Medusa; 1 LA/rd; HP 140, Gaze DC 15 | 1 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.
- Primary goal: protect 3 sail sections (each AC 11 / HP 15). Harpies prioritize sails unless a PC is in melee reach.
- ≥1 sail survives → Long Rest before Enc. 2. All 3 destroyed → row to shore, Short Rest only.
- Luring Song (DC 11 WIS): targets crew first; charmed crew block movement. Snap out: Action, DC 12 CHA/Persuasion or DC 12 STR drag.
- Free merfolk (Action, adjacent): DC 15 Arcana / Insight / Religion → friendly ally. Recruit up to 3 to guard ship: DC 14 Persuasion.
- Kleon (init 5): spear +4 (1d6+1) or lash rope — Athletics DC 12, restore 10 HP to one sail.
- Overboard: full move + Athletics DC 13 to climb back. Merfolk knocked off retreat.
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.
- Approach: Perception DC 12 → spot bogs/bridge early → advantage on initiative if ambushing.
- Maren ID: Insight/Perception DC 12 (else she shouts on rd 2). Adjacent before fight ends → she Fog Clouds the Shaman (breaks concentration).
- Recruit (post-combat): Persuasion DC 13; Nature/Arcana DC 10 = adv; mention Lysander's "marsh woman" → DC 8; sincere marsh-protection vow = auto.
- Terrain: 4× bog patches (15×15, DT for non-lizardfolk); 3× mangroves (½ cover, climb Ath DC 12); log bridge (Acro DC 12; fall = −15 ft move to exit); hut = ¾ cover.
- Tactics: Shaman opens Spike Growth on bridge/approach → Call Lightning; Warriors Bite+Javelin, Clamping Jaws OA (grapple, escape STR DC 13). Swamp Stride ignores shallow water DT.
- Recruit rewards: 3× Fire Flask; Enc. 3 ally (init 8: Flaming Sphere, Heat Metal, Cure Wounds); lore that fire breaks lamia concentration.
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.
- Still Pool (15×10 ft): reflection → adv on Petrifying Gaze saves. If Euryale ≤30 ft + LoS to pool: start of turn CON DC 17 vs own gaze (overrides petrified immunity). Fail → restrained; 2nd consecutive fail → petrified.
- Force her to the pool: Deception/Persuasion DC 15, or Mirror BA Reflexion Sleight of Hand DC 14. She avoids via Legendary Move.
- Statues: 8–10 × ½ cover (AC 13 / HP 20). Shatter → 5 ft DT + DEX DC 12 or 2d6 bludgeoning. Lamias may shatter near PCs.
- Entrance (init 20, rd 3): Euryale observes first turn (Serpent Strike only — no Gaze). Full Gaze from rd 4. Lair actions from rd 3.
- Lair (init 20): Serpent Surge (5 ft of wall, DEX DC 14, 2d6 pierce); Stone Dust Cloud (20 ft obscure); Cave Tremor (10×10 becomes DT).
- Minion tactics: Lamia — Intoxicating Touch on casters; Suggestion DC 13 WIS away from pool. Medusa — ranged Gaze aura; melee only if cornered. Maren — Flaming Sphere / Heat Metal / Cure Wounds.
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
- Style: Maritime Mythic Adventure / Escape Sequence
- Setting: Aegean trireme voyage — Port of Departure → Siren's Shoals → open sea → Isle of Threnoi
- Win Condition: Survive the harpy assault, navigate the Siren's Shoals, and escape the Kraken's grasp with the trireme intact
- Players: 6 × Level 8 · ~3.5 hours · Enc 1 Combat (Hard) · Enc 2 Social/Skill (avoidable) · Enc 3 Escape Combat (Deadly)
- Key Item: Seal of the Deep — given at session start; critical payoff tool in Encounter 3
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
- Port: Kallinikos hands over amphora + Seal of the Deep with his warning — unhurried, certain they will need it.
- Day 1: Smooth sailing. Captain Theron + 6-man crew introduced. Theron studies the Seal nervously (DC 12 Insight) but won't explain unless pressed.
- Day 2, Midmorning: Storm from nowhere. Harpies descend; Aello leads — goal is the amphora in the hold. (Enc 1)
- Day 3, Dusk: Siren's Shoals ahead; helmsman's hands go slack; song drifts across the water. (Enc 2)
- 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."
- Night 3: Sea glassy still; stars vanish; first tentacle rises. (Enc 3)
- Escape or Sacrifice: Sever tentacles + build Escape Progress — or sacrifice the Seal to end it. Either way, the debt is paid.
- Threnoi: High priest opens amphora → Kallinikos's written oath of penance. Party was the instrument of a thirty-year promise.
Creature / Enemy List
| Creature | Easy | Medium | Hard | Notes |
| Harpy | 2 | 4 | 6 | Enc 1 — swarm deck, lure crew overboard |
| Aello, Storm Harpy Queen | — | 1 | 1 (buffed) | Enc 1 boss; flees below 25 HP |
| Siren of the Shoals | 2 | 3 | 3 | Enc 2 — fully avoidable; combat only if party triggers |
| Sea Hag | — | — | 1 | Enc 2 combat only (Hard); emerges if fighting starts |
| Kraken Tentacle | 3 | 4–5 | 6 | Enc 3; each active tentacle = +1 Grip Counter |
| The Kraken's Maw | — | Optional (Rnd 5) | Yes | Enc 3 — unkillable; drama + Seal payoff target |
| Sahuagin Raider | — | 2+2 | 4+4 | Enc 3 — boards rounds 2 and 4 |
Difficulty Scaling
| APL | Enc 1 — Harpy Storm | Enc 2 — Siren's Shoals | Enc 3 — Wrath of the Deep |
| 5–6 | 2 Harpies; Aello no Leg. Actions, flees <40 HP; crew Wis DC 9 | 2 Sirens; all DCs −2; no combat trigger; parley auto | 3 tentacles (HP 30); no 6th; Sahuagin 1/wave; no Maw; Escape target 5 |
| 8 | Baseline: 4 Harpies + Aello full | Baseline: 3 Sirens; Sea Hag on combat trigger | Baseline: Escape 6; Maw optional rnd 5 |
| 10 | 6 Harpies; Aello LR (2); hatch 12 HP; +2 Harpies rnd 4 | Sea Hag boards rnd 1 always; Siren DCs +2; wrong riddle = combat | 5 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.
- Terrain: Mast 25 ft (climb DC 12 Athletics; atop = adv ranged vs fly / disadv melee; prone = fall). Oar benches = difficult terrain. Cargo Hatch AC 16 / 20 HP — Aello targets rnds 1–2; if opened she dives in next turn (10×10 hold). Strong headwind: ranged vs fly −2; Fly speed +10 ft.
- Luring Song (group, top of round): all humanoids within 300 ft DC 11 Wis or charmed (incapacitated, full move toward nearest Harpy). Success = immune Harpy song 24 hrs. Aello's song (DC 15) is separate. Ear plug: Action; auto-immune (combat stress: DC 10 Sleight of Hand). Theron Wis +1 each round; if charmed, ship drifts 45°.
- Crew overboard: charmed sailor at rail falls (no save). Recover: swim DC 12 Athletics (full move). Grapple: Action, DC 11 Athletics contest. Tie to bench: Action, DC 8 Sleight of Hand. 4+ overboard → Theron demoralized; Enc 3 rowing DCs +2.
- Aello: Rnds 1–2 ignore PCs, claw hatch. Rnd 3+ if hatch open → dive hold. Flees <25 HP or all Harpies dead. Bound — cannot negotiate.
- Non-combat: Counter-Song DC 16 Performance (charmed within 30 ft free Wis save; nat 20 = whole ship; draws Aello's wrath). Shiny 50+ gp overboard → 1 Harpy dives (DC 12 Wis or skip turn). Address Aello DC 20 Persuasion/Intimidation → hesitates 1 full round.
- Easier: 2 Harpies; no Gale Shriek; crew Wis DC 9. Harder: 6 Harpies; Aello LR refreshes once <50 HP; hatch 15 HP.
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.
- Terrain: Rocks 5–10 ft (DC 12 Athletics to clamber); Sirens 60 ft off path. Unsteered ship drifts 10 ft/round toward rocks. Collision: 2d10 structural; Enc 3 max Escape Progress −1 per collision; Theron morale breaks.
- Rnd 1 — Song: DC 15 Wis or charmed (helmsman auto-fails). No PC at oar → +10 ft drift. Theron already has wax in ears.
- Rnd 2 — Rocks loom: Hold course DC 12 Water Vehicles / Navigator's Tools (fail = +15 ft drift). Charmed crew at prow → DC 11 Athletics grapple. Parley opens → Sirens pause song 1 round (only free interrupt).
- Rnd 3 — Final: Still drifting → DC 14 Water Vehicles or Athletics emergency turn (fail = collision). Parley open → Siren offers guide for gift/deed. Neither succeeds → ground; combat on Sirens' terms (not surprised).
- Open parley: display Seal or feather (auto); or DC 14 Persuasion/Performance/Arcana. Exchange (pick 1): DC 14 Performance; answer riddle (auto); gift 50+ gp gems/pearls or personal item; DC 16 Persuasion story. Riddle: "What is more powerful than Poseidon, older than the sea, and cannot be taken by force?" → promise / debt / oath. Wrong → 1 round full song, then retry.
- Combat (optional): 3 Sirens half-cover (+2 AC); rnd 2 Sea Hag boards port. Sirens don't pursue if sailing away. Kill all → no Seal warning; silvery comb 120 gp.
- Easier: 2 Sirens; Song DC 12; skill DCs −2. Harder: Sea Hag rnd 1 even pre-combat; Song deals 1d6 structural/rnd unaddressed.
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.
- Terrain: Move >15 ft/turn → DC 13 Dex or prone. Damaged hull (Enc 2): list port — move west → DC 11 Dex or slide 5 ft. Mast climb DC 12; Tentacle 6 Seizes mast (Large object AC 15 / 30 HP). Overboard: pulled 30 ft down next tentacle turn (DC 16 Str resist); swim up DC 14 Athletics (disadv while any tentacle in water).
- Grip Counter = active tentacles (start 4). Progress check: 1 PC/round at oar/commands. Theron BA: +4 to check (+2 if demoralized Enc 1).
| Grip | Status | Escape Progress Action |
| 5–6 / 4 | Held fast / barely held | No progress possible |
| 3 | Slipping free | DC 15 Water Vehicles or Athletics → 1 Progress |
| 2 | Almost free | DC 12 Water Vehicles or Athletics → 1 Progress |
| 1 | One remains | Auto 1 Progress; may DC 10 for 2nd |
| 0 | Free! | Auto 2 Progress/round; escape next round |
- Tentacles (init 20): Hull-grapplers (1–4) Constrict 15 (2d8+6) to hull or Drag seized. Free tentacles (5–6) Slam/Seize PCs. Sever at 0 HP → Grip −1.
- Sahuagin: Rnd 2 port midship; rnd 4 starboard. Climb back DC 12 Athletics. Blood Frenzy → lowest HP on deck.
- Seal: Invoke (Action, 1×) — one tentacle withdraws (Grip −1; cannot regrow). Sacrifice (Action) — all tentacles/Maw/Sahuagin withdraw; Seal gone forever.
- Maw: Surfaces rnd 5 or when 4+ tentacles severed. Place 5 ft off bow. Unkillable (HP ≥1). While up: Tentacle Surge regrows severed tentacles (pressure to sacrifice Seal).
- Easier: 3 tentacles start; no 6th; Sahuagin 14 HP / 1 per wave; no Maw. Harder: tentacles HP 50; Sahuagin 3/wave; Maw rnd 3; Invoke needs DC 12 Cha.
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.
- Warding Aura (Passive). While attuned and holding: advantage on saves vs fear from aquatic creatures.
- Invoke (Action — 1/Encounter). Hold aloft, speak Poseidon's name. One Kraken Tentacle within 60 ft withdraws immediately — remove mini, Grip −1. Cannot be regrown by Maw Tentacle Surge.
- Sacrifice (Action — Permanent). Throw into open water, speak Poseidon's name. All tentacles release; Maw submerges; Sahuagin dive away. Encounter ends. Seal gone forever.
- Lore: Nereid's gift to Kallinikos's grandfather — unredeemed favor from Poseidon's court. Invoke = one mercy; Sacrifice = cancel the family's entire ancient debt. Kallinikos knew both options when he gave it away. Amphora contains his written oath of penance.
- Siren hint (Enc 2 peaceful): "The thing the old man gave you is not yours to keep… debts repaid in kind make calm the deepest waters." — tip to sacrifice, not merely invoke.
Aftermath Loot / Hooks
- Reward: 1,200 gp (delivery + temple bonus), Potion of Water Breathing per PC, formal letter of commendation from Temple of Poseidon.
- Amphora intact: priest reveals Kallinikos's handwritten oath — thirty-year debt settled via the party.
- Amphora lost to Aello: priest disappointed; says Seal was already "repayment enough."
- Aello's feather (if kept): 80 gp; vibrates near ocean creatures; DC 12 Arcana → tethered to something below.
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
- Style: Investigation / Roleplay / Combat — branching narrative
- Setting: Ironstone Hills — Road of Koros, contested grove/forge-road/centaur valley, Forge-Shrine of Koros
- Win Condition: Reach the Forge-Shrine, expose the true manipulator (Kephira), restore peace
- Players: 6 × Level 8 · 3–3.5 hrs · Enc 1 skill+optional combat → Enc 2 avoidable → Enc 3 boss (branching)
- Branching: Enc 1 outcome sets Enc 2 obstacle + Enc 3 boss. A Cyclopean Alliance → Satyr War-Chief · B Satyr Alliance → Cyclopean Warlord · C Neutral/Both Hostile → Medusid Sorcerer
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
- The Commission: Lykaon briefs the party, hands over the Bronze Pact Medallion; "serpent's tongue" foreshadows Kephira (DC 15 Arcana/History if asked).
- Crossroads Dispute (Enc 1): Thrakos vs Aireen over "stolen" ore — skill challenge / side choice / combat sets branch A/B/C.
- Contested Path (Enc 2): Unbefriended faction (or Centaurs) blocks the road — fully avoidable with roleplay or Medallion.
- Medallion Glows: Near the Shrine the seal pulses warm gold — Kephira’s residue; payoff of Lykaon’s hint.
- Fury at the Forge-Shrine (Enc 3): Boss + Rd 3 reinforcements; invoke Medallion to flip a duped boss or cripple Kephira.
- Aftermath: Both elders alive + truth exposed → re-sign the Pact; else victorious faction claims Shrine. Lykaon rewards regardless.
Creature / Enemy List
| Creature | CR | Easy | Med | Hard | Notes |
| Cyclopean Warrior | 1 | 2 | 3–4 | 5 | Enc 1; Enc 2B; Enc 3B initial |
| Dwarf-Satyr | ½ | 3 | 4–5 | 5+ | Enc 1 |
| Human-like Satyr | 1 | 2 | 3 | 4 | Enc 2A |
| Satyr Hoplite | 2 | 1 | 2–3 | 3 | Enc 2A; Enc 3A initial |
| Centaur | 2 | — | 3 | 3 | Enc 2C allies/obstacles |
| Cyclops (Brokhos) | 6 | — | 1 | 1+ | Enc 2B gatekeep |
| Agrios | ½ | — | 0–4 | 4–8 | Enc 3A/B optional minions |
| Minotaur Hoplite | 4 | — | 4 | 4 | Enc 3A Rd 3 reinf |
| Skeletal Minotaur | 3 | — | 3 | 3 | Enc 3B/C Rd 3 reinf |
| Skeletal Centaur | 3 | — | 2 | 2 | Enc 3C initial |
| Satyr War-Chief ★A | 6 | — | 1 | 1 | Enc 3 Branch A boss |
| Cyclopean Warlord ★B | 7 | — | 1 | 1 | Enc 3 Branch B boss |
| Medusid Sorcerer ★C | 8 | — | 1 | 1 | Enc 3 Branch C boss |
Difficulty Scaling (baseline APL 8)
| APL | Enc 1 — Crossroads | Enc 2 — Path | Enc 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).
- Terrain: Columns half cover (topple DC 16 Ath; AC 12 / 20 HP) · Ore sacks half cover · Hermes altar: touch + DC 10 Religion → Adv next Persuasion · N hillside: Kephira’s spy (DC 16 Perc spot; DC 18 Stealth approach).
- Challenge: 3 successes before 3 failures; 1 check/PC/round. DC 12 Perc/Inv — bootprints (not Satyr hooves) → Adv next Persuasion/Insight · DC 12 Hist/Rel — quote Pact (auto if spoken; Medallion = free success) · DC 13 Insight — Aireen confused not guilty · DC 14 Pers/Dec — hold fire (Adv w/ bootprints) · DC 14 Ath/Intim — buy a beat (fail = +1 failure) · DC 15 Arc/Nature — Medusid gait ID (success + clue).
- Combat fallback: Declare side on init 20 Rd 1. Join Cyclopeans → Branch A (Thrakos = Warlord ally). Join Satyrs → Branch B. Fight both → Branch C (elders flee at half warriors). Mid-combat defuse: action DC 16 Persuasion → Branch C partial.
- Harder: Thrakos enters Rd 2 if any Cyclopean bloodied; +1 Human-like Satyr in rocks. Easier: 2 War + 3 Satyrs; DCs −2.
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)
- Branch A — Satyr Grove (60×40 ft): 3× Human-like Satyr + 3× Satyr Hoplite. Dense trees half cover; ranged >30 ft Disadv; Hoplite Shield Wall + Brace; fallen tree high ground +1 AC. Avoid: Medallion auto 1st check · DC 13 Persuasion · DC 15 Deception (escorts "in custody") · DC 14 Intimidation (escorts stay behind).
- Branch B — Forge Road Gate (70×50 ft): 2× Cyclopean Warrior + 1× Cyclops Brokhos. Arch AC 17 / 40 HP / force DC 18 Ath; Brokhos half cover behind arch; Rock if combat. Avoid: Medallion auto vs Warriors · DC 13 Pers Warriors (Adv w/ Medallion) · DC 16 Pers Brokhos (flattery) · DC 14 Dec (smiths; Brokhos Insight DC 8) · DC 10 SoH throw food → 3 rd distract. Easier: Brokhos asleep, DC 12 Stealth.
- Branch C — Centaur Valley (100×60 ft): 3× Centaur; violence = instant combat (subdue only). Q1 Intent DC 13 Pers (Medallion auto) · Q2 "Who broke Pact?" DC 14 Hist/Insight ("Neither — outsider") · Q3 Worth DC 14 Survival / DC 15 Arcana / show shard. 3 succ: Centaur Charge allies Enc 3 (19 pierc, DC 14 STR or prone, 1/PC). 1–2: pass + intel "mirrors are her eyes." 0/violence: wake 1 hr later, short rest, no allies/intel.
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).
- Medallion (Action, 1/day): A/B — boss DC 14 WIS or pause → DC 14 Persuasion (Adv) ends aggression + redirects vs reinf. Trigger at <½ HP (A) or Skeletal Shock (B). C — Kephira loses Minor Illusion; Gaze DC −2 (to 12); Disadv next Conc; Mirror Gaze suppressed.
- Branch A: Pyrakios (War-Chief) + 2 Hoplite (+ opt 4 Agrios). Rd 3: 4× Minotaur Hoplite (Kephira mercs). Aura Frenzy (Satyr crit 19–20; ends <45 HP). Mirror sneak-attack BA spear 1/rd if mirror intact (DC 14 Perc deny).
- Branch B: Molgos (Warlord) + 2 Warriors (+ opt 4 Agrios). Rd 3: 3× Skeletal Minotaur (Molgos horrified = Shaken 1 turn — Medallion trigger). Fire Resist; BA push Brazier free; Hurled Boulder rechg 5–6 (DC 15 DEX, 27 dmg).
- Branch C: Kephira + 2 Skeletal Centaur. Rd 3: 3× Skeletal Minotaur (floor tremble Rd 2, DC 12 Perc). Mirror Gaze: intact mirrors → 2nd target CON DC 12 (restrained only). Targets casters/Medallion-holder. ≤30 HP + not restrained → LA Move retreat; seal door (DC 16 Ath in 1 rd or partial victory). Centaur Charges ignore Undead Resilience.
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
- Style: Wilderness Crawl / NPC Recruitment / Boss Fight
- Setting: Frontier wilderness — dense forest → boggy marsh → rocky cave mouth; overcast, humid, rot & sulfur; late morning → dusk
- Win Condition: Slay the Marsh Hydra (cauterize stumps with fire to prevent regrowth)
- Players: 6 × Level 8 · ~3.5 hours
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
- Aldric delivers the quest, sealed note, and warning: "seek allies before they reach the cave."
- Enc. 1 — Thornwood Ambush: Free Bryn & Cael from gnolls; recruit them for Enc. 3.
- Party reaches overgrown frontier-shrine ruins under a grey sky; undead patrol the courtyard.
- Enc. 2 — Old Frontier Shrine: Clear skeletal guardians; scavenge items; recruit Lysander (show note for fire lore + 3× Fire Flask).
- Dusk at the cave mouth — bones, shuddering ground; the Hydra emerges.
- Enc. 3 — The Bilewyrm's Maw: Sever heads; burn stumps same turn. Recruited NPCs assist. Victory ends the disappearances.
Creature / Enemy List
| Creature | Easy | Medium | Hard | Notes |
| Gnoll Hunter | 4 | 6 | 7 | Enc. 1; 2 guard the bound hunters |
| Gnoll Pack Lord (Alpha) | 1 | 1 | 1 | Enc. 1; Easy: no Frenzied; Hard: Incite ASAP |
| Skeletal Hoplite | 6 | 8 | 10 | Enc. 2; Harder + Wave 2 (+4 on rd 4) |
| Skeletal Minotaur | 1 | 2 | 3 | Enc. 2; Easy HP 45 |
| Marsh Hydra | 1 (4 heads) | 1 (5 / max 7) | 1 (max 9) | Enc. 3 boss |
| Trail Hunters (Bryn & Cael) | Recruit Enc. 1 | Allies Enc. 3 · Init 12 |
| Old Lysander | Recruit Enc. 2 | Support Enc. 3 · Init 10 · fire coverage |
Difficulty Scaling
| Encounter | Easy | Medium (baseline) | Hard |
| 1 — Ambush | 4 Hunters; Pack Lord no Frenzied | 6 Hunters + Pack Lord | +1 Hunter; Incite Rampage immediately |
| 2 — Shrine | 6 Hoplites, 1 Minotaur (HP 45); no Reformation; no wave 2 | 8 Hoplites, 2 Minotaurs | 10 Hoplites (+2 HP); +1 Minotaur; Wave 2 on rd 3 |
| 3 — Maw | 4 heads; no poison condition; no Bog Lurker DT | 5 heads, max 7 | Max 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.
- Terrain: 3× fallen logs (½ cover); 2× boulders (¾ cover); overturned cart (½ cover, blocks move); E undergrowth strip 10 ft DT; dappled light (no darkness penalty).
- Free hunters: DC 12 Athletics or Dexterity to cut/untie, or 1 attack on ropes. Freed hunter joins next turn on own init. 2 Hunters guard cart — attack PCs adjacent to bound hunters.
- Recruit (after combat): DC 12 Persuasion (duty/village/honor); DC 14 Intimidation (comply but −1 attacks Enc. 3); DC 11 Insight first → lost companion to the creature — address it = auto-Persuasion. No check if same guild/region/knows them.
- Pack Lord behind boulder directing; flees ≤15 HP if pack mostly dead. Rampage: gnoll that drops a PC can BA Bite again — watch unconscious PCs.
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.
- Terrain: broken columns (½ cover); 3× fallen stonework DT; E vines DC 13 Athletics climb/swing; collapsed altar inner courtyard; cave steps beyond inner temple.
- Patrol: 5 hoplites outer courtyard; 5 + 2 minotaurs near cave steps. DC 12 Perception → notice pattern; ambush plan = adv. on initiative.
- Shield Wall: hoplites within 5 ft get +2 AC. Reformation: 0 HP → prone, rises next init with 5 HP unless radiant/fire/bludgeoning while prone. Learn via DC 15 History/Religion.
- Minotaur Charge: DC 14 STR or prone + pushed 10 ft. Wave 2 (rd 4 / Hard rd 3): +4 Hoplites from cave mouth.
- Pyrrha: DC 14 Persuasion (or rescue) → Polished Bronze Mirror + Stonechill Water locations; patrol intel = adv. init.
- Lysander + note: DC 13 Insight → fire lore quote; recruitment aid drops to DC 8; gives 3× Fire Flask. Without note: DC 13 Insight → offers Blindfolds if told they're entering the cave.
- Scavenge: Mirror (collapsed altar; BA angle, DC 14 Sleight of Hand); Stonechill ×2 (urn near steps; throw 20 ft: ½ speed, disadv. next breath save); Blindfold of Apollo ×3 (Lysander; blindsight 15 ft, gaze immune); Oil of Stonecleansing ×1 (dead adventurer, DC 14 Investigation; unpetrify <24 hrs / 1 min); Fire Flask ×3 (note → 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.
- Terrain: flanking cliff routes; cave mouth 30×25 ft (60 ft dark — Hydra won't retreat in); 4× boulders ¾ cover (hunter perches); 2× bog pools 20×20 DT; 2× bone piles 10×10 DT; N/S cliffs 30 ft, climb DC 14 Athletics.
- Bog Lurker: 30 ft radius always DT; DC 13 Dex or −10 ft speed.
- Sever head: ≥25 damage in one turn from one or more melee attacks. End of Hydra turn: +2 heads per severed since last turn (max 7) unless any fire damage this turn.
- Fire sources: Lysander Sacred Flame 1d8/turn; party fire spells/weapons; Fire Flask 2d6 (BA throw 10 ft / Action 20 ft). No fire → caps at 7 heads by rd 2–3 (7 bites + 4 OA reactions). Learn weakness: DC 15 Nature/Arcana once/turn.
- Reactive Heads: +1 reaction/head beyond first (OA only), max +4. Reach 10 ft. Mud Thrash (recharge 5–6): 10 ft, DC 15 Str or prone + restrained (DC 13 Athletics escape).
- Allies: Hunters longbow +5 from boulders (~10–14 dmg/rd combined); Bryn Hunter's Mark +1d6 (1/enc). Lysander Sacred Flame + Bless + emergency Cure Wounds.
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
- Party meets Elyria in Misthaven; she explains the defiled spring/grove and the Wilting Court's rampage.
- Elyria reveals the deeper truth: Nyxantha, a corrupted Lampad, binds the sisterhood with shadowfire and feeds on their grief.
- Elyria hands over Persephone's Tearstone and marks the mountain pass route to the vale on a rough map.
- Encounter 1 (Mountain Pass): Oreads have rigged a rockslide ambush. Diplomacy or proof of good intent (showing the Tearstone) can avoid the fight entirely.
- Optional: recruit Petra, a wounded Oread scout, as a guide.
- Encounter 2 (The Flooded Meadow): Leimniades and Meliae guard captive mortal laborers and a bound Nereid. Persuasion, stealth, or combat can free them.
- Optional: recruit Thalassa, the freed Nereid, as an ally for the finale.
- 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.
- 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
| Creature | CR | Easy | Medium | Hard | Notes |
| Nymph Skirmisher (Oread) | 3 | 2 | 3 | 4 | Encounter 1; ranged Stone Fling + rockslide hazard |
| Nymph Skirmisher (Leimniad) | 3 | 1 | 2 | 3 | Encounter 2; entangling grass |
| Nymph Skirmisher (Meliae) | 3 | 1 | 2 | 3 | Encounter 2; ashfire lash |
| Nymph Skirmisher (mixed types) | 3 | 1 active | 2 active | 2 active + reinforcements | Encounter 3; cycles Naiad/Dryad/Nereid/Oceanid |
| Nyxantha, the Grieving Torch (Lampad) | 9 | — | — | 1 (boss) | Encounter 3 boss; see Grief-Bound mechanic |
Difficulty Scaling (APL 6 / 8 / 10)
| Encounter | APL 6 | APL 8 (Baseline) | APL 10 |
| 1 — Mountain Pass | 2 Oreads; rockslide DC 12 Dex, 2d6 dmg | 3 Oreads; rockslide DC 14 Dex, 3d6 dmg | 4 Oreads; rockslide DC 15 Dex, 4d6 dmg |
| 2 — Flooded Meadow | 1 Leimniad + 1 Meliae | 2 Leimniades + 2 Meliae | 3 Leimniades + 3 Meliae; add fire-aura zone |
| 3 — The Grotto (Boss) | Nyxantha HP 120; reinforcements every 3 rounds; 1 active support | Nyxantha HP 168; reinforcements every 2 rounds; 2 active support; 3 legendary actions/round | Nyxantha HP 210; reinforcements every 2 rounds; 3 active support; 4 legendary actions/round |
The Wilting Court · 2/4
Encounter 1 — Mountain Pass Ambush
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.
- Oreads fight from high ground; melee attackers must spend a move action (DC 12 Athletics) to reach the ledges or face disadvantage shooting up.
- If 2 of 3 Oreads drop below half HP, they call for parley instead of a fight to the death.
- RECRUITMENT OPPORTUNITY: The wounded Oread Petra can be spared and recruited (DC 13 Persuasion once below half HP) as a guide — grants advantage on Survival/Stealth checks approaching Encounter 2.
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
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.
- Meliae ignite Ashfire Lash zones (recharge 5–6) dealing 2d6 fire in a 10-ft line.
- Leimniades cast Tangling Grass (bonus action, recharge 5–6): 10-ft radius, DC 13 Str save or restrained.
- Freed captives (once released) can assist with distraction, granting advantage on the next attack against a guard.
- RECRUITMENT OPPORTUNITY: Freeing Thalassa (cut her bonds, DC 12 Sleight of Hand or break the cage, AC 12/10 HP) recruits her for the finale — she knows Nyxantha's name-of-sorrow.
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)
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.
- Grief-Bound (3 stacks): Nyxantha starts Grief-Bound 3. She loses 1 stack whenever a creature succeeds on a DC 16 Persuasion/Performance check invoking Elyria/the vale's grief, or when she takes radiant damage.
- Reinforcement Cycle: Every 2 rounds (3 rounds at APL 6), Nyxantha uses Summon Grief to call 1–2 new Nymph Skirmishers from the reinforcement pool, cycling type.
- Thalassa's name-of-sorrow (if recruited) can be spoken once as an action: Nyxantha makes a Wisdom save (disadvantage) DC 16 or loses 1 Grief-Bound stack automatically.
- Court Zone hazards trigger on entry: Pool (DC 14 Str save or prone+pushed 10 ft), Roots (DC 13 Str restrained), Embers (2d6 fire, no save, on end of turn in zone), Stone (tremor, DC 13 Dex or fall prone).
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
- Misthaven Hook: Emeron (secretly Hermes) hands over the Vial of Moly and vanishes into the mist.
- The Bewitched Shore: Transformed beast-men prowl the tree line — fight, flee, or calm them. Alpha war-wolf Demetrios is recruitable.
- 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.
- The Palace Gates: Circe's bronze doors open at a touch — she already knows the party is here.
- 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
| Creature | CR | Easy | Med | Hard | Encounter |
| Enchanted War-Wolf | 1 | 2 | 4 | 6 | 1 (shore) |
| Enchanted Lion-Guard | 2 | 1 | 2 | 3 | 1 (shore) |
| Ritual Naiad Sorceress | 4 | 0 | 1 | 1 | 2 (grove) |
| Forest Nymph | 1 | 2 | 3 | 4 | 2 (grove) |
| Circe, Enchantress of Aeaea | 8 | — | 1 | 3 (boss) |
| Handmaiden Enchantress | 3 | 1 | 2 | 2 | 3 (palace) |
Difficulty Scaling
| APL | Encounter 1 — Shore | Encounter 2 — Grove | Encounter 3 — Hall (Boss) |
| 4–5 | 2× War-Wolves only; DCs −2 | Remove Naiad; 2× Nymphs; 8-rd timer | Circe 90 HP, 1 Handmaiden, surrenders at 30 HP |
| 6–8 | Baseline as written | Baseline as written | Baseline; 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.
- Terrain: Driftwood barricade (half cover); tide pools (DC 12 Athletics or prone); ship gangplank chokepoint (+2 AC).
- Calm: No-attack round → Animal Handling: DC 13 wolf / DC 15 lion (advantage w/ moly vial shown or DC 12 Insight first).
- Retreat: Back onto ship 10 min → beasts withdraw; slip via tide pools (DC 12 Athletics) — skips combat, no XP.
- War-Wolves use Pack Tactics, target the moly-holder unless calmed. Lion-Guards Pounce round 2. 3+ downed/calmed → survivors check DC 14 WIS to flee.
- Recruit Demetrios (alpha wolf, broken sword-hilt scar): DC 13 Insight to notice intelligence; DC 13 Animal Handling (w/ Insight) or DC 15 to calm. Fights as ally Enc. 2–3. Cannot calm if he took 10+ dmg.
- Harder: +1 Lion-Guard; Demetrios 38 HP.
- Easier: Lion-Guards removed, 3 wolves only; pack flees at 2 downed.
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).
- Timer: Each round Naiad is alive/conscious, one captive advances; round 5 = lost until Circe reverses. Downing Naiad stops timer; disrupting circle pauses 2 rounds.
- Stakes: AC 8/10 HP or DC 14 Athletics to snap (frees 1 captive). Altar: AC 17/30 HP — destroying ends ritual but 20 ft. DC 14 CON save or 6d6 psychic + Stunned (warned by DC 15 Arcana).
- Stealth: DC 13 group Stealth → undetected, surprise round. Disrupt circle: Action, DC 11 per section, 4 sections pauses timer 2 rds (alerts Naiad).
- Parley (risky): DC 20 Persuasion (DC 16 invoking Hermes/showing vial) halts ritual — but ends the session's path to Encounter 3, use sparingly.
- Naiad stays at altar rounds 1–2 (disadvantage Perception), engages round 3. Nymphs drag PCs toward circle (disadvantage on enchant saves inside). 2+ Nymphs down → survivors flee.
- Recruit Philemon (northeast stake, 20% transformed): auto-joins if freed, fights improvised (−1 to hit) until armed. Grants party +2 to first WIS save/round within 30 ft. in Enc. 3.
- Sorceress-downed reward: bronze key to inner sanctum → surprise round in Encounter 3.
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.
- Terrain: Cauldron AC 17/60 HP (destroying = 8d10 force, 30 ft, DC 16 DEX — poured via vial instead = controlled, no explosion). Throne dais = half cover (Phase 1 only). Tapestries pullable (DC 12 Athletics) for difficult terrain/restraint (DC 14 STR escape).
- Opening: Circe speaks first (no roll) — PC hiding vial: DC 14 Sleight of Hand vs. passive Perception 13, else she opens Transformation Curse on the vial-holder.
- Phase 1 (Full → 65 HP): Throne dais, ranged Wand + Legendary Actions, Shadow Step between sconces, stays within 10 ft. of Cauldron (DC 18 spell save vs. 16).
- Phase 2 (65 → 0 HP): Descends (loses cover), spams Cauldron Pulse (Cost 2). If moly poured: 10d10 psychic, loses Focus, can't re-use Transformation Curse; ≤30 HP → surrenders next turn.
- Moly pour: No check unless Circe adjacent w/ unused Reaction (Counterspell, contested CHA +9 — success knocks vial away, DC 13 Athletics to retrieve).
- Demetrios (init 15): Bite + Pack Tactics, immune to re-transformation. Philemon (init 10): Shield Bash to prone Handmaidens; allies within 30 ft. get +2 first WIS save/round.
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
- Nikarete's missing future is visible as a blank space in every reflection.
- The temple punishes names, pride, and careless cutting.
- Melantho proves the cult has victims inside its guards.
- Arachne can be beaten by craft, humility, and escape as much as by blades.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
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.
- Infiltration challenge: 6 successes before 3 failures at DC 15 using Stealth, Deception, Arcana, or Weaver's Tools.
- Speaking a true name aloud gives the Fate-Spider Swarm advantage when it appears.
- The Moonbone Shuttle lifts one alarm thread for an automatic success.
- Non-combat route: present a flawless false prayer to make Silk-Vowed Adepts escort the party inward.
ENC 2 — Novices at the Pattern Wells
Medium · ~55 min · Three circular wells, thread bridges, bell-webs, novice worktables, and a sealed loom lift.
- Investigation/Arcana DC 16 finds the true name-knot; each failure adds 1 curse mark to a PC.
- Recruit Melantho by sparing her and showing the poem, which lets her lower a bell-web.
- The Loom-Golem animates if two bell-webs ring or if a fate-thread is cut with a mundane blade.
- The Moonbone Shuttle can move a curse mark from a PC onto a blank spool.
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.
- At initiative 20, Arachne weaves a doom line; 4 doom lines finish the curse unless disrupted.
- The Moonbone Shuttle carries Nikarete's true name through three crossings to sever the false fate.
- Win by completing the three crossings, binding Arachne in her own pride-knot, or escaping with the true thread.
- Killing Arachne leaves the tapestry thrashing; someone must still unweave or bear the curse.
Weave of Arachne · 3/4
STAT BLOCKS
- Melantho - AC 14/HP 62 - lowers one web alarm
- Silk-Vowed Adept - AC 15/HP 68 - marks fate threads
- Fate-Spider Swarm - AC 14/HP 91 - name-tracking poison
- Loom-Golem - AC 18/HP 152 - restraining warp beam
- Arachne - AC 17/HP 188 - doom line weaving
Maguffin
Moonbone Shuttle
- Lets a PC lift one thread without touching it, granting advantage on Stealth or Arcana at a loom.
- Can carry the true name through Arachne's web, severing the rewritten fate without killing her.
Weave of Arachne · 4/4
NPC / ALLY
Nikarete the Unwritten
- She wants her stolen future back before her unborn child is woven into Arachne's service.
- She will not accept a rescue that simply transfers her curse to another innocent name.
Melantho, Spider-Touched Novice
- Recruit Enc. 2: Spare her after she raises an alarm, then show her Nikarete's original poem.
- AC 14 · HP 62 · Needle dagger +7 to hit, 10 piercing plus 7 poison; can lower one web alarm.
Remember
- Steal or sever the rewritten fate-thread and leave Arachne bound to her own pattern.
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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
- Mist-trireme: Thetis-touched envoy + Conch maguffin.
- Enc. 1: Harpies dive the sail (3 sections AC 11 / HP 15).
- Enc. 2: Sirens (Mermaids) + merman consorts — song vs. steel / skill path.
- Enc. 3: Fog-skiff; Lampetia + jelly-witches + harpies.
Creature / Enemy List
| Creature | Easy | Med | Hard | Mini |
| Harpy | 4 | 6 | 8 | ×10 |
| Siren (Mermaid) | 2 | 3 | 4 | ×4 |
| Consort (Merman) | 1 | 2 | 3 | ×3 |
| Jelly-Witch | 2 | 3 | 4 | Jelly caster ×5 |
| Lampetia (Boss) | 1 adj | 1 | 1 | Boss jelly staging |
| Sea Spirit (optional) | 0–2 | 0–3 | 0–5 | ×5 |
Difficulty Scaling
| Tier | Adjust |
| Easy | Enc1: 4 harpies · Enc2: 2 sirens · Enc3: Lampetia HP 120, no LA, 2 witches |
| Medium ★ | As written |
| Hard | Enc1: 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)
- Luring Song Wis DC 11 (crew first). Climb rigging Ath DC 12 (½ cover).
- Non-combat: Performance DC 14 shoo 2 harpies once.
- ≥1 sail survives → Long Rest; all destroyed → Short Rest (row).
- Partial crew (2–3 PCs): 3 harpies; sail HP 10.
ENC 2 — The Sea Begins to Sing
Skill / Medium · ~50 min · 3 Sirens + 2 Consorts
- Siren Song Wis DC 14. Overboard Ath DC 13 to climb ram/oar-ports.
- Non-combat group challenge: 4 successes before 3 failures (Performance/Religion/Conch, DC 14) → sirens withdraw + Fog-Mother clue.
- Conch: 10 ft auto-succeed song saves 1 round (1/SR).
- Spare siren + Persuasion/Performance DC 14 → Enc3 Insight adv vs illusion fog.
ENC 3 — Fog-Mother Lampetia
Hard · ~60 min · Lampetia + 3 witches + 2 harpies · fog-skiff
- 2nd ship 30×15 grappled (3 lines AC12/HP10). Skiff HP 50.
- Win: Lampetia 0 HP or sink skiff while she is aboard + Conch finale pulse.
- Dirge Wis DC 15 (16 with siren nearby). LA: tendril / drift / call wings.
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)
- 1/SR: you + allies ≤10 ft auto-succeed song saves until end of your next turn.
- Finale once: witches/sirens Con DC 15 lose song/concentration 1 rd; 20 thunder to Lampetia ≤30 ft.
Thetis-Touched Envoy
- Motivation: Stop siren-queen song before next convoy dies.
- Secret: Song amplified by jellyfish-fog witches bound to the queen.
Ship Reminder
- 40×50 +15 +25 = 90 ft · ram 15 ft · ≤2 extra ships · fog-skiff optional Enc. 3.
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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
- Mnestra names the three fruits and the taboo against killing the guardian.
- The island watches the party's shadows before it watches their bodies.
- Aegle reveals one sister wants the theft blamed on her.
- The final choice is speed, mercy, or bargaining under Ladon's waking eyes.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 10 |
| Library Standard | 6 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. |
| Easier | APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave. |
| Harder | APL 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.
- Run 6 successes before 3 failures using Stealth, Nature, Perception, Deception, or Performance DC 15.
- A failure wakes a Branchbound Watcher; two failures light a ward-lantern visible in Encounter 3.
- The Sunset Shears can quietly trim a ward-vine for one automatic success.
- Recruit Aegle by proving the tracks were planted or by swearing the three-apple limit.
ENC 2 — Sisters at the Golden Bough
Medium · ~50 min · Circular bough-platform over black water, harp dais, thorn hedges, and hanging mirrors.
- Social route: 4 successes before 2 failures at DC 16 earns ten quiet minutes at the bough.
- Combat route uses Thorn-Nymphs and Dream-Moths; each thunder spell or fire burst adds 1 wake token.
- Aegle can erase one wake token if a PC spends an action protecting her from accusation.
- Each apple takes an action and DC 15 Sleight of Hand, or automatic success with the shears.
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.
- At initiative 20, add a wake token; at 4 tokens Ladon acts at full strength.
- The Sunset Shears cut a dream-vine, removing 2 wake tokens or preventing a breath weapon once.
- Win by escaping with all three apples, binding Ladon for 3 rounds, or trading one apple for safe passage.
- If reduced below half HP, Ladon roars; every PC must save DC 16 Wis or drop an apple or treasured item.
Apples of the West · 3/4
STAT BLOCKS
- Aegle - AC 15/HP 66 - dims one ward-lantern
- Branchbound Watcher - AC 16/HP 76 - grappling root lash
- Jealous Thorn-Nymph - AC 15/HP 88 - poison charm pressure
- Dream-Moth Swarm - AC 14/HP 95 - sleep dust alarm
- Ladon - AC 18/HP 205 - waking eye tokens
Maguffin
Sunset Shears
- Advantage on one Dexterity (Sleight of Hand) or Wisdom (Perception) check involving orchard wards.
- Cut one dream-vine on Ladon; it loses a legendary reaction and cannot awaken fully for 1 round.
Apples of the West · 4/4
NPC / ALLY
Mnestra of Misthaven
- She needs the apples to ransom sailors trapped in a winter that will not end.
- She forbids killing Ladon; a dead guardian calls Hera's whole gaze westward.
Aegle, Doubting Hesperid
- Recruit Enc. 1: Expose the false serpent tracks without blaming her, or promise to take only three named apples.
- AC 15 · HP 66 · Star-thorn bow +7 to hit, 9 piercing plus 7 radiant; can also dim one ward-lantern.
Remember
- Escape the western orchard with three apples while Ladon remains asleep, bound, or misdirected.
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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
- Hera: steal the Fleece before Aeëtes sows a war-army.
- Enc. 1: Harbor guards + bronze calf; Alarm carries.
- Enc. 2: Recruit Medea; Blood / Fire / Night seals.
- Enc. 3: Bell → Cut → skiff; manage Alarm / Spartoi.
Alarm Track
| Alarm | Effect |
| 3 | 2 Spartoi spawn |
| 5 | +2 Spartoi; breath R4–6 |
| 7+ | Muster — board or soft loss |
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 10 |
| Library Standard | 6 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. |
| Easier | APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave. |
| Harder | APL 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
- Non-combat: tribute disguise group 3 before 3 (DC 13) + distract calf.
- Alarm 0 → Medea recruit DC 12 + early Salve.
- Horn or melee: Alarm +1 (carries forward).
ENC 2 — Pharmacy & Seals
Skill/Medium · 3 Sentinels · Medea · seals
- Recruit Medea Pers DC 14 (vow: no massacre).
- Seals: Blood (1d4 or Med DC 13) / Fire (brand) / Night (Bell auto).
- Force lintel Str DC 18 → Alarm +2; dragon undrowsy.
ENC 3 — Golden Oak
Hard · Sleepless Dragon · Spartoi · extraction
- Bell once within 10 ft → Con DC 16 Drowsy. Thrice = Alarm +2.
- Cut Fleece Ath/Sleight DC 15 (13 Salve/Drowsy).
- Win: Fleece on skiff. Prefer not to kill the dragon.
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
Bronze Bull Calf CR3
AC 16 | HP 52 | Speed 40
- Gore +6 · Stomp R5–6 · Heated Hide
Palace Sentinel CR3
AC 16 | HP 58
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
- Enc. 3: ring once → Drowsy Con DC 16 · twice/thrice Alarm +2
Golden Fleece
- Cut free Ath/Sleight DC 15 · sheds light · win on skiff
Seals of Ares
- Blood / Fire / Night · Night = Bell · Force Str DC 18
Hera (Lady Argive)
- Steal, don’t sack. Mist-exit after river extraction.
Remember
- Heist first. Sleep the dragon. Medea is the pharmacy key.
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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
- Mist to Hot Gates; join Leonidas’s wall.
- Enc. 1: First wave; vents/rockfall; recruit Dienekes.
- Enc. 2: Parley with Warlord Kharos (3 before 3).
- Enc. 3: Favor deeds → plant spearhead → Ares.
Favor of Ares (Win = 6)
| Deed | Favor |
| 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
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 10 |
| Library Standard | 6 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. |
| Easier | APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave. |
| Harder | APL 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
- Hold the Line: Ath/Intim/Pers DC 14 — choke difficult; no Dash through.
- Steam vents (×2): shove → Con DC 13 (2d6 fire + blind).
- Rockfall: Ath/Sleight DC 14 · 2/session · entrance cone 4d6.
ENC 1 — First Wave
Medium · 6 Raiders · 3 Brutes · 2 Hunters · 6 Hoplites + Leonidas
- Teach choke tools. Early rockfall can end if ≥half down.
- Recruit Dienekes: heal or Med DC 13.
ENC 2 — Parley
Social/Medium · Kharos + Pride-Captain · truce mid-pass
- 3 before 3 social (DC 14). Leonidas: 1 auto-success if honorable delay.
- Success: −4 raiders / Favor preview / captain sits / short rest.
- Refuse parley: +2 Favor into Enc. 3; no rest; full count.
ENC 3 — Final Hold
Hard · Horde + Favor · endless spawn until god
- Plant spearhead at Favor ≥6 → Ares ends horde.
- Spawn: if <4 foes at entrance, +2 raiders or +1 brute / round.
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
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
Dienekes (Ally)
AC 17 | HP 71
- Recruit Enc. 1 · Hold Line adv · Shade Remark
The Hot Gates · 4/4
TOOLS / NPC
Enyalian Spearhead
- Plant at altar when Favor ≥6 → call Ares · Early plant +1 Favor once
Pass Hazards
- Hold Line · Steam vents · Rockfall ×2 · Altar Offering
Gorgo’s Envoy
- Misthaven hook — hold until the war-god answers.
Remember
- Same map all fight. Parley matters. Favor > total kill count. Ares is the win button.
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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
- Misthaven — Hermes + Obol; mist.
- Charon greets; fare paid.
- Enc. 1 — Teeth on the Styx: Harryhausen skeletons.
- Enc. 2 — Healer in Asphodel: Asclepius; death dogs + wraiths; clues.
- Enc. 3 — Queen's Garden: Persephone stall; Arrival clock.
- Optional: Cerberus Triple Gate — alternate Hades call.
Creature List
| Creature | E | M | H | Notes |
| Hydra-Tooth Skeleton | 4 | 6 | 8 | Harryhausen; reassemble |
| Death Dog | 2 | 3 | 4 | Enc. 2 |
| Stygian Wraith | 1 | 2 | 2 | Enc. 2 / Enc. 3 |
| Persephone | 1 | 1 | 1 | Unkilleable; Threshold |
| Cerberus | — | opt | opt | Optional alt resolution |
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 10 |
| Library Standard | 6 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. |
| Easier | APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave. |
| Harder | APL 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
- Obol pays fare for all. 6× Hydra-Tooth Skeletons (Harryhausen).
- Reassemble on d6=6 unless bludgeon/fire. Pack Drill adv.
- Styx fall: Con DC 15, 4d6 necrotic + restrained.
- Clue: pomegranate-stained teeth (Inv DC 12).
ENCOUNTER 2 — The Healer in Asphodel
Medium · 50–60 min | 3× Death Dog + 2× Wraith
- Meet Asclepius. Need 3 clues (Medicine floral inversion; shade testimony; tracks; royal dog collar).
- Recruit Asclepius with ≥2 royal/floral clues.
- Paths: Garden Road → Enc. 3 · Kennel Road → Optional Cerberus.
- Animal Handling DC 15 (adv with Obol) turns one dog 1 min.
ENCOUNTER 3 — The Queen's Garden
Hard · Stall boss · Persephone unkillable
- Threshold 180 (not HP). At 0 = Wrathful, still alive.
- Primary win: Strike Obol on ferry-bell → Arrival clock 5 rounds → Hades arrives → she leaves initiative.
- Bargain at Threshold 0: Pers/Intim DC 18 (adv if pomegranate smashed + Asclepius).
- Pomegranate focus AC 20/HP 40: −30 threshold; no summons 2 rds.
- Starts with 4 skeletons; Sow Teeth 1d4+1 (5–6); may add wraith at half threshold.
- Never narrate her death.
OPTIONAL — Cerberus (not one of the 3)
Hard Optional · Alternate resolution
- Calm: Animal Handling/Performance DC 16 group 3 before 3 (adv with Obol scent).
- Calmed + Obol → husband-howl starts Arrival clock at 3 rounds.
- 0 HP → flees; clock starts at 3; Hades displeased.
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
- Pays Charon for whole party.
- Strike ferry-bell (action) → start Hades Arrival clock (once/session).
- Scent-token: adv first Animal Handling vs Cerberus (not consumed).
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
- Hermes: soften the hound; do not kill.
- Enc. 1: Shades + Ker; nonlethal practice.
- Enc. 2: Repair lyre; recruit Orpheus; collar plaque (sweet / song / circle).
- Enc. 3: Stack Calm tools to 8.
Calm Track (Win = 8)
| Tool | Calm |
| 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
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 10 |
| Library Standard | 6 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. |
| Easier | APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave. |
| Harder | APL 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
- Non-combat: Sop + Rel/Pers 3 before 3 (DC 13) vs shades; Ker remains.
- Spare ≥3 shades nonlethal → Orpheus recruit DC −2.
- Ker aura: disadv on nonlethal/stabilize within 10 ft.
ENC 2 — Lyre & Collars
Skill/Medium · Alecto’s Echo · Orpheus · plaque puzzle
- Recover/repair lyre (Perf/tools DC 14). Do not smash lyre.
- Recruit Orpheus Pers/Perf DC 14 (must hear “save the hound”).
- Plaque: sweet / song / circle → Gate-Collars. Force open Str DC 18 alerts Cerberus.
ENC 3 — Subdue
Hard · Cerberus · layered tools · no kill
- Suggested: Song → Sop/Splash → Collar → Chains → Thorn → Chord.
- Nonlethal kill-blow → 1 HP + stun instead (teach once).
- Roar Wis DC 16 frighten; may Calm −1.
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
- 3 doses · Feed head Ath/AH DC 14 · Sated +2 Calm
Triple Gate-Collars
- Collar head Ath/Sleight DC 15 (adv if Sung) · +2 Calm each
Environment
- Styx basins splash · Gate chain winches Ath DC 14 ×2 → Bound +2
- Thorn pull Ath DC 16 · +2 Calm
Hermes
- Psychopomp quest giver — hound must live.
Remember
- 0 HP = loss. Stack mercies. Orpheus is the song layer.
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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
- Sinon makes the plan sound simple because he has hidden every consequence.
- Cassandra offers truth without the comfort of certainty.
- The colossus is a tool; the betrayal is deciding people are only terrain.
- The final turn of the heart-key defines what kind of victory survives the song.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 10 |
| Library Standard | 6 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. |
| Easier | APL 8–9: use the Library Standard (6×L8) box, then shave one more minion wave. |
| Harder | APL 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.
- Non-combat path: gather terms from three factions with Insight, Deception, or History.
- Use the Cedar Heart-Key to discover the colossus has more modes than Sinon admits.
- Recruit Cassandra by honoring her warning or preserving the evacuation map.
- Choose a branch: plant, sabotage, delay, or convert the hollow gift.
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.
- Non-combat path: 6 stealth or social successes before 3 alarm failures.
- Spend successes to open civilian exits, hide raiders, or plant sabotage charges.
- Cassandra can identify which omen is fake and which alarm is real.
- If the party treats Troy as already doomed, Greek Raiders act with advantage in Encounter 3.
ENC 3 — The Belly Opens
Enc 3: Hard Construct Payoff · ~90 min · Gate court, colossus belly, winch towers, civilian alleys, fire buckets.
- Hard fight: the colossus shifts modes between stealth payload, gate ram, and evacuation crane.
- Maguffin payoff: insert the Cedar Heart-Key to select or lock the construct's final mode.
- Branching win: plant, sabotage, expose, or evacuate, but razing Troy is not the win.
- Every spared watch squad or rescued civilian creates a witness who can refute betrayal.
Troy's Hollow Gift · 3/4
STAT BLOCKS
- 6 PCs level 8; siege heist with branching payoff.
- Enc 1/2 support stealth, social, and sabotage.
- Recruit Cassandra by believing the warning.
- Enc 3 is Hard; Cedar Heart-Key chooses final mode.
- Win is not razing Troy.
Maguffin
Cedar Heart-Key
- Opens hidden panels in the colossus, quiets its joints, and grants advantage on one sabotage, repair, or concealment check.
- Inserted into the colossus core, it chooses the payoff: open gates, lock the payload, evacuate civilians, or disable the construct.
Troy's Hollow Gift · 4/4
NPC / ALLY
Sinon, Professional Survivor
- Get the colossus through Troy's gates and make sure someone else owns the moral stain if it goes wrong.
- He will not enter the horse himself; he always keeps one exit and one scapegoat prepared.
Cassandra, Unbelieved Witness
- Recruit Enc. Encounter 1 or 2: Listen without asking her to prove the curse, protect a civilian route she names, or admit the plan may be wrong.
- AC 14 · HP 58 · Ritual dagger +6 to hit, 1d4+3 piercing; prophecy imposes disadvantage once.
Remember
- Place or sabotage the wooden colossus to end the siege on the party's chosen terms without razing Troy as the victory condition.
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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
- Dione frames the mission as rescue, then admits rescue has consequences.
- The mountain tests strength, mercy, and patience before blades matter.
- The cult believes pain is a renewable holy resource.
- Prometheus asks what kind of freedom mortals are ready to defend.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 11 |
| Library Standard | 6 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. |
| Easier | APL 9–10: use Library Standard, then Favor/track win −1 or boss HP −10%. |
| Harder | APL 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.
- Group climb: 6 successes before 3 failures at DC 15 using Athletics, Survival, Nature, or Medicine.
- Failure costs hit dice from cold and thin air, then draws a Crag Harpy Bloodcaller.
- The Kindling Nail anchors one impossible crossing for automatic progress.
- Recruit Io by rescuing her from a bloodsong lure or accepting her warning about the chains.
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.
- Stealth or parley can disable two spark vats before combat begins.
- Each intact vat lets a zealot add 7 fire damage once; Medicine or Religion DC 16 spoils a vat.
- The Chainbound Giant attacks everyone until its pain brand is broken or the altar crane is dropped.
- Io identifies which zealot carries the rite-key if treated as a person, not an omen.
ENC 3 — Prometheus Beneath the Eagle
Hard · ~70 min · Central shackle dais, Prometheus' ledge, eagle perches, chain winches, and storm gaps.
- Three chain seals require actions and DC 16 checks; each seal changes the moral outcome.
- The Kindling Nail decides the finish: free him, loosen torment, or consecrate the wound closed.
- At initiative 20 the eagle dives; disabling perches or calming it with Animal Handling DC 16 redirects the strike.
- Win by ending the rite and escaping divine attention; killing Aetos is optional and not sufficient.
Chains on Caucasus · 3/4
STAT BLOCKS
- Io the Wind-Lost - AC 14/HP 71 - safe ledge omen
- Eagle-Cult Zealot - AC 15/HP 72 - pull spear near cliffs
- Crag Harpy Bloodcaller - AC 14/HP 90 - cliff-edge bloodsong
- Chainbound Giant - AC 17/HP 148 - iron sweep bruiser
- Aetos - AC 18/HP 196 - woundfire rite boss
Maguffin
Kindling Nail
- Can anchor a rope, calm divine fire, or grant advantage on one Athletics check during the climb.
- Wedged into the central shackle, it lets the party free, loosen, or consecrate the chains.
Chains on Caucasus · 4/4
NPC / ALLY
Dione of the Ash Lantern
- She wants the cult stopped before they sell Promethean pain as miracle-fire.
- Prometheus must not be killed; his death would not end the fire, only scatter it uncontrolled.
Io the Wind-Lost
- Recruit Enc. 1: Save her from harpies without demanding her prophecy, or share water and listen to her warning.
- AC 14 · HP 71 · Gore of wind +7 to hit, 13 piercing; can reveal a safe ledge once per encounter.
Remember
- Break, loosen, or sanctify the chains so Prometheus' suffering no longer feeds the eagle-cult.
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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
- The first city shows the cost of pride in roofs, wells, and frightened children.
- Aello offers discipline where the myth offers only speed.
- Phaethon is terrified, not malicious, and can still answer to his name.
- The chariot is won by shared control, not by slaying the sun.
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 11 |
| Library Standard | 6 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. |
| Easier | APL 9–10: use Library Standard, then Favor/track win −1 or boss HP −10%. |
| Harder | APL 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.
- Non-combat path: rescue civilians and stabilize launch points with 5 successes before 3 failures.
- Use the Golden Rein as an anchor line for one falling creature or mount.
- Recruit Aello by saving her pegasi team or following her aerial signals.
- Each rescue success banks a cooling token usable in Encounter 3.
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.
- Non-combat path: navigate, signal, and leap across the sky-road with group checks.
- Driving off vultures without delay preserves one city token from overheating.
- Talking Phaethon down through the glare grants advantage on the first control check.
- A failed boarding attempt separates one PC onto a wheel-sponson hazard.
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.
- Hard fight: each round choose between damage control, yoke control, or saving a falling ally.
- Maguffin payoff: thread the Golden Rein and speak all three city names to unlock final control.
- Do not kill Helios or make destroying the chariot the win condition.
- Three accumulated control successes before three scorch failures saves every city.
Phaethon's Reins · 3/4
STAT BLOCKS
- 6 PCs level 8; aerial skill challenge into boss vehicle.
- Goal: control chariot, not kill Helios.
- Recruit Aello through rescue or discipline.
- Enc 3 is Hard; Golden Rein enables final control.
- Track three cities: cool, threatened, scorched.
Maguffin
Spare Golden Rein
- Can anchor a flying mount, skyhook, or falling PC; advantage on one aerial Athletics, Acrobatics, or Animal Handling check.
- Looped through the chariot yoke with three city names spoken aloud, it permits the final control contest and prevents a city-scorch.
Phaethon's Reins · 4/4
NPC / ALLY
Heliope, Singed Dawn-Priest
- Keep Helios's name from becoming a curse by saving the cities before divine punishment becomes inevitable.
- She forbids killing Helios's son as the plan; control the chariot, do not murder the problem.
Aello, Wind-Harness Rider
- Recruit Enc. Encounter 1 or 2: Save her crashed pegasi team, accept her chain of command in the air, or promise to rescue Phaethon rather than shoot him down.
- AC 16 · HP 72 · Storm javelin +8 to hit, 120 ft., 2d6+4 piercing plus 2d6 lightning.
Remember
- Board and control the sun-chariot, spare Phaethon if possible, and turn the blaze away from all three cities.
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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
- Mist → Cilician foothills; Brand.
- Enc. 1: Outer Brood; recruit Kimon; Short Rest only.
- Enc. 2: Phase 1 Hard → Phase 2 Hard+ → Phase 3 Deadly.
Creature List
| Creature | Use |
| Death Dog / Brood Harpy / Dracaena | Enc1 + summons |
| Orthrus (not Cerberus) | Phase 2 |
| Chimera / Brood Sphinx | Phase 2–3 |
| Lesser Brood-Hydra | Phase 3 |
| Echidna Gargantuan | Boss HP 310 |
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 12 |
| Library Standard | 6 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. |
| Easier | APL 10–11: use Library Standard, then remove the deadliest phase rider. |
| Harder | APL 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
- Non-combat: food/wine group AH/Pers 3 before 3 (DC 14); bribe dracaena 50 gp.
- Heal/free Kimon → Enc2 Guide.
- Brand 1/SR: disadv on one beast’s attacks vs wielder.
- Short Rest only before descent.
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
- Summon caps: P1≤3 · P2≤4 · P3≤5 (Hydra = 2).
- Win at Echidna 0 HP; summons flee.
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
- Enc1 1/SR: disadv vs brand-wielder 1 rd.
- Enc2: 1/phase cancel Call or dismiss CR≤5; Phase 3 finale forbids Call 1 rd + disadv Constrict.
Melitta of Delphi
- Pythia’s courier — Mother awake in Arima; mortals must end it.
Kimon
- Recruit Enc1 → Guide / Warning Cry in nest.
Summon Ban
- Never Typhon. Never Cerberus. Orthrus OK.
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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
- Electryone + Dial on Rhodes shore.
- Enc. 1: Solar automata / light geometry (skill or fight).
- Enc. 2: Fever wardens; recruit Lamprias; Master Lock intel.
- Enc. 3: Four distinct brothers; free Briareus; vow foreshadow.
Creature List
| Creature | E/M/H | Job |
| Solar Automaton | 2/3/4 | Enc1 |
| Fever Warden | 2/3/4 | Enc2 |
| Actis | 1 | Ranged / refract |
| Macareus | 1 | Captain / buffs |
| Candalus | 1 | Fever AoE |
| Triopas | 1 | Siege melee |
| Briareus | freed | CR16 cleanup |
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 12 |
| Library Standard | 6 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. |
| Easier | APL 10–11: use Library Standard, then remove the deadliest phase rider. |
| Harder | APL 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
- Non-combat: Dial group Arcana/Inv/Survival 4 before 3 (DC 14) → Long Rest.
- Combat: smash 3 pylons AC12/HP15 to shut down automata.
ENC 2 — Fever in the Lens-Works
Skill/Medium · 3 Fever Wardens · Lamprias chained
- Bluff Helios inspectors Pers/Decep DC 14 or Stealth free DC 13.
- Free Lamprias → Master Lock ID + Help on Dial Enc3.
ENC 3 — Hundredfold Binding
Hard · 4 Heliadae · Heliorbit Manacles · Briareus center
- Win: Dial opens Master Lock (action) or all 4 satellite locks (AC15/HP25; Master AC16/HP40).
- Linked Locks: Actis east, Macareus north, Candalus west (hot), Triopas south (damage-proof).
- Freed → win. Play 1–2 rounds: Storm of Hands (6 slams +14) / Shattering Roar Con DC 19.
- Vow foreshadow (not a PC summon): call when a threat “hands alone cannot number.”
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
- Do not run as a kill-boss. Cleanup only, then vow + exit.
The Hundredfold Binding · 4/4
KEY ITEM / NPC
Tenages's Dial
- 1/SR: adv on one trap/navigation check.
- Enc3: action to open a lock / Master Lock (bypasses Linked Lock hindrances).
Electryone
- Motivation: Stop brothers’ binding without war on Helios.
- Secret: Engine built from murdered Tenages’s science.
Lamprias
- Recruit Enc2 → IDs Master Lock; Help on Dial.
Foreshadow
- Briareus will answer a future great threat — DM-triggered ally session, not a summon spell.
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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
- Typhon free → age of storms; prior victories footnote
- Nike chained → seals fail; triumph imprisoned
- Rebind → Victory flies; campaign debts honored
Major Beats
- Iris / Fillet / Etna descent
- Jailbreak Nike; Wake Clock; blessing
- Phase 1 Typhon half-bound
- Horn → helpers; Rebinding
- 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
- Locks DC 16; Fillet temp HP on success
- Nike free → Favor (reroll miss or save once) · short rest if possible
- Wake Clock 4 = bridge hazard; ≥3 = Typhon starts with cracked anchor
ENC 2 — Typhon (Hard finale, ~100–120m)
Phase 1: 2 LA, half breath · Phase 2: Horn, 3 LA, Storm Crown
- Anchors AC 18 / HP 60 · vuln thunder/siege
- Rebind: all anchors down + Fillet bearer action DC 18 Ath/Cha
- 0 HP = Eruption, not victory
Helper rules
- 1 row per player · alternate PC / helper turns
- Army rows = one unit · huge may be resurrection / dream-shape
Victory Unchained · 3/5
HELPER MENU
Cerberus (Huge)
- Three-headed gate-hound (resurrected breath of Persephone, or a dream-shape from Morpheus).
- Play: Tanky multi-bite controller. Grapple / knock prone; frighten with howls. Slow, hard to ignore. Alternate rounds: park him on Typhon’s forelimb and force saves.
Hecatoncheires (Briareus-echo) (Huge)
- Hundred-handed giant-echo (sunforge ghost / Asclepius-knit remnant — not the full mythic binding).
- Play: Artillery brute: many weaker strikes or one crushing volley. Great vs. adds and chain-anchors. Feels like playing a siege engine.
Sphinx (Huge)
- Winged riddler-guardian loaned by Athena’s dream or a temple statue given breath.
- Play: Skirmish caster: fly, claw, one roar/frighten, minor control spells. Plays like a battlefield controller who also punches.
Talos of Crete / Colossus of Rhodes (Huge)
- Bronze colossus (Hephaestus-spark or Rhodes’ dream-colossus walking).
- Play: Siege tank: high AC, slam/hurl, object-breaker. Slow reposition. Ideal for holding a flank while PCs focus Typhon’s heads.
Roc (Gargantuan) (Huge)
- Mountain-bird raised from death-sleep by Persephone’s leave, or Morpheus-wing.
- Play: Mobile artillery: snatch, drop, buffet. Controls vertical space. Fragile vs. focused fire — hit-and-run, don’t stand still.
Kreon, Spellcasting Minotaur (Huge*)
- Labyrinth archmage in minotaur shape (*Large; counts as ‘huge threat’ for balance).
- Play: Full-caster hybrid: blast, wall, counterspell-lite. Plays like a wizard with a gore attack — glassier than Talos.
Knight Minotaur + Cyclops duo (Huge group)
- Armored labyrinth champion paired with two war-cyclopes (one player controls the trio as a unit).
- Play: Melee wedge: knight locks, cyclopes smash. Simple, reliable damage and shoves. Good for players who want ‘charge and hit.’
Lernaean Hydra (Huge)
- Resurrected coil (Asclepius) or dream-hydra — heads matter; fire still cauterizes.
- Play: Multiattack machine. Manage heads; cauterize if Typhon’s fire severs them. High damage, messy positioning.
Euryale (or Medusa) (Huge*)
- Gorgon sister (*Large). Stone-gaze weaponized carefully — allies warn before looking.
- Play: Debuff queen: gaze (avert / mirror rules), bow, snake-hair. Plays like a control sniper; coordinate so PCs don’t get petrified.
Echidna (Bound Aspect) (Huge)
- Mother of Monsters in a leash-aspect — not full lair power; Persephone’s bargain holds her to one battle.
- Play: Boss-lite: constrict, poison, call 1–2 small brood once. Extremely strong — treat as a ‘take if your table wants spectacle.’
Chariot of Apollo (with driver-shade) (Huge)
- Sun-chariot called for one flight; a shade of Phaethon’s better choice holds the reins.
- Play: Mobile platform + radiant strafing. Carry 1–2 PCs; burn Typhon’s storm-clouds. High risk if the chariot is struck.
Pandora (Human-sized)
- The first woman — jar sealed, hope kept. She opens only what the battle needs.
- Play: Support face: once-per-battle jar tricks (heal surge, condition cleanse, or brief enemy dread). Soft control + clutch buffs.
Orpheus (Human-sized)
- The singer who moved the dead — lyre ready.
- Play: Battlefield bard: charm/frighten Typhon’s lesser manifestations, grant temp HP, interrupt a legendary roar with a counter-song.
Heracles (Human-sized)
- The demigod himself — mortal-strong, present as ally, not boss.
- Play: Premier striker: club/bow, legendary-feel multiattack, athletics monster. Simple for the player: move, hit hard, smash a chain.
Leonidas (Human-sized)
- King of the Hot Gates — shield and spear.
- Play: Defensive captain: mark a foe, grant allies AC, stand immovable. Plays like a banner-paladin without the spells.
Atalanta (Human-sized)
- Peerless huntress.
- Play: Mobile archer: sharpshoot, trip, mark quarry. Excels at sniping Typhon’s eyes/hands while staying clear.
Achilles (Human-sized)
- Best of the Achaeans — heel as the only fear.
- Play: Glass cannon duelist: highest single-target damage, resistance to most blows until heel is targeted (Typhon may learn…).
Bellerophon on Pegasus (or Griffin) (Human-sized*)
- Rider + mount as one helper unit.
- Play: Aerial lancer: fly-by gore/lance, reposition allies’ bombs. Plays like a flying skirmisher; mount can Dash.
Satyr Revel-Band (unit) (Army)
- 6–8 satyrs as one unit (pipes, spears, chaos).
- Play: Harass & debuff: short rests of mirth (remove frighten), pack attacks, board-control. Low HP pool; high annoyance.
Leonin Pride (unit) (Army)
- 5–6 leonin warriors as one unit.
- Play: Melee pack: pounce, pack tactics, roar. Reliable mid-damage; good for pinning a Typhon limb.
Centaur Lance (unit) (Army)
- 4–5 centaurs as one unit.
- Play: Hit-and-run cavalry: charge, kiting, bows. Control the outer ring of the crater.
Minotaur Phalanx (unit) (Army)
- 4 minotaur hoplites as one unit.
- Play: Heavy infantry: greataxes, reckless, hold a gate. Simple and brutal.
Cyclopean Levy (unit) (Army)
- 5 human-scale cyclopeans as one unit.
- Play: Throwers & brutes: rocks, axes, siege assist. Mid durability; strong vs. terrain/chains.
Amazon Wing (unit) (Army)
- 6 Amazons + 1 captain as one unit.
- Play: Disciplined skirmishers: spears/bows, phalanx step, focus-fire. High coordination ceiling.
Spartan Hoplites (unit) (Army)
- 8 Spartan hoplites as one unit (Leonidas may stack if another player took him).
- Play: Shield wall: high AC formation, spears, Hold the Line reaction. Best pure defense helper.
Victory Unchained · 4/5
DM unit kits (summary)
- Huge strikers: AC 16–18 · HP 180–220 · +9–12 · ~multiattack
- Huge control: AC 15–17 · HP 140–180 · DC 16–18
- Super-heavy: AC 18–20 · HP 240–280 · cap ~40–55 DPR
- Human legends: AC 16–19 · HP 120–160
- Army units: AC 15–17 · HP 140–170 · 3–4 attacks +7–9
STAT BLOCKS (core)
- Slag-Hound — AC 14 / 52
- Chain-Guard — AC 16 / 95
- Orthos — AC 17 / 168
- Typhon — AC 20 / 350 · staged · rebind
- Pyra — AC 16 / 84 · recruit
Victory Unchained · 5/5
EPILOGUE
Success
- Nike knots Fillet / olive leaves
- One-sentence farewell per helper
- Table boon: sanctuary / mist-ship / one future helper call
- Misthaven quiet ending — ask each PC’s tomorrow
Failure / bittersweet
- Typhon free → sequel war of ages
- Nike chained → seals slip; return hook
- Helper death (consent) → laurel grave
Optional scenes
- Heracles’s humility · Orpheus quiets stone · Spartan shield · Pandora’s shut jar · Atalanta’s lap · Hundred-hand salute
Long-form DM reference — not limited to 4 pages. Enable Background graphics when printing.
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
- Style: Infiltration / Rescue / Boss Fight
- Setting: Clifftop stables → ruined stone garden → underground alchemical sanctum
- Win Condition: Stop Theron. Destroy the Chrysalid Crucible.
- Players: 6 × Level 8 · ~3.5 Hours · Atmosphere: Greek antiquity · Alchemy · Body Horror
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
- 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.
- 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.
- Broken Garden. Skill challenge vs. Manticore / Hippogriff / Chimera patrols — or combat on failure. Cache holds Research Codex. Optional: rescue Thessaly.
- Chrysalid Sanctum. Boss fight. Phase 1: squishy summoner on dais. Phase 2: Minotaur transformation (recommended: Contingency Draught).
- Resolution. Crucible destroyed; Theron dead, subdued, or escaped. Phaedra arrives within hours.
Creature / Enemy List
| Creature | Easy | Medium | Hard | Notes |
| Chimera | 1 | 1 | 1 | Enc 2 (garden) / Enc 3 (vat summon) |
| Composite Hippogriff | 1 | 1 | 1 | Enc 2 / Enc 3; Vat A pre-open on full alert |
| Harpy | 1 | 2 | 2 | Enc 1 & Enc 3; Luring Song Rd 2 |
| Kreon the Yoke-Bearer | 1 | 1 | 1 | Enc 1; avoidable; reduced HP on Easy |
| Manticore | 1 | 1 | 1 | Enc 2; +1 on APL 10 |
| Minotaur Guard | 2 | 1 | 2 | Enc 1 (2) / Enc 3 (1); Deadly Enc 3: 2 |
| Theron P1 / P2 | — | 1 | 1 | Boss Enc 3; CR 8 → CR 11 |
| Griffin / Pegasus | 3 / 2 stabled | Recruitable Aerial Allies → Act 3 |
Difficulty Scaling (baseline APL 8 ★)
| APL | Enc 1 — Stables | Enc 2 — Garden | Enc 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.
- Path A Social: DC 14 Deception/Persuasion (inspectors/traders) — Minotaurs leave; Harpies need separate DC 17. Kreon talk DC 16 Persuasion (DC 13 if party shows care for animals) → 10 min delay; charmed Kreon releases creatures. Non-combat Kreon foreshadows contingency vial.
- Path B Stealth: DC 12 Perception (patrol gap) → DC 13 Group Stealth. Silent collars: DC 12 SoH w/ scroll / DC 16 without. Full silent release of 5: 3 successes before 2 failures.
- Path C Distraction: Cut feed rope (DC 10 Athletics / slash) occupies Kreon + Minotaurs 1d4+1 rds (−4 collar DCs). Illusion/throw: DC 12 Deception (Kreon DC 17). Pen squabble DC 14 AH — 1-in-6 aggro risk.
- Combat: Harpy Luring Song starts Rd 2 — humanoids 300 ft DC 11 WIS or Charmed (must approach; cliff edge DC 12 WIS or step off = 4d6 fall). Kreon Collar Command (BA): collared creature 60 ft DC 13 WIS or attacks chosen target. Aggro d6 if stabled creature damaged / thunder near pens: 1–2 breaks free (then 1–3 party / 4–6 guard); 3–6 holds.
- Sigil collars: Remove SoH DC 16/DC 12 · Smash AC 11 / 5 HP / DC 13 STR · Calm AH DC 14/DC 10 · Recruit DC 16/DC 12 · Pegasi calm/recruit DC 14/DC 16 → DC 8/DC 10 w/ scroll. Kreon 0 HP: all collars slack — remove Free Action; calm/recruit DC 10.
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.
- Zone 1 Fallen Columns (Manticore): Group Stealth DC 13 (adv if DC 11 Perception finds gap) · Nature DC 12 scent decoy = auto · AH DC 14 · Sigil Break DC 13 Ath/Arc (DC 9 scroll) = auto-success + remove from further encounters.
- Zone 2 Observatory (Hippogriff): Individual Stealth DC 14 (worst applies) · Arcana DC 13 counter-hum = auto · Performance/Deception DC 14 · Sigil Break needs climb DC 14 Stealth or DC 13 Athletics first.
- Zone 3 Gate of Stone (Chimera): Group Stealth DC 15 (disadv if >3 move) · Perception DC 12 + Athletics DC 13 east-wall bypass · Deception DC 15 (DC 12 vs goat head) · Sigil Break DC 14/DC 10 scroll = heads argue, auto-success.
- Combat tactics: Chimera Fire Breath first · Hippogriff stays ≥15–30 ft altitude, dive Prone · Manticore retreats to 100 ft, tail spikes; won't close <40 ft unless <30% HP. Combat sigil break: DC 13; freed rolls 1d6/rd (1–3 party / 4–6 enemy).
- 0 failures: cache +1 item; wild collar-free griffin recruitable DC 11 AH (free ally pip).
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.
- Phase 1: Stays on dais (force down: Thunderwave/Telekinesis/Dissonant Whispers or destroy stairs AC 12 / 40 HP). Absorb Essence (R): summon 0 HP within 30 ft → 2d6+3 HP (1/rd). Destroy Crucible → drops summons, blocks activation, weakens P2. Activate Vat (BA, recharge 5–6). Harpy song Rd 2 — charmed toward Harpy; reaching Crucible DC 13 WIS or step in (3d8 acid, ends charm). Summon sigil break DC 13/DC 9; Theron may Seal the Sigil (LA cost 2).
- P2 trigger (pick 1): ★ Contingency Draught at 0 HP (Reaction drink → init 20, 160 HP); prevent: vial AC 10 / 10 HP (−2 atk) or steal DC 17 SoH. Alt: all summons die same rd → 15 force + transform; Crucible immersion ≤40 HP; or Ritual Timer after 8 rds.
- Phase 2 (AC 16 / 160 HP / Speed 40 / 3 LA): Reckless always · Charge +3d8 + DC 17 STR · Chest sigil AC 13/10 HP or DC 15 Arcana → Theron DC 16 WIS or lose concentration + all LA until next turn · Absorb Essence any 0 HP 30 ft → 2d8+5 (½ if Crucible gone; ¼ if 3+ mirrors) · BA retained spells: Hold Person / Slow / Misty Step · Slab Drop LA cost 2 · Below 30 HP: final statement then charge or Misty Step escape.
- Allies: Arrive Rd 2 (Rd 1 if 5 freed) via skylight; init 15; DC 12 AH Free Action to direct. Griffins: fly-by; hit → DC 13 STR or Prone (1/Griffin/enc). Pegasi: Inspire ally 30 ft Adv next attack.
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
- Style: Mythic Sea Voyage / Dungeon Assault
- Setting: Isle of Kyklos — open Aegean trireme deck, ruined coastal temple, Cyclops sea cave
- Win Condition: Defeat Pyrakmon, rescue Elara's crew, recover the Naxian Seal
- Players: 6 × Level 8 · ~3.5 hours · Quest Object: Wineskin of Maron (payoff Enc. 3)
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
- Hook — The Anchored Krater: Elara briefs the party, hands over the Wineskin of Maron, and explains Pyrakmon cannot resist divine wine.
- Encounter 1 — Storm of Feathers: Harpies + Matriarch attack the trireme. Sail survival determines rest before landing.
- Encounter 2 — The Shattered Temple: Kithara the Medusa guards the cave path — fight, sneak, or negotiate for fire-vulnerability intel.
- Encounter 3 — The Eye of Pyrakmon: Storm the cave; use the wineskin; target the eye; free the bone-cage crew; recover the Seal.
- Resolution: Crew freed, Seal recovered. Elara pays; if pressed, reveals the Seal's true power as a campaign hook.
Creature / Enemy List
| Creature | Easy | Med | Hard | Notes |
| Harpy | 3 | 5 | 7 | Enc. 1; Luring Song targets crew NPCs too |
| Harpy Matriarch | 0 | 1 | 2 | Enc. 1 leader; omit for APL 4–5 |
| Kithara (Medusa) | 1* | 1* | 1* | Enc. 2; *bypass via negotiation |
| Skeleton Archer | 2 | 4 | 6 | Enc. 2; crumble if Kithara dies |
| Pyrakmon (Elder Cyclops) | 1† | 1† | 1† | Enc. 3 boss; †HP / Legendaries scale |
| Giant Cave Hound | 1 | 2 | 3 | Enc. 3; released BA on Pyrakmon's 1st turn |
Difficulty Scaling
| APL | Enc. 1 — Storm | Enc. 2 — Temple | Enc. 3 — Cave (Boss) |
| 4–5 | 3 Harpies, no Matriarch; Song DC 9; sails 30 HP; 5 crew | Kithara 80 HP, Gaze DC 12; 2 Skeletons; Persuasion DC 13; Mirror auto-succeeds 1st use | 140 HP, STR 20/+5; no Legendaries/Resist; 1 Hound; Wineskin DC 14 |
| 6–7 | 4 Harpies, no Matriarch; Song DC 11; std sails | Kithara 100 HP, Gaze DC 13; 3 Skeletons | 170 HP; no Leg. Resist; 1 Hound; Wineskin DC 15; 2 Leg. Actions |
| 8 | Baseline — 5 + 1 Matriarch; Song 11/14; sails 20 HP; 8 crew | Baseline — 127 HP, Gaze DC 14; 4 Skeletons | Baseline — 200 HP; 2 Leg. Resist; 2 Hounds; 3 Leg. Actions; Wineskin DC 17 w/ Disadv. |
| 10 | 7 + 2 Matriarchs; 1 hidden in crow's nest; sails 15 HP; 3 sail-hunters R1 | 150 HP, Gaze DC 15; 6 Skeletons; regen 10 HP/turn while skeletons stand | 240 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.
- Sails (2): AC 10, 20 HP each. Both intact = Long Rest before Enc. 2; one down = Short Rest; both down = no rest + 1 Exhaustion each PC. 3 crew overboard = treat as both sails down.
- Terrain: Rigging difficult (DC 12 Ath/Acro climb 15 ft w/o Dash); Crow's Nest 25 ft (DC 13 Ath); Mast = ¾ cover; oar banks = half cover (dive attacks disadv.); wind: PC shots NW disadv.; harpy shots with wind adv.
- Overboard: Rail + fail DC 12 DEX when pushed/charm-walked → sea; swim 15 ft/rd; DC 14 Ath/rd or +1 Exhaustion.
- Init: 5 harpies as group; Matriarch separate. Sail Targeting: 2 designated harpies claw sail as action (no attack vs Sail AC if uncontested). PC Reaction interpose → take claw hit instead.
- Luring Song — Crew: 8 crew WIS +0; DC 11 WIS start of turn or walk toward singer. Matriarch Song DC 14.
- Matriarch AI: R1 Dive Bomb (40 ft descend); R2 Talon Rake grapple + lift 15 ft. Flee: no Matriarch + 3+ harpies dead → DC 11 WIS morale next rd.
- Skill checks: DC 13 Ath (BA, adjacent) grab charm-walker; DC 14 Animal Handling calm charm; DC 14 Performance counter-sing 1 crew (Matriarch targets counter-singer next); DC 15 Perception spot Matriarch pre-R1 (loses Dive Bomb BA).
- Harder: 7 + 2 Matriarchs; 1 hidden crow's nest Surprise; sails 15 HP. Easier: 3 Harpies, no Matriarch; Song DC 9; sails 30 HP; 5 crew.
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.
- Terrain: 8 columns (¾ cover; LoS break = Gaze off); 4 deep-shadow 10×10 zones (lightly obscured; DC 16 Perception locate Kithara — she starts in shadow); Altar centre (DC 14 Religion → Adv. WIS vs Gaze 1 hr); Bronze Votary Shield on altar (mirror + AC +2); 4 petrified statues → Skeletons R1 (AC 15/20 HP if smashed pre-animate); S cliff 20 ft drop (2d6; climb back DC 14 Ath full move).
- Petrifying Gaze: Start of turn, see eyes, ≤30 ft, not Incapacitated → DC 14 CON. Fail = Restrained; fail again next turn = Petrified (Greater Restoration). Avert Eyes = immune that turn, Disadv. attacks vs her. Skeletons/Kithara immune to Petrify. Blinded = Gaze-immune.
- Bronze Mirror: Action angle shield → Kithara DC 15 CON or Restrained until end of her next turn; immune after first successful save. Full Action — hand to support PC.
- Negotiate: Call "We are enemies of Pyrakmon!" (Action) → she skips that PC this rd (skeletons still act). DC 15 Persuasion → skeletons off 1 rd, listens. DC 17 Persuasion + proof (wineskin or Matriarch armband) → full stand-down, free shield, full intel (eye +2d6 fire; right-socket blind spot; crew in bone cage). Won't join combat; leaves island if given proof of his death.
- Skeletons: Awaken Dead BA R1. Crumble if she dies. Never animate if negotiated before R1. Prioritise PCs not averting eyes.
- Stealth bypass: DC 14 group Stealth. Success: no combat, no intel. Fail: Surprise + all PCs DC 14 CON or start Restrained.
- Harder: 6 Skeletons; regen 10 HP/turn while any stand; Gaze DC 15. Easier: 80 HP, Gaze DC 12; 2 Skeletons; Persuasion DC 13.
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).
- Terrain: Fire pit 15×15: 3d6 fire (DC 14 DEX half); shove into pit free with Greatclub if within 10 ft. Bone cage N: freed sailor while he's alive = 1-in-4 chance next Rock (DC 15 DEX or 4d10+7). Chains: DC 18 Ath break early; he releases both BA R1. Rock piles unlimited ammo. Stalactites above pit: DC 16 attack/STR → 20-ft zone 2d10 (DC 16 DEX half) + extinguish fire (dim light). Tidal pool S 20×20, 3 ft: difficult; he can't enter; safe for sailors.
- Wineskin: Pre-combat offer → Distracted 1 full rd (free surprise). Combat: adjacent Action DC 15 Ath/SoH → 1 measure; he Disadv. on DC 17 CON. Fail = Poisoned + Incapacitated EoNT; Success = Poisoned only. All 3 doses = auto-fail, Incapacitated 2 full rds. Willing or grappled per dose.
- Eye (weak point): While Incapacitated/Restrained — called shot Action vs AC 20; 15+ dmg in one strike → Blinded permanently. Kithara intel: fire to eye +2d6. Blinded → Disadv. attacks/Perception; Frightened of unseen PCs.
- AI: R1 Earthshaker + release hounds + Multiattack. R2–3 Multiattack damaged target; Fling consistent hitters; Rock ranged threats. R4–5 (<100 HP) shove toward fire; Thunderous Roar if up; Leg. Move chase. At 50 HP parley: "Give me your shiniest thing and go." Refuse → fight to death; Blind Swipe free-use (berserk).
- Sailors: Direct to tidal pool. Kairos (if signalled, ≤3 crew lost Enc. 1) arrives end R6 with 4 oarsmen.
- Harder: 240 HP, STR 27/+8; 3 Hounds; Lair Init 20; no fire-eye bonus. Easier: 140 HP, STR 20; no Legendaries; 1 Hound; Wineskin DC 14.
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
- Appears as: Trade charter / merchant seal of Naxos.
- True nature (Elara's secret): Binding of Poseidon — holder can command minor sea-spirits to fill or deny sails within 10 miles.
- Reward: 800 gp on delivery; +200 gp if all 6 crew alive. If party confronts Elara about the Binding: she claims it by Naxian law; offers one extra warehouse magic item for silence. Campaign hook if revealed.
Polished Bronze Votary Shield
Found on Enc. 2 altar · Standard shield (AC +2) · Mirror vs Kithara
- Mirror (Action): Angle at Kithara → DC 15 CON or Restrained until end of her next turn; immune after first successful save.
- Altar blessing: DC 14 Religion at sea-god altar → Adv. WIS vs Gaze 1 hr; if blessed, treat as +1 Shield for remainder of campaign after Enc. 2.
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.