TEXT: BATTLE OF THERMOPYLAE
  
  2 - Mythos
  Battle of
  Thermopylae
  BY
  Gilbert Gallo
  EDITING
  Aaron T. Huss
  LAYOUT
  Aaron T. Huss
  CARTOGRAPHY
  Gilbert Gallo
  COVER ARTWORK
  breaker213
  INTERIOR ARTWORK
  DM7, Fotokostic, Mike Heywood
  COPYRIGHT
  This game references the Savage Worlds
  game system, available from Pinnacle
  Entertainment Group at www.peginc.com.
  Savage Worlds and all associated logos
  and trademarks are copyrights of Pinnacle
  Entertainment Group. Used with
  permission. Pinnacle makes no
  representation or warranty as to the
  quality, viability, or suitability for purpose
  of this product.
  No parts of this book may be reproduced
  without the written consent of the
  publisher, except for the purpose of
  review.
  © 2014 Mystical Throne Entertainment.
  All rights reserved.
  MYL10903 Battle of Thermopylae
  1st Edition March 2014
  Permission is granted to print this ebook.
  No site license is provided.
  Contents
  Background.........................................................3
  Timeline...............................................................3
  1076 AF – Late Winter...................................3
  1077 AF – Spring..............................................3
  1077 AF – End of Summer............................4
  Prologue ..............................................................4
  The Hook..............................................................5
  1077 AF, September........................................5
  16th Day of September, Afternoon –
  Departure ....................................................5
  Omens ..........................................................7
  Second Omen.....................................................7
  Third Omen.........................................................7
  Fourth Omen......................................................7
  Fifth Omen...........................................................8
  17th  Day, Morning – The Response....8
  17th Day, Afternoon – Mission on the
  Parnassus.....................................................9
  Dealing with the Phoenix..............................9
  17th Day, Evening – What Now? .......10
  18th Day, Dawn, Morning or Afternoon
  – Approaching the Persian Camp.......10
  Event A...............................................................11
  Event B...............................................................11
  Event C...............................................................11
  About Ephialtes..............................................11
  Entrance............................................................12
  Alarm..................................................................12
  Moving Around...............................................12
  Encounters.......................................................12
  Persian Camp...........................................12
  Tents...................................................................13
  18th Day, Morning or Afternoon – No
  Exit ..............................................................15
  18th Day, Night – The King is Dead...15
  19th Day, The Final Battle....................16
  Endings..............................................................17
  Starry Triumph........................................17
  Extreme Sacrifice....................................17
  Utter Defeat..............................................17
  Adversaries......................................................18
  
  Battle of Thermopylae - 3
  BATTLE OF THERMOPYLAE
  An epic Mythos adventure for 3 – 5 Veteran heroes.
  BACKGROUND
  In a distant, possible future, it’s the year 1077 AF. After more than a thousand years, the
  Heavenly Contest ended without a winner. Zeus resides on the throne of Olympus, but
  during the extenuating struggle, the gods lost much of their power and influence over the
  Cosmos and humans. People now rely on philosophy and reason, deserting the temples.
  Demigods are no longer born and less heroic deeds are regularly performed to please the
  gods. While the Olympians are looking for a way to regain their former influence over the
  Cosmos, a new rising god from the east threatens the safety of Hellas and wishes to
  destroy the twelve Olympians. Ahura Mazda, god of the Persians, challenges Zeus while
  inciting his followers to conquer the Cosmos to become its only ruler. King Xerxes, son of
  Darius, leads a huge army against Hellas while Ahura Mazda fights with his Daevas against
  the Olympians.
   The gods are in dire need of heroes, but in the present times no one is able to withstand
  such a mighty threat. After a long and controversial council, the Olympians resolve to ask
  some heroes from the past for help. They will lead the Hellenes against the Persians and
  help them regain their former glory and power amongst the population.
  TIMELINE
  1076 AF – LATE WINTER
  The army of Xerxes, from the faraway Persia, is due to enter Hellas. Some of its heralds
  request an audience in the major city-state to ask for their unconditional surrender,
  asking them to symbolically offer land and water. Some cities surrender, others reject the
  proposal. Athenians despise the idea of kneeling before Xerxes and openly oppose the
  Persians. Leonidas, king of Sparta, when facing the claim for surrender, aware of Athenian
  behavior, orders the ambassadors be thrown in a huge well mocking them this way,
  “Water and land? Over there you can help yourself!”
   This act is a clear violation of the sacred rules of hospitality and makes Zeus furious. He
  decrees that Leonidas and Sparta are to be destroyed and their memory banned forever,
  due to this act of brutal and irreverent insolence.
  1077 AF – SPRING
  The City-States which didn’t surrender to the will of Xerxes create a Council of Defense
  and ally their forces against the Persians. The pass of Thermopylae is chosen as the first
  bulwark of defense against the advancing enemy. Leonidas becomes aware of a tragic
  prophecy weighing over him, “The fury of Zeus will overwhelm Sparta and all of Hellas
  unless the blood of the Descendant of Heracles is sacrificed.” (After the Royal House of
  Heracles conquered Sparta centuries before, every Spartan king boasted about being a
  descendent of Heracles.) Defying the will of the gods, Leonidas chooses to ignore the
  prophecy and devises a military plan to stop the Persian invasion.
  
  4 - Mythos
  1077 AF – END OF SUMMER
  Leonidas, with his 300 elite troops and 700 soldiers, marches towards Thermopylae
  where he will meet hoplites from other cities. They plan to lead a force of no more than
  7,000 men against Xerxes force of over 500,000 barbarian soldiers.
  PROLOGUE
  Seven of them had arrived. Seven monsters with human faces; seven barbarians; seven
  Persian; emissaries of the so-called “great king Xerxes” who, it is said, makes the others
  call him King of the Kings and  is worshipped as a deity on earth. We welcomed them
  out of the walls. We could not let them cross the sacred gates of Sparta.
  They were almost funny in their appearance, covered by long drapes, woven with
  unknown cloth, and richly embroidered, certainly more apt to adorn a woman rather
  than a man. And their scent; being covered up with disgusting scented essences, it was
  hard to get close to them. Oh, yes. Barbarians, filthy and inhuman beings, yet educated.
  At least two of them knew the Hellenic language and even with a weird accent they
  could be understood.
  We waited for the king of Sparta, Leonidas, to arrive. A deep silence fell on the way.
  We went on keeping an eye on that small group on the back of weird horses not living
  in our areas.
  And then the King came, the heir of the ancient hero Heracles, the lord of Sparta,
  Leonidas. No other contrast could have been greater than what our eyes saw. Like day
  and night; on one side a group of flabby and smelling men with a sinister smile on their
  face, on the other side the hard body and the austerity of our King, a prototype of virility
  and martial virtues.
  The ambassadors greeted our lord respectfully, still with such ambiguity as if they
  were greeting somebody who was not really superior to them for his stature or catego-
  ry. They were bringing a promise of peace on behalf of their lord Xerxes, who asked for
  “water and land” as distinguishing marks of his universal authority, offered peace in
  exchange for this submission. They also spoke about their god, Ahura Mazda, whose
  power they held in highest esteem. Fools! Only the weak souls cling to the idea of
  needing a god to protect us.
  Leonidas listened to them seriously and thoughtfully. Maybe he wanted to under-
  stand what kind of people these men from the East were, being so different from us. He
  invited them under a tent to better understand their offer. They repeated each single
  word they said before, like trained parrots. Leonidas understood he was not facing free
  men, able to think and act by themselves, but they were “tools” trained by an alien will,
  beasts trained for an aim. Oh yes, they were certainly educated, useful and precious,
  even rare; still, in his eyes they were animals, not humans. They lacked free will and
  couldn’t think with their own minds, being their god’s puppets.
  That is the difference between Hellen sons and Persians; between Heracles descen-
  dants and slaves.
  It was then that the King ordered us something which scared me in that moment:
  throw the opponents where they could find what they were looking for, water and land,
  to bring to their king. Throw them into the cleft in the north of Sparta along the slope
  where shepherds usually grazed the sheep.
  
  Battle of Thermopylae - 5
  I saw a deep hatred more against what those men were than what they represented
  in Leonidas’s eyes while carrying out that command.
  In ancient times, such defiance against the sacred hospitality laws would have an-
  gered Zeus. But those days are no more. Nobody heeds the soothsayers anymore and
  nobody cares about the gods. We have our free will and thanks to that we will overcome
  the Persians, no matter how many of them will come.
  THE HOOK
  Each PC is visited during his sleep by his patron deity (or by Hermes if he has none) who
  enrolls him for a very important mission to be fulfilled in a distant future: defending the
  Hellas from a barbarian army and standing as a shining example of the power of the gods.
  When they awake, they find themselves near Leonidas’s army camp. The soothsayer
  Hippocrates, an officer, approaches them and fills them in with all necessary details. He
  has been told by Hermes about their mission and addresses them as the “Godsend Ones”.
  The PCs realize they actually are in a distant future where only a few people like Hippo-
  crates worship the Olympians while the vast majority follow different philosophies and
  rely on self-confidence. Hippocrates then introduces them to King Leonidas who reluc-
  tantly enrolls them amongst his ranks. The next destination of the army will be Thermopy-
  lae, where Leonidas is sure to block the Persian invasion.
  1077 AF, SEPTEMBER
  16TH DAY OF SEPTEMBER, AFTERNOON – DEPARTURE
  You march in a single queue. Wearing your armor, you march. For the safety of Hellas,
  you march. Some of your comrades are from Delphi, others from Athens, others from
  Sparta, some from Thebes. Leonidas, king of Sparta, is leading seven thousand soldiers
  from every place in Hellas. Your ranks are closed, your glance is resolute, and your heart
  is ready to defend your homeland from the relapsed enemy. You, seven thousands
  hoplites, the best of the army of Hellas, will stop the coming of the barbarians at
  Thermopylae, while the Athenian fleet will deal with the Persian ships. This night you
  will reach the narrow pass where the imposing amount of barbarians cannot do any-
  thing against your impenetrable formation. Tomorrow morning, the Persian barbarians
  will repent bitterly for not having remained at home.
  While Helios rises in the sky on his Sun Cart run by Apollo and far away you can see
  the sacred Delphi, lying on the Sacred Mount Parnassus, an officer running from the
  backlines elbows his way through. You recognize him; it is Hippocrates from Delphi, one
  of the oldest members of your expedition.
  Hippocrates reaches for Leonidas leading the army and tells him, panting, “Supreme
  king, Delphi is in one hour marching distance. As I told you this morning, the divine
  Apollo appeared in my dreams advising me to go to the Pythia and follow her directions,
  so that Hellen descendants can triumph over the eastern barbarians.”
  Leonidas doesn’t even stop and goes on walking towards the North, followed by the
  rest of the army.
  
  6 - Mythos
  “I beg you, supreme king”, insists Hippocrates. “For the sake of Gods and Hellas, lead
  us to Delphi and consult the oracle, for the benefit of Hellen’s offspring!”
  Leonidas stops. His glance is severe and his voice is terrible, “Gods? I don’t care about
  them! We will crush those barbarians thanks to our military training and to our smart
  tactics. We don’t need the gods’ help anymore; we only need the strength and courage
  of our men!”
  Hippocrates turns more serious: “Your bravery and devotion is worth admiring,
  supreme king. Yet, I beg you, allow us consult the oracle. I feel it will be a great help to
  us.”
  Leonidas, assuming a less severe expression, answers, “More than once you have
  seen the truth, but I cannot risk the success of this expedition. If you insist, I could allow
  those people you call “Godsend Ones” to rush to Delphi and report the Pythia’s response.”
  The king makes a signal to the line of soldiers to continue north. The Hot Gates are still
  far away; there is no time to waste.
   Hippocrates, following king Leonidas’s order, tells the PCs to go to Delphi and consult
  the Pythia, as Apollo has told him, and follow the god’s instructions. They should arrive at
  the Sanctuary after four hours of walking. (Thermopylae is about 25 miles from Delphi,
  which should take about eight hours with a forced march due to the uneven ground.)
  
  Battle of Thermopylae - 7
  OMENS
  You take the road leading east towards Mount Parnassus and Delphi, the bellybutton of
  the Cosmos. By this time you can no longer see the line of soldiers led by Leonidas. Your
  sight runs towards the temple of Apollo of Delphi, which is getting more visible, but still
  very far away.
  Before you get far, you find two massive birds facing each other, six feet from the
  ground. On the left is a huge eagle – proud and imposing, contrasting against a light
  blue sky. On the right is an incredible bird with a golden plumage and orange nuances,
  shrouded by an aura of flames which seems not to burn it.
  The two birds are facing each other, hitting each other with their beaks and talons,
  unconcerned by your presence.
  On the road to Delphi, the PCs find a huge eagle fiercely fighting a flaming bird (the PCs
  have most likely never seen a Phoenix), hitting each other with their beaks and talons.
  This is clearly a divine omen.
   PCs with Knowledge (Olympian Religion) can interpret the omen with a successful roll.
  They realize this fight is actually between the Royal Eagle of Zeus and the Phoenix of
  Ahura Mazda, supreme Persian deity. If nobody has Knowledge (Olympian Religion), they
  remain clueless.
   The two wonderful birds only care about fighting each other and even if the PCs enter
  the fight, they are simply ignored. If the PCs successfully attack one of the birds, the
  omen ends. If they help the Eagle, Zeus becomes Favored toward them while Ahura
  Mazda becomes Disfavored toward them and confers a (-1) penalties to all rolls made
  while in Persian lands. Should they help the Phoenix instead, Zeus becomes Disfavored
  toward them all and Ahura Mazda becomes Favored, granting them a +1 bonus to all rolls
  made while on Persian lands. Should the PCs decide not to intervene, they still become
  Disfavored by Zeus, but nothing else.
  SECOND OMEN
  The air chills and the sun goes backwards to the east. It is dawn, and before the PCs’ eyes
  a huge red banner flies. After a moment, the sun reaches its zenith and a golden banner
  flies in front of them. Eventually, the second omen ends and the sun travels back to its
  normal place in the sky. With a successful Knowledge (Olympian Religion) roll, the omen
  is read as: red is Helios’ banner at dawn, golden at noon.
  THIRD OMEN
  Once again, something weird happens. The PCs find themselves in a great banquet hall,
  where many people are toasting, mixing red wine with ashes taken from the bonfire. They
  wish each other a great afterlife and drink the mixture. Eventually, the third omen ends
  and the PCs return to their mountain path. With a successful Knowledge (Olympian
  Religion) roll, the omen is read as: toasting with ashes will bring a glorious afterlife.
  FOURTH OMEN
  A deep thunder shakes the heaven. Zeus, in all his might, shines from a white cloud and
  points out in the distance Delphi’s temple. In a blink of an eye, everything is back to
  normal. With a successful Knowledge (Olympian Religion) roll, the omen is read as: Zeus
  will show the way from above.
  
  8 - Mythos
  FIFTH OMEN
  The PCs find themselves in a great crowded stadium where a naked athlete faces a mighty
  bull. The bull rushes him but the athlete seizes its horns and leaps over the fierce beast.
  With a successful Knowledge (Olympian Religion) roll, the omen is read as: focusing on
  the horns is the right way to overcome the bull.
  When all five omens end, the PCs find themselves near Delphi. Time seems to have
  passed very quickly; a new day rises, and Delphi is very close.
  17TH  DAY, MORNING – THE RESPONSE
  After a long line, ablutions and every kind of purification, the PCs are finally allowed to
  consult the Pythia. The oracle reveals that, “The battle will be lost because Zeus is furious
  and therefore Leonidas will be betrayed by one of his followers who will sell himself to
  the Persian army. Zeus will punish him for having infringed the sacred hospitality rules
  with the Persians.”
   The PCs know they cannot waste any time making further investigations, except for
  asking the oracle who the traitor is. (If they don’t, leave them in the oracle room for a
  while to discuss their opinions.) After a while Apollo talks, by means of the Pythia, asking
  them for a favor (see Mission on the Parnassus) before revealing the name of the traitor.
   If the PCs wish to have a good reading of the omens they previously witnessed, the
  Pythia gladly helps for an extra donation for each interpretation.
   A lot of merchants have stores around the temple. Whatever the PCs might need is
  available for sale. This would be a great place to buy some wine, if they don’t have some
  already.
  
  Battle of Thermopylae - 9
  17TH DAY, AFTERNOON – MISSION ON THE PARNASSUS
  The Pythia, following Apollo’s direction, asks the PCs to wipe out the fierce fire bird of
  prey. The bird and a group of Persians have been infesting the peak of Mount Parnassus
  for some days, disturbing Apollo and the Muses. As usual, the Pythia closes her oracle
  with an enigmatic sentence, “Only the Vine can soothe the burning anger of your enemy.”
   After a hard climb, the PCs meet a group of Persian soldiers who order them to go
  away. If they decide to continue, the fight cannot be avoided.
  Ø
  Common Soldiers (4)
   Once the PCs have passed the soldiers, they close-in on a small altar with a bronze
  bronze cup on the top, near which two Persian priests are going to sacrifice a young
  Hellenic boy to the Phoenix that the PCs previously met. (This is considered “Persian land”
  for the any bonuses or curses from Ahura Mazda’s divine attitude.) If during their first
  meeting the PCs actually helped the Phoenix, it is not immediately aggressive and can be
  negotiated with. Otherwise, the Phoenix attacks as the priests flee.
  Ø
  Phoenix
  DEALING WITH THE PHOENIX
  The Phoenix can be quite difficult without knowing how to properly deal with it. A
  successful Knowledge (Legends and Lore) roll reveals the key in defeating the Phoenix lies
  in its ashes. It’s no use trying to scatter them, they eventually gather again and explode
  in due time. To prevent this, they can be stored in a divine item (such as a divine cup or a
  divine pouch) to be used later or an adequate amount of liquid can be poured on them to
  prevent the Phoenix from rising again. With the latter method, the ashes lose their
  unique properties in 1d6 minutes.
   If the PCs don’t figure out how to deal with the Phoenix, allow a Common Knowledge
  roll with a (-2) penalty the third time the Phoenix rises. Should they fail, the roll can be
  repeated every time the Phoenix rises with a cumulative +1 bonus for each subsequent
  rebirth. A success reveals the true meaning of the Pythia’s last sentence, realizing they
  should drown the ashes in liquid (1 gallon at least) to prevail. (Keep track of the number
  of times the Phoenix is reborn.)
   If the PCs drink the ashes (as the Third Omen stated) they will be disgusted, but granted
  a lesser version of the Phoenix’s Resurrection ability once – upon becoming Incapacitated
  in battle,  they will be reborn and fully healed in 1d4 rounds. This can only be used once
  and the PCs are unaware of this incredible gift unless they use an appropriate Power or
  Divine Edge. If not properly stored, the ashes lose this ability.
   The young boy doomed to be sacrificed is revealed as Apollo. Thanking the PCs for their
  devotion, he states that, “The traitor among Leonidas’s ranks is Ephialtes, who has
  already left the Hellenic camp. He will be received by Xerxes tomorrow at midday. His
  information will turn the tide of the battle against the Hellenes, who will be surrounded
  and slaughtered. If you want to save Hellas, you’d better stop him before he reveals
  precious details to Xerxes.” The young boy disappears, leaving the PCs alone. Apollo’s
  divine attitude towards them increases one level.
  
  10 - Mythos
  17TH DAY, EVENING – WHAT NOW?
  The PCs don’t have much time if they want to prevent Ephialtes from meeting with
  Xerxes. (It’s about 8:00 PM.) A Survival or Tracking roll reveals a narrow and winding
  mountain path, leading from the Parnassus directly to the Persian camp. If they leave
  immediately, they would arrive before dawn, fatigued from the strenuous journey (gain-
  ing one level of Fatigue).
   If they fail the roll, or decide to rest in Delphi before leaving, they waste precious time
  but won’t be fatigued.
  18TH DAY, DAWN, MORNING OR AFTERNOON – APPROACHING
  THE PERSIAN CAMP
  The PCs reach the Persian camp, approaching from its western wall, finding it in utter
  confusion (Persians have suffered heavy losses during their battle against Leonidas’s
  army and are in a foul mood). As they approach, a group of soldiers moves to occupy the
  road behind them. Even as they search for cover, there is no escape.
   The Persian camp has two large, overly defended gates: one on the East side (towards
  Thermopylae) and one on the West. It is full of tents and enemies, but where is Ephialtes?
  The only distinguishable tents that don’t appear to be simple dormitories are those with
  a colored flag on the top of them: blue, golden, green, black, red, white, and one with a
  huge standard. According to their previous choices, Ephialtes can be found outside or
  inside the camp. Choose an event path to take according to the following descriptions and
  the decisions made by the PCs:
  ·
  The Phoenix resurrected up to three times; the PCs took an immediate
  departure via the mountain path; Ephialtes is positioned outside the camp;
  Ephialtes is being escorted by four Persian soldiers. Move to Event A.
  ·
  The Phoenix resurrected up to three times; the PCs did not take an immediate
  departure via the mountain path; Ephialtes is positioned inside the Persian
  camp, tent three; Ephialtes is being escorted by two Persian soldiers. Move to
  Event B.
  ·
  The Phoenix resurrected more than three times; the PCs took an immediate
  departure via the mountain path; Ephialtes is positioned inside the Persian
  camp, tent six; Ephialtes is being escorted by four immortals. Move to Event C.
  ·
  The Phoenix resurrected more than three times; the PCs did not take an
  immediate departure via the mountain path; Ephialtes is positioned inside the
  Persian camp, tent six; Ephialtes is being escorted by four immortals. Move to
  Event C.
   GM’s Note: If the PCs try to look for Xerxes, they don’t find him anywhere in the camp.
  He is temporarily elsewhere (nobody knows exactly where) and Ahura Mazda protects him
  from being detected by any Divine Edge or Mystery Cult Power.
  
  Battle of Thermopylae - 11
  EVENT A
  The PCs reach the camp at dawn. After
  looking around, they find a small group
  coming from the East. It is Ephialtes, with
  his hands tied, and four Persian soldiers.
  The camp is in utter confusion, included
  the sentries, and nobody appears to have
  noticed the PCs or the group coming from
  East.
  Ø
  Ephialtes
  Ø
  Common Soldiers (4)
   At this point, the PCs could kill Ephialtes,
  persuade him to cooperate, or any other
  possible option. Unless they make much
  noise or confusion, no one in the camp
  pays them any attention. Once they have
  dealt with Ephialtes, proceed to No Exit.
   Should they choose to instead watch and
  wait, they witness the guards bringing
  Ephialtes to tent three with the red flag. At
  this point, they have to go into the camp;
  proceed to Event B.
  EVENT B
  The PCs arrive reach the camp when the sun is already high. Ephialtes is inside the camp,
  in tent three with the red flag. If they don’t know that (because they didn’t witness Event
  A), it’s possible to guess where Ephialtes is by solving the Second Omen or using an
  applicable Divine Edge or Mystery Cult Power. Otherwise, they are clueless.
   Tent three is defended by two Persian soldiers, but the PCs must first enter the camp
  and reach it (see Entrance). Once they kill Ephialtes or convince him to cooperate, they
  have to go back the same way and face the same problems. When they finally make it out
  of the camp, proceed to No Exit.
  Ø
  Ephialtes
  Ø
  Common Soldiers (2)
  EVENT C
  The PCs reach the camp at midday. Ephialtes has just talked to Xerxes, who left him in the
  Harem (tent six with the golden flag). The PCs can guess this by solving the Second Omen
  or using some Divine Edge or Mystery Cult Power.
   The Harem is defended by four Immortals, but the PCs must first enter the camp and
  reach it (see Entrance). Once they kill Ephialtes or convince him to cooperate, they have
  to go back the same way and face the same problems. When they finally make it out of
  the camp, proceed to No Exit.
  Ø
  Ephialtes
  Ø
  Immortals (4)
  ABOUT EPHIALTES
  Ephialtes is a Hellenic hoplite
  who was visited by Ahura Mazda
  during his sleep. The foreign god
  promised him infinite wealth and
  power if he would betray his
  comrades and allow the Persians
  to crush Leonidas’s army. Should
  the PCs talk to him, he acts like a
  Persian, telling them that Ahura
  Mazda is the most powerful of all
  gods and Hellas is doomed to
  bow before the Persian power.
  
  12 - Mythos
  PERSIAN CAMP
  ENTRANCE
  The stockade surrounding the camp is more than 20 ft. high and adorned with huge
  pictures of animals: a very long snake, a huge bull, and a giant scorpion. Some small
  sighting towers interrupt the stockade every 40 yards. A Notice roll reveals four archers
  [Common Soldier (Archer)] on every tower and Persian soldiers (five per PC) at each gate.
   Attempting to climb a tower is a bad idea; the archers can easily hit them and alert the
  camp. (Alarm Level (AL) reaches 5, see further).  Waiting for night to come is not ideal as
  there’s little time left.
   The easiest entry into the camp is a secret passage dug by Persian deserters under the
  stockade, beneath the picture of the bull. If the PCs solved the Fifth Omen, a simple
  Notice roll reveals it. Otherwise, they need to use Divine Edges, Mystery cult Powers, or
  get a raise on a Notice roll. (Inside the camp is considered Persian land when considering
  bonuses or penalties from Ahura Mazda.)
  ALARM
  If the PCs get inside without being noticed, the Alarm Level (AL) of the camp is 0. Every
  conflict the PCs engage in, or every noisy action, increases the AL by 1. When the AL
  reaches 5 the alarm is sounded. The camp is fully aware of the PCs and they are chased.
   The PCs have 15 rounds to exit the camp before being unavoidably surrounded by 300
  Immortals and 2,000 Persian soldiers. During the 15 rounds, the PCs can finish their fight,
  but reinforcements will begin to arrive and give chase. If they manage to exit the camp in
  time, nobody runs after them, but they have to wait for at least one hour until the
  situation “calms down” and the AL drops back to 0.
  MOVING AROUND
  The PCs find the camp in utter confusion; everyone ignores them if they behave properly.
  However, moving around without being noticed is not so easy. The PCs can freely move
  around the whole camp, but face two Encounters on every route. For example, if they
  move from the Stockade to tent seven or from tent seven to one.
  ENCOUNTERS
  Encounters inside the camp do not have to be combat; they are simply the PCs encoun-
  tering Persians who are already inside the camp. Combat can be avoided with a Stealth
  or Persuasion roll, or allow the PCs to get creative. Roll a d10 and consult the table below:
  Dice Roll 
  Encounter Type
  1-2 
  2 Immortals
  3-5 
  2 Persian soldiers (Common Soldiers)
  6-8 
  4 Persian soldiers (Common Soldiers)
  9-10 
  4 Immortals
   If the PCs waste time inside the camp, roll for an encounter every two minutes.
  
  Battle of Thermopylae - 13
  TENTS
  If the PCs enter any non-numbered tent, according to the map, each one serves as a
  dormitory where it’s possible to meet 1d4 Persian soldiers. The GM decides their reac-
  tions.
  Tent 1, Weapon Depot, Green Flag: Defended by four Immortals, it contains many
  Persian weapons and armor suits. Apart from the Immortals outside, nobody is inside.
  Tent 2, Persian Ambassador, Huge Flag: Defended by two Persian soldiers, the PCs find
  a heavily wounded Persian ambassador who lost his right arm during the battles, being
  treated by a surgeon. None of them knows about Ephialtes and they do not oppose any
  resistance. If the PCs leave them alive, they raise the AL to 5. If the PCs are convincing
  enough, the surgeon cures them with exotic herbs and magical ointments (having the
  same effect as a successful Healing roll). For each PC healed, roll on the Encounters table
  as someone enters the tent.
  Tent 3, Prison, Red Flag: Defended by two Persian soldiers, if the PCs enter the camp
  before midday, they find Ephialtes inside with heavy chains holding him prisoner. Unless
  they use an appropriate Power or Divine Edge, the PCs cannot be sure whether Ephialtes
  already talked to Xerxes or not. (He hasn’t yet, but Ephialtes tells them what he considers
  to be more convenient for him.) If the PCs find a good way to persuade him, Ephialtes
  changes his mind and asks to go back with them to the Hellenic camp. Ephialtes is unable
  to oppose any physical resistance (unless they set him free from the chains) and as soon
  as he has the opportunity, without risking his life, raises the AL to 5. If the PCS enter at
  midday or later, it’s empty.
  
  14 - Mythos
  Tent 4, Accountant, White Flag: Defended by four Immortals, the PCs find a fat and
  filthy Persian busy with the accountancy recordings. The tent is full of amphorae and
  trunks overflowing with treasures and gems. The accountant is frightened, but friendly.
  He doesn’t know anything about Ephialtes and tries to save his own life in every possible
  way, offering considerable treasures to each PC (up to 10,000 Golden Drachmas). As soon
  as he has the chance to do flee without risking his life, he raises the AL to 5. Every 2
  minutes, an encounter happens as someone enters the tent.
  Tent 5, Imperial Archive, Blue Flag: Defended by two Persian soldiers, the PCs find five
  quiet old scribes intent on copying and deciphering parchments of every kind. None of
  them knows anything about Ephialtes and they don’t look like Persians. If the PCS spend
  some time with them, they find out the scribes are slaves from foreign cultures (Egyptian,
  Babylonian, Arabian).  The PCs are overwhelmed with questions on Hellenic culture. They
  are very educated, but don’t have any useful information for the PCs’ mission. None of
  them is interested in who will win this war and they don’t raise the alert if the PCs leave
  them alive and behave friendly.
  Tent 6, Harem, Golden Flag: Defended by four Immortals, the PCs hear flutes and
  tambourines from inside while lascivious shadows gleam through. If the PCs enter before
  midday, they find about fifty people engaging in sexual acts. (The participants may belong
  to any sex, race, and culture the GM wants.) The incense in the air and the sound of flutes
  makes the atmosphere dream-like and surreal.
  
  Battle of Thermopylae - 15
   Unless the PCs draw attention with rude and noisy manners, nobody pays them much
  attention. If the PCs openly attack the participants, the AL is raised to 5. Nobody knows
  about Ephialtes and PCs are constantly invited to join the party, attempting to undress
  them. If the PCs are undressed and join the party, or after spending two minutes inside
  the tent, an encounter happens as someone enters the tent.
   If the PCs enter at midday or later, they also find Ephialtes. They must persuade him to
  not raise the alarm. If unsuccessful, he raises the AL to 5.
  Tent 7, Tools Depot, Black Flag: Defended by two Persian soldiers, the PCs find a
  multitude of carpentry tools, wood boards, nails, and ropes. No one is inside.
  18TH DAY, MORNING OR AFTERNOON – NO EXIT
  The PCs find that there’s no easy way back to their headquarters. The road they came
  from is defended by the recently arrived Persian auxiliary troops (about 100 immortals
  and 1,000 Common soldiers). All the other passes leading towards the Hot Gates are
  defended in the same way.
   If Ephialtes is with them, and he’s willing to help, he shows the PCs a hidden path that
  would have allowed the Persians to surround the Hellenes. Using that, they can get back
  to the Hellenic camp. (It doesn’t matter if Ephialtes actually revealed the passage to
  Xerxes or not, the path isn’t guarded.)
   If the PCs solved the Fourth Omen, a Notice roll reveals a shining eagle in the sky who
  leads them to the hidden passage. If they didn’t solve it, they need a raise on a Notice
  roll or an appropriate Power or Edge to find it.
   The Notice roll can be repeated every two minutes, but the PCs will have to face an
  Encounter. After four encounters, the giant eagle they met at the beginning of the
  adventure appears and leads them to the path back to the Hellenic camp.
  18TH DAY, NIGHT – THE KING IS DEAD
  When the PCs arrive back at the Hellenic camp, they realize King Leonidas died while
  battling valiantly against Zoroaster, a Persian general who possesses tremendous powers
  bestowed by his god Ahura Mazda. Although defeated, the Hellenes barely managed to
  hold back the Persian tide, but desperation and grief rule the camp and everyone begins
  to think that resistance is futile. Many soldiers wish to return home and think Hellas is
  doomed. Without a strong leader, the army will probably be disbanded at dawn. The PCs
  can take control of the situation, lead the Hellenes to victory, and show them the power
  of the gods. (If they don’t realize this by themselves, one of their patron deities shows up
  and incites them to ‘ride the tiger.’)
   Inciting the Hellenes to fight again and defend Hellas under the protection of the
  Olympian gods requires a Social Conflict using Knowledge (Battle). The shocked troops,
  who think resistance is futile, are represented by Lysimachus with Knowledge (Battle) d6.
  The Hellenes are very pragmatic nowadays and don’t believe in the power of the gods like
  they used to.
   If Ephialtes told Xerxes about the hidden passage, the PCs suffer a (-2) penalty as it’s
  obvious they became surrounded. However, if the PCs can make an appropriate show of
  the powers bestowed by the gods, they can gain a +1 bonus. The outcome of the Social
  Conflict is determined as follows:
  
  16 - Mythos
  Margin of Victory 
  Outcome
  Lose 
  Nobody heeds the PCs’ words, choosing to leave with Lysimachus
  before dawn. Only 300 Spartans, now led by Delius, remain to fulfill
  the last order of their king to not retreat.
  1-2 
  The PCs persuade about 2,000 soldiers with a winning military
  strategy, although their not convinced about possible help from
  the Olympians. The remaining soldiers leave with Lysimachus be-
  fore dawn. The PCs command the army.
  3-4 
  The PCs persuade about 4,000 soldiers to remain and that the gods
  favor their victory. They begin making sacrifices to appease the
  gods while the remaining soldiers leave with Lysimachus before
  dawn. The PCs command the army.
  5+ 
  The entire army of 5,000 men is invigorated by the PCs words. They
  hail the PCs as saviors to the army, make sacrifices to appease the
  gods, and appoint the PCs as generals.
   Whatever the outcome, the remaining Hellenes hold a war council to decide their
  strategy.
  19TH DAY, THE FINAL BATTLE
  At the break of dawn, the remaining Hellenic forces face the huge Persian army in a Mass
  Battle. If the PCs don’t wish to partake, they can leave before dawn by following Lysima-
  chus. Their patron deity takes them back to the past the night after, blaming them for
  failing the mission and Despising them. Should they choose to stay, they get ready for the
  ensuing mass battle.
   The Persian army is led by Xerxes (Knowledge (Battle) d8, Spirit d8, and the following
  Edges: Command, Command Presence, Fervor, Leader of Men.) His army has about
  300,000 remaining soldiers. If Xerxes doesn’t know about the hidden path, his army
  suffers a major terrain disadvantage (-3) and only 5,000 men can enter the pass at the
  same time to partake in the ensuing mass battle. If, on the contrary, he knows about it,
  the disadvantage goes to the Hellenic troops and Xerxes can deploy his full army in the
  battle. They also have light archer support (+1) and General Zoroaster, who was be-
  stowed Divine Powers from Ahura Mazda (+1).
   The Hellenes can deploy from 300 to 5,000 soldiers (depending on how many remain)
  and their leader could be Delius (Knowledge (Battle) d6, Spirit d8, Edges: Command,
  Fervor) or one of the PCs. Every PC actively partaking in the battle grants a +1 because of
  their Divine Edges or Powers. They are also free to form strategies to provide the Hellenes
  with further advantages. While the two armies clash, Zeus and Ahura Mazda fight in the
  background, creating a true epic scenario.
  
  Battle of Thermopylae - 17
  ENDINGS
  Battle of Thermopylae can end in different ways, depending on whether the Hellenes
  (against all odds) win the battle or not and, more importantly, whether the PCs manage
  to relight a strong faith in the Olympian Gods with their epic behavior. A couple of
  possibilities are listed below, but the GM is free to modify them or create his own.
  STARRY TRIUMPH
  Against all odds, the Hellenes prevail and win the Thermopylae battle under the PCs’
  leadership and with the Olympians supporting them. The Persians are forced to fall back
  and eventually go back to their far homeland.
   The PCs’ names shall be written in history as the saviors of Hellas. People regain faith
  in the Olympians and once again flock to the temples. Their patron deities (as well as
  Zeus) now Love them, if not already.
   The PCs are flooded with money, honors, marriage proposals with noble women, and
  every possible and imaginable honor. But one day, they mysteriously disappear as their
  patron deities send them back to the past where they belong (people strongly believe
  that they were taken directly to Olympus).
   A new constellation appears in the sky: the Godsend Ones.
  EXTREME SACRIFICE
  The PCs fight bravely during the battle, but eventually die. All Hellenes are deeply struck
  by their heroic behavior and regain their faith in the Olympians. Thanks to the Olympian
  support, the Hellenes either win the battle at Thermopylae or eventually win the final
  battle against the Persians one year later at Plataea.
   As for the PCs, anyone who succeeds in Thanatos’ Judgment is taken back to the past
  and his patron deity and Zeus will Love him. It’s as if nothing happened at all, but in the
  faraway future the PCs’ names will be forever remembered in the days to come as the
  Godsend Ones.
  UTTER DEFEAT
  Despite all efforts, the Persians mercilessly slaughter the PCs along with their soldier
  comrades. The Persians advance towards the Peloponnese and Hellas trembles in fear.
  The PCs were unable to raise among the Hellenes a new faith in the Olympians, who are
  now forced to find another solution to avoid total annihilation.
   The GM decides which PC can undergo Thanatos’ Judgment and those who pass find
  themselves back in the past but their patron deity now Despises them for failing such an
  important mission.
  
  18 - Mythos
  ADVERSARIES
  EPHIALTES
  Attr: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Charisma: 0; Pace: 8; Parry: 8; Toughness: 8 (3)
  Skills: Fighting d8, Healing d4, Notice d4, Shooting d6, Throwing d6
  Edges: Hoplite
  Armor: Bronze panoply [Corinthian helmet, peturgis, bronze cuirass, bronze greaves]
  (All +3), tower shield (+2 Parry, +2 Armor vs. ranged attacks)
  Weapons: Spear (Str+d6), short sword (Str+d6)
  IMMORTAL – PERSIAN ELITE SOLDIER
  Attr: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Charisma: 0; Pace: 6; Parry: 8; Toughness: 8 (2)
  Skills: Fighting d10, Intimidation d6, Notice d6(+2), Shooting d6, Throwing d6
  Edges: Alertness, Combat Reflexes
  Armor: Leather cuirass (Torso +2), round shield (+1 Parry, +2 Armor vs. ranged attacks)
  Weapons: Long sword (Str+d8), spear (Str+d6)
  PHOENIX
  Attr: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d8
  Pace: 4; Parry: 6; Toughness: 6
  Skills: Fighting d8, Notice d8, Stealth d6
  Weapons: Fiery beak or talon (Str+d6; if hits, 50% chance to catch fire)
  Special Abilities:
  ·
  Explosive Resurrection: When a Phoenix dies, it immediately turns into an ash
  mound. If the ashes are not collected or drown in a liquid, a Phoenix explodes
  from it 1d4 minutes after its death, dealing 2d4 fire damage in a 20 ft. radius.
  At the same time, the Phoenix resurrects fully healed.
  ·
  Flight: Phoenixes have a Flying Pace of 8 in. and a Climb 3.
  
  Battle of Thermopylae - 19
  ZOROASTER – DIVINE PERSIAN GENERAL
  Attr: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
  Charisma: 0; Pace: 6; Parry: 8; Toughness: 12 (4)
  Skills: Fighting d10, Intimidation d6, Knowledge (Battle) d6, Notice d6, Shooting
  d10, Throwing d10
  Edges: Alertness, Combat Reflexes, Command, Command Presence, Counterattack, Fer-
  vor, Frenzy, Leader of Men, Seasoned Hoplite
  Armor: Panoply [Persian helmet, peturgis, bronze doubled and fitted cuirass with Mark
  of Ahura Mazda (+1), greaves] (All +3), round shield with Mark of the Phoenix (+1 Par-
  ry, +2 Armor vs. ranged attacks), bracers
  Weapons: Long sword (Str+d8), spear (Str+d6)
  Special Abilities:
  ·
  Divine Entourage (Ahura Mazda): +1 bonus to Strength; Strength Favored
  Rolls.
  ·
  Mark of the Phoenix: Anyone looking at the armor in sunlight must make a
  successful Spirit roll to avoid being bedazzled for 1 round, during which they
  suffer a (-2) penalty to all attack rolls.
  ·
  Mark of Ahura Mazda: Gold detail work enhances the armor. The wearer gains
  a +1 bonus to all Intimidation and Charisma rolls while on the battlefield.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Mythos/Savage Worlds - Mythos - Battle of Thermopylae.pdf