bygrinstow, Arena of Blood.pdf

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ARENA KEY
The
Ground Floor
inlcudes numerous
entrances with stairways that lead up
into the stands, as well as pens for the
various animals used to fight. Situated
behind the Stands, is a
Mezzanine
Level
that features luxury foods and
trinkets for those wealthy enough for
ringside seating.
The Stands
are
essentially a vast, curved, steep,
The blood-sport Arena in the city of Korrnegrum (or the sprawling, corrupt city of
stone stairway, four stories high,
your choice) re-opened six months ago, featuring all manner of full-bore bullfighting,
with a point of entry to Mezzanine
dog fights, and gladiatorial games. The operators are secretly the Cult of Vultaash,
or Ground Floor every 20 feet.
a 100-year-old cabal dedicated to the resurrection of a suppressed demon. Blood
spilt in the arena revives the abomination,
DUNGEON KEY
The entire underground complex features hewn stone hallways that slope
drop by scarlet drop...
by
bygrinstow
2013
toward Area H, with a gutter in the center of the stone floor, where the
blood from above flows magically like mercury ever downward to H.
1d6 Cultists wander the halls, half of which are encountered that same
d6 number of rounds after the PCs enter.
deep beneath the Arena’s Ground Floor.
A
. Out-of-the-way -- but not hidden -- entrances to the dungeon complex
B
. Massive cubes of stone slide in, to block entry or escape. These are
operated by vigilant Cult members on the Ground Floor, or by those in G.
C
. Blocks of the ceiling drop if these traps are tripped (but do not
block the flow of blood from the Arena above).
Hound of Vultaash and to Vultaash himself.
floor trigger is unwittingly tripped.
D
. 1d6+1 Cult members meditating to add strength to the
THE
CULT
Mostly
fanatical, but
under-skilled
fighters (2-4 levels
below the PCs); the
leadership is made up
of two deadly spellcasters
and one expert thief.
THE DEMON
Vultaash is a destroyer demon,
expected to walk the world and leave
nothing but ash in his wake. He is pre-
ceeded in the world by the Hound of Vultaash,
an armored beast 9 feet high at the shoulder,
that is drawn to individuals of power, challenging
them and thus providing Vultaash intelligence on his
potential opposition.
The Hound can ignore both magical energy as well as
physical damage, without ill effect. However to be useful as
a guage of power, it can only ignore a fixed total amount
(perhaps 75hp), ignoring less and less each round it is
challenged. For example, it might be unaffected by 21
damage the first round, 18 the next, then 15, and so on.
Vultaash himself is either a 100-foot tall humanoid figure,
with vast magical powers and whose tread negates all life
beneath it instantly, or could be a demon from your own
setting or devising.
E
. Trained but horrible creatures, released from their pens if a
F
. Relic Room. 2d3 magic items that weaken their targets,
and a staff of magic, waiting for the Cult to use them against
the PCs (if the PCs don’t find them and use them first!).
G
. In a safe rests a chest of 2d100 demon-heart gems.
Valuable? Yes. More trouble than they are worth? You bet. A
scrying globe lets the 1d3+1 Cult members here detect the
arrival of the PCs on a 1-in-3 chance.
H
. Chamber of Revival. The Hound and his Master are
slowly manifesting on a huge dias surrounded by an
8” deep pool of blood. The Hound is very nearly
manifest, and can take action in this chamber.
If 2d4 Cult members sacrifice themselves on
the spot, he will be fully
manifest. Vultaash himself
is only 20% ‘real’ and
can observe and
comment, but
not act.
J
. Blood
drips
slowly
from
the
ceiling
here.
NOTE:
If your players
participate in the Arena
sports, they can later dis-
cover they helped revive
a demon! FUN!
There are more Cult
members throughout
the population of the
City...(!)
One possible version of the Hound can be
found (along with other creatures) on the
Appendix M Blog: appendixm.blogspot.com
This One Page Dungeon
is released under the Creative Common
Attribution Share Alike 3.0 Unported license
http://creativecommons.org/licenses/by-sa/3.0/
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