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  • Challenge of Champions

Challenge of Champions

Behold the flying arena of Ulma'hk, where in the strongest are forced to fight in the Challenge of Champions for the entertainment of its patrons

For glory and gore!

Challenge of Champions

Welcome Champion!

Heroes are taken magically into the flying arena Ulma'hk, by Magister Agmor. This adventure outlines a structure for arena style battles with downtime inbetween where the heroes can scheme for victory or attempt an escape!

Running the Adventure

  • The heroes awaken jailed, without gear, wearing anti-magic bracelets.
  • Each day the heroes will fight as a team in a gladiatorial arena to the death.
  • After six days battling the final team will be set free and declared victor!
  • Prepare creatures to battle and encounter in the arena for your system.

Downtime Efforts

Between fights, heroes may spend their downtime on one of three efforts.

Rest or Revive

Long rest (no check required) or revive an unconscious creature.

Attend Event

Bound and guarded up to 2 heroes can attend the nightly celebrations as 'celebrity entertainment'. Impress a patron to gain arena weapons, supplies or rumours!

Scheme

Activities to help escape, gain advantages in the arena, or pursue any other goals.

Effort Checks

Each effort requires a number of successful checks to grant a player defined outcome. The difficulty and number of successes are set by the game master. Heroes pursuing different outcomes within the same effort gives disadvantage on checks.

1Simple: smuggle utensil, crafting lock pick tools
2Average: bribe guard for map, makeshift weapon
3Hard: disable the anti-magic bracelet.

Complications

At the start of downtime roll a d4, on a 1-2, a complication occurs.

1d6Complications
1Night Game: back to the arena, now!
2Suspicion: event efforts have disadvantage.
3New Cellmate: they are a spy!
4Competitor Scheme: achieve 3 successes or no starting weapons in the next arena battle.
5Search: opposed stealth or contraband found.
6Lost Bet: a guard attacks you in your cell.

Rumours

  • Crystal lapels allow access to different areas of the arena.
  • Ulma'hk is powered by an arcane engine at the bottom level.
  • A personal teleportation ring is located in the Spire of Magister Agmor
  • Flying ships are tethered in the docks, the control center can disable this tether.
  • The Magister travels out of Ulma'hk from within the Spire of Agmor.
  • The grandstands are protected by a barrier powered by the Arcane Engine.

Ulma'hk: The Colossal Arena

Image of adventure map for the GM with labels
Game master map

Flys over 1000ft in the air, an imposing arena perched atop a fractured stone cliffs. Its exterior devoid of foliage, covered in thick fog, the rocky ground is slick with dew.

1. Champion Pits

Stone cells hang 40ft in the air from chains that can be drawn upwards to the arena. Winged guards patrol the pits. Cells have a single locked door, beds - under a small vent is hidden, and a thin channel where water flows through the center of the room, magically connected to the other cells.

2. Staging Area

A vast area of caged beasts, vats of bubbling liquids, building material and volatile arcane materials for different arena setups.

3. Arena

Sweeping grandstands surround an oval arena. On opposite sides chain pulleys raise champion cells for battle each day.

4. Security Wing

Weapons line shelved walls, a set of locked chests marked with names containing belongings. A disgruntled winged guard keeps watch, they could be convinced turn a blind eye if the heroes are famous enough.

5. Control Center

Polished marble floors and engraved pillars encompass a set of controls used by Magister Agmor and his acolytes. One with high intelligence can use the controls to fly Ulma'hk and teleport creatures to and from the cells.

6. Patron Wing

Lavish quarters, connected by glistening hallways opening to outdoor gardens and foyers. Patrons recognising any champions will crowd cheering for autographs.

7. Docks

Hovering wooden boats float against stone docks. An arcane Tether locks all boats to a central stone pillar and can be deactivated in the control center or from potent magic.

8. Staff Hall

A large kitchen, some small living quarters and supply rooms. Staff bicker with one another, frightened of their boss, The Butler.

9. Spire of Agmor

A tall spire wherein the Magisters personal quarters hoard a collection of magical items and a transportation circle. Entry is guarded by a stone Golem, answering "Glory and Gore" to its request for the words of entry.

10. Arcane Engine

Circular room with a great metallic diamond cage holding a green pulsating orb of magic. Etched metallic rods run from the engine giving power to areas of Ulma'hk.

The Arena

"May their scream's sing! for glory and gore!" Each day teams of champions fight to the death, risen from the pits onto opposite sides of the arena, each day roll a new feature to entertain the cheering crowds.

1d6Complications
1Water floods into the arena, rising each round. On the 4th round the water hits an invisible roof, trapping all underneath.
2Mines that explode if a creature moves within 5ft! The floor is slick with ice and any creature will be moved double if pushed.
3Floor inclines steeply, any who fall prone roll 10ft toward a pit in the arena's center.
4Thick mist hang over grave stones, any creature who dies in the arena will rise as an undead and kill any living creature on the start of the next round.
5Walls rise randomly after one round, rearranging each round thereafter.
6Unfettered magic warps through the air, each round roll 1d4 and all creatures: (1) Can teleport within 30ft once. (2) One extra die of damage per attack. (3) Creatures rise 30ft into the air and can fly; at the end of the round they fall. (4) Healing causes damage.

Let the Fight Begin!

Common and sponsored patron weapons line the walls of the arena on each side. Entering the arena an announcer calls out each champion teams name to cheering applause, combat begins as the anti-magic bracelets deactivate in the arena.

Aftermath

The last team with living members that are capable of fighting are declared the victor. At the end of the final round of combat weapons turn molten hot and anti-magic bracelets immediately reactivate.

Tips

  • Keep fights moving and if combat is clearly won allow the players to narrate an epic finale!
  • Allow opponents magic items in later fights to add an extra surprise.

Opponent Teams

The heroes will face off against one opponent team each day until the last on the sixth day.

1 | Tamers of The Elcor Beasts

Four monster tamers each riding atop mighty basilisks.

Beware their petrifying gaze.

2 | Anguish of the Risen

Wraiths! Seven risen heroes with twisted faces of pain and fear.

Fear their life stealing cries of pain.

3 | Bone Gnashers

Four scrawny ill fitted humanoids, until skin tears and bones snap, lycanthropes!

Avoid their bite, lest you to become a beast.

4 | Crucible of Thane

Four knights of obsidian armour, the base of their spears and shields beating the ground.

Heed the knights that strike as one!

5 | Crimson Acord

Five mages, blood writhing like tendrils from carved sigils across their bodies.

Elude blood strikes, lest tendrils grow from you.

6 | The Infernal Doom

A dragon unfurls from its cage, hungering for ashen meat.

Shun its infernal breath!