The First Bell
The party wakes in the Culling Grounds with no memory of capture. They must survive the opening trial to learn anything about where they are or who took them.
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The party awakens in the Culling Grounds, a vast walled arena where captives are forced to fight waves of creatures for the amusement of unseen patrons. Act I covers their survival of the opening trials, the discovery that the arena's 'Gamekeeper' is merely a servant of a far greater power, and their first escape attempt that reveals hints of the true mastermind: the Architect of the Games.
You wake on cold stone. A voice like grinding iron echoes: 'Welcome, Champions. Survive three bells. Entertain us, and you may yet leave.' A brass bell tolls in the distance. The gates around you begin to open.
A survival-arena campaign. Act I is a free preview covering the first three trials in the Culling Grounds, ending with the party's first glimpse of the Gamekeeper and a clue pointing toward the Architect.
The party wakes in the Culling Grounds with no memory of capture. They must survive the opening trial to learn anything about where they are or who took them.
Each character wears an iron collar etched with a sigil. Removing it triggers searing pain (2d6 force damage). A captured 'technician' claims the Gamekeeper's tower holds the master control sigil.
The party survives three trials in the arena, defeats (or drives off) the Gamekeeper, and discovers the first clues pointing to the Architect, the true master of the Games.
You wake on cold flagstones, iron collars snug at your throats. A voice like grinding iron fills the air: 'Welcome, Champions. Survive three bells. Entertain us, and you may yet leave.' A brass bell tolls. Gates begin to grind open.
Introduce the collars, the Voice, and the arena. Give the party 10 minutes of exploration time before Trial One begins. The Spectator's Token can be found in a supply cache here if searched (DC 12 Investigation).
The vault door yawns open onto black water. Somewhere below, something clicks and clatters, like a thousand dice made of bone.
Run the Flooded Vault encounter. Emphasize the rising water and the scrying sigil on the dais. This scene delivers the first hint that the Architect watches everything.
The third bell tolls, and the lanterns dim to embers. Through the great gate strides a horned giant of a man, whip dragging sparks across the stone. 'You have entertained us well. Now entertain me.'
Run the Gamekeeper's Hunt as the Act I climax. Whether defeated or forced to retreat, the Gamekeeper leaves behind the iron key and the torn letter. End the session with the party standing before the open service tunnels, the Architect's name on their lips.
Milestone: Reaching level 4 after surviving Trial Two; Act I ends after the Gamekeeper's Hunt.
Vaskar, the Gamekeeper
Pending
Generating character sheet.
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Subscribe NowVaskar runs the Culling Games on behalf of the Architect, culling captives to find 'worthy' champions. He craves his master's approval and fears being culled himself.
Cruel, theatrical, and sycophantic toward the unseen Architect. Speaks of the trials as performances.
Opens with whip pulls to isolate targets, hounds swarm, Reaping Sweep against clustered foes, retreats below half HP through a hidden gate.
Defeat: he retreats, leaving the service tunnels open. Interrogation: reveals the Architect collects champions from a hundred arenas and that 'the Games are a harvest.'
Recommended party: 4-5 players, balanced party with at least one healer
Discuss the survival-horror tone, character capture backstories (how each was taken), and comfort levels with body horror and desperation themes. Confirm the party has a shared reason to stick together.
For 3 players, reduce each encounter by one creature. For 6 players, add one creature per encounter and raise the Gamekeeper's hounds to 4.
Keep the Voice of the Arena as a recurring narrator between scenes. Toll bells on a timer to maintain pressure. Save the Architect's true nature for Act II and beyond; Act I should only hint.
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Vaskar, the Gamekeeper
Pending
Generating character sheet.
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
Subscribe NowFree campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.
Subscribe NowVaskar runs the Culling Games on behalf of the Architect, culling captives to find 'worthy' champions. He craves his master's approval and fears being culled himself.
Cruel, theatrical, and sycophantic toward the unseen Architect. Speaks of the trials as performances.
Opens with whip pulls to isolate targets, hounds swarm, Reaping Sweep against clustered foes, retreats below half HP through a hidden gate.
Defeat: he retreats, leaving the service tunnels open. Interrogation: reveals the Architect collects champions from a hundred arenas and that 'the Games are a harvest.'
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Suggested Level: 3-4
Open killing floor with scattered rubble (difficult terrain) and two raised stone platforms reachable by DC 12 Athletics checks
A supply cache with 2 Potions of Healing and 50 gp in scattered coins
Wolves arrive round 1, bears round 2. Beasts are starved and fight to the death.
Suggested Level: 3-4
Waist-deep water (difficult terrain), a central dais above water, and portcullis gates that open on a DC 13 Intelligence (Investigation) check
Potion of Healing and a silvered dagger in a drowned chest
Water rises 1 foot every 2 rounds; at 4 feet, non-swimmers are at risk.
Suggested Level: 4-5
The killing floor at night, lit by floating lanterns that reveal hidden alcoves (Stealth DC 13 to hide)
Gamekeeper's iron key (opens the arena's service tunnels) and a torn letter hinting at 'the Architect's next collection'
If the Gamekeeper drops below half HP, he retreats via a hidden gate, taunting the party about the Architect.
Collar of the Champion
Completed
Worn by each character at the start
false
Gamekeeper's Barbed Whip
Completed
Dropped by the Gamekeeper if defeated in Trial Three
true
Spectator's Token
Completed
Hidden in the supply vault cache in Trial One
false
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