Campaign Overview

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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.

Player Handout

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.

Free Act I Preview
Levels 3 4 Sessions 3-4

The Culling Games

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.

Adventure Hooks

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.

The Marked Collar

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.

Act Structure

Act I: The Culling Grounds

Recommended level: 3-4

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.

Objectives

  • Survive Trial One: The Beast Run
  • Clear Trial Two: The Flooded Vault and learn the collars are scrying foci
  • Face the Gamekeeper in Trial Three and secure a path out of the arena

Scene 1: Awakening on the Killing Floor

The Killing Floor

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).

Checks
  • DC 12 Investigation to find the supply cache
  • DC 13 Arcana to sense faint divination magic in the collars
Clues
  • The collars bear the Architect's sigil
  • Scratch marks near the gates read: 'THE GAMES ARE A HARVEST'
Transitions
  • When the second bell tolls, Trial One begins immediately.

Scene 2: The Flooded Vault

The Flooded Vault

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.

Checks
  • DC 13 Investigation to open the portcullis early
  • DC 12 Arcana to identify the scrying sigil
Clues
  • The Architect's sigil matches the collars
  • The vault was a previous trial; older champions' gear litters the floor
Transitions
  • After the vault, the Voice announces the final bell: the Gamekeeper's Hunt.

Scene 3: The Gamekeeper's Hunt

The Killing Floor at Night

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.

Checks
  • DC 13 Stealth to hide in the alcoves
  • DC 15 Insight to notice the Gamekeeper glancing fearfully at the sky when the Architect is mentioned
Clues
  • The torn letter: 'The Architect's next collection requires ten worthy champions. Do not fail again.'
  • The service tunnels lead out of the arena
Transitions
  • Act II (subscriber content): the party escapes into the service tunnels and begins hunting the Architect.

Milestone: Reaching level 4 after surviving Trial Two; Act I ends after the Gamekeeper's Hunt.

Villain Character Sheets

Generated villain placeholder Vaskar, the Gamekeeper Pending

Generating character sheet.

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Monsters & Enemies

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Villain Plans

Vaskar, the Gamekeeper

Act I central villain; servant of the Architect

Motivation

Vaskar 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.

Personality

Cruel, theatrical, and sycophantic toward the unseen Architect. Speaks of the trials as performances.

Resources

  • Barbed whip
  • Three hunting hounds
  • Control of the arena's gates, hazards, and bells

Battle Plan

Opens with whip pulls to isolate targets, hounds swarm, Reaping Sweep against clustered foes, retreats below half HP through a hidden gate.

Defeat or Redemption

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.'

Running Notes

Recommended party: 4-5 players, balanced party with at least one healer

Session Zero

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.

Scaling Guidance

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.

DM Advice

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.

Secrets & Clues

  • The collars are scrying foci; the Architect watches every trial
  • The Games harvest 'worthy' champions from a hundred arenas for an unknown purpose
  • The Gamekeeper fears the Architect and can be turned with the right leverage
  • A disguised spectator in the stands is a potential ally (Act II hook)

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Villain Character Sheets

Generated villain placeholder Vaskar, the Gamekeeper Pending

Generating character sheet.

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

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Monsters & Enemies

Premium Campaign Feature

Free 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 Now

Villain Plans

Vaskar, the Gamekeeper

Act I central villain; servant of the Architect

Motivation

Vaskar 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.

Personality

Cruel, theatrical, and sycophantic toward the unseen Architect. Speaks of the trials as performances.

Resources

  • Barbed whip
  • Three hunting hounds
  • Control of the arena's gates, hazards, and bells

Battle Plan

Opens with whip pulls to isolate targets, hounds swarm, Reaping Sweep against clustered foes, retreats below half HP through a hidden gate.

Defeat or Redemption

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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Encounters

Trial One: The Beast Run

Suggested Level: 3-4

Gates open and starved beasts flood the killing floor. The party must survive three rounds until the second bell.

Creatures

Terrain Features

Open killing floor with scattered rubble (difficult terrain) and two raised stone platforms reachable by DC 12 Athletics checks

Treasure

A supply cache with 2 Potions of Healing and 50 gp in scattered coins

DM Notes

Wolves arrive round 1, bears round 2. Beasts are starved and fight to the death.

Trial Two: The Flooded Vault

Suggested Level: 3-4

A half-submerged vault crawls with undead stirred by the arena's necrotic drain. Rising water forces movement every other round.

Creatures

Terrain Features

Waist-deep water (difficult terrain), a central dais above water, and portcullis gates that open on a DC 13 Intelligence (Investigation) check

Treasure

Potion of Healing and a silvered dagger in a drowned chest

DM Notes

Water rises 1 foot every 2 rounds; at 4 feet, non-swimmers are at risk.

Trial Three: The Gamekeeper's Hunt

Encounter pending Difficulty pending

Suggested Level: 4-5

The Gamekeeper himself enters the arena with his hounds to personally cull the survivors. Defeating or driving him off ends Act I.

Creatures

Encounter enemies are still being generated.

Terrain Features

The killing floor at night, lit by floating lanterns that reveal hidden alcoves (Stealth DC 13 to hide)

Treasure

Gamekeeper's iron key (opens the arena's service tunnels) and a torn letter hinting at 'the Architect's next collection'

DM Notes

If the Gamekeeper drops below half HP, he retreats via a hidden gate, taunting the party about the Architect.

Magic Items

Collar of the Champion Collar of the Champion Completed

Collar of the Champion

uncommon
Iron collar (cursed). While worn, the wearer gains 2 temporary hit points at the start of each combat, but removing it deals 2d6 force damage. The sigil allows the wearer to hear the Voice of the Arena's announcements.

Location

Worn by each character at the start

Attunement

false

Gamekeeper's Barbed Whip Gamekeeper's Barbed Whip Completed

Gamekeeper's Barbed Whip

rare
Weapon (whip), rare (requires attunement). +1 to attack and damage rolls. On a hit, the target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet toward the wielder.

Location

Dropped by the Gamekeeper if defeated in Trial Three

Attunement

true

Spectator's Token Spectator's Token Completed

Spectator's Token

uncommon
Wondrous item, uncommon. Once per day, the bearer can press the token to their collar to ask the Voice of the Arena one yes/no question, which answers truthfully in a whisper.

Location

Hidden in the supply vault cache in Trial One

Attunement

false

Player Characters

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