The Arena Room

Arena Room
The Arena Room is a fun little obstacle that a dungeon master can throw into his game, to challenge a higher level party. The room, which is a hundred feet wide and fifty feet long, is ancient, cobwebs hang from every corner and available ledge. A handful of strangely decorated weapons hang on the walls and a variety of golems stand frozen in place around the room. Over the outside of the door (which is represented with the hole at the bottom of the oval) are the words “No Alien Magic” carved into the stone in draconic.

The room is affected by a permanent Antimagic Field, as the spell, except for items that were crafted within its walls. The golems inside and all the magic items on the walls were crafted inside the room and are free to act as normal. These items are only magic inside The Arena Room, and lose their power as soon as they are taken outside. There is another doorway at the far end of the room, but it is made of stone, and only opens when all of the golems are destroyed. Until a living creature comes at least ten feet into the room, or until they are attacked, the golems stand perfectly still and lifeless. Once awakened, they stop at nothing to destroy any and all intruders before returning to stasis. These golems automatically go berserk is they become frustrated with the battle, for example if the adventurers manage to consistently stay out of their reach. Treat this room as a CR 20 encounter. Where noted below, these monsters and magic items differ from the normal rules.

Key:

C: The two Cs represent clay golems, as the monster, except as follows. Instead of their normal damage reduction, they have damage reduction 10/+1.

R: An iron golem, as the monster, except as follows. Instead of its normal damage reduction, it has damage reduction 10/+2.

S: A greater stone golem, as the monster, except as follows. Instead of its normal damage reduction, it has damage reduction 10/+3.

1: A completely black, plus one, returning longspear.

2: A plus two, shocking heavy mace. The head is as red as blood, and two ornate black dragons decorate the handle. This mace begins to shock as soon as it is picked up and stops as soon as no living creature is holding it.

3: This heavy flail is covered in gold decorations, mostly in eye patterns. It has a plus five enchantment bonus and the “flaming” quality, which activates as soon as the flail is picked up and stops as soon as no living creature is holding it.

4: This completely white scythe is a plus two, defending and speed weapon. The user knows immediately about its qualities upon picking it up.

5: This falchion has red decorations along its otherwise perfect, reflective blade, designed to look exactly like freshly spilled blood. It is a +1, flaming burst, dancing weapon. The user knows immediately about its qualities upon picking it up.

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