🌩️ D&D Home Campaigns Search
← Beginning 2 Deck tables Beginning 4 → Beginning 3 of 12
3

Sand in the Teeth

BeginningStrips gearImplies X03
Illustration: Beginning 3 — Sand in the Teeth
Illustration: Threads — Thread IV
The clue

Sand, first. In your teeth, in the creases of your eyes, gritted into the palm you push yourself up with. You are on the floor of an oval of raked sand eighty feet across, ringed by tiers of stone benches cut from the cavern wall, and the benches are not empty.

Nobody cheers. That is the wrong part. Two hundred somethings sit in the dark and watch you stand up, and the only sound is a slow scrape, off to your left, of a gate being drawn open by hand.

Premise. The party is this evening's entertainment, and the audience is not human. They have their weapons — the show is no good otherwise — and nothing else. The way out is the gate they were dragged in through, which is why this Beginning points at X03: the party's instinct will be to fight back toward the entrance, and the maze will spend the session making that harder.

Starting State

Opening Scene

A Medium encounter, on purpose. This is the one Beginning in the deck that opens with a fight, because being dropped into an arena and told to talk it out is a worse scene than the one where you swing. Keep it Medium and keep it short — five rounds, maximum.

The bill. Two Bull-Kin brutes (W02) come through the scrape-gate, and a bull-masked cultist stays behind the bars to work a lever.

Count Creature XP each
2Taurine brute (minotaur, reskinned)1,800
1Bull-masked cultist (behind bars, unreachable)450

Base 3,600 plus the cultist as a hazard; ×1.5 for two bodies = 5,400 adjusted, under the APL 9 Medium budget of 6,600. The sand and the lever make up the difference — see below.

The lever. Every third round the cultist pulls it and a section of sand drops six inches, dumping whatever stands on it into a knee-deep pit of loose grit (difficult terrain, DC 12 Acrobatics or fall prone). Telegraph it: the lever screams before it moves.

The audience. They do not intervene, and nothing in the tiers will be reachable this session. Do not let a player climb into them. The right answer to "I go up the benches" is "the dark up there is full, and it does not move aside."

Ending the fight. When one brute drops, the other backs to the gate and the cultist starts closing it. The party has two rounds to get through. If they take them, the fight ends the moment they are past the bars, and the audience — this is the beat — begins, very slowly, to leave.

Gear Recovery

Required, and it is a running thread rather than a single room. The party's packs were sorted into a keeper's alcove past the scrape-gate: reachable in the opening scene if they push through fast (Investigation DC 12 to spot the alcove while moving), or replaceable across the run.

First Clue (Whisper tier)

X03's Whisper, and this scene delivers it for free: as the party pushes through the scrape-gate, they pass a second gate, chained, with fresh air coming through it and a rag of daylight on the floor beneath. The way they came in is right there, and it is held.

Deliver it as an observation, not an invitation: "You are close enough to that outer gate to smell the evening. There are four spears on the other side of it."

Exits

AObviousThe scrape-gate the brutes came through, at the arena's north end. No check.
BObviousA sand-clearing chute at the arena's south end, a smooth stone slide the keepers use to dump the raked sand. No check, and no way back up.Rider: you arrive at speed and prone — everything in the next room gets one round before the party is on its feet, and if there is nothing there, that is a gift.
CConditionalThe chained outer gate, which the party can reach but not open (three chains, Strength DC 20 each, or Thieves' Tools DC 17). Opens only if the party spends real resources on it.Rider: if they get through, they do not escape — the passage beyond runs parallel to the cliff and turns inward. But they have seen the outside, and X03 is now the Resolution they chose.
Scaling — APL 6 / 12 / 15
APL Adjustment
6One brute. Lever every fourth round. DCs −2
9As written
12Three brutes, and the cultist has a horn that calls one more on round 4. DCs +1
15Four brutes, two levers on opposite sides, and the sand pit is 5 ft deep. DCs +3
Table-Safety Note

Captivity, an audience, and forced violence for entertainment — this is the second most intense Beginning in the deck. The softer framing: "You were taken in your sleep by people who trade in fighters. Nobody hurt you; they need you able to stand." If the arena's watching crowd is the part that bothers a player, empty the tiers and make it a training pit with one bored keeper. The scene still works.

DM Notes
← Beginning 2 Deck tables Beginning 4 → Beginning 3 of 12