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31

The Braying Arena

RoomGauntletHardBull-Kin (W02)3 exits
Illustration: Room 31 — The Braying Arena

Someone has built a colosseum down here. Not a big one — the sand floor would fit a house — but it has tiers, and a timekeeper's stone, and a post at the centre with old rope on it. Eleven people in bull masks are sitting in the tiers with their feet on the seat in front, and when you walk in they do not run and they do not shout. They start drumming.

Two gates open under the tiers. What comes out of them was a man's shape once and is now mostly shoulders.

DM summary. A fight the audience is enjoying. Three cultists in the stands drive two bull-brutes with drums and goads from ten feet up where the party cannot easily reach them, and the room is won by taking the drums away — or by giving the crowd a better show than the one they came for.

Terrain & Features

Battle-map thumbnail: The Hippodrome

Battle map: The Hippodrome — pages 31 & 32, 110 × 75 ft

The hippodrome is the arena: the 60 × 60 ft sand is printed, the continuous rail on the curve is the first tier's edge (chalk the two upper tiers behind it), and the floor-level gates are the north tunnel and the gate. Draw the bull-post at centre.

Encounter

Hard · Bull-Kin (W02) · Budget at APL 9: 9,600 XP

Two brutes on the sand, three cultists in the seats, and eight more who are only an audience.

Count Creature XP each
2Taurine Brute1,800
3Bull-Masked Cultist450

Base 4,950 XP; ×2 for five bodies = 9,900 adjusted, against the APL 9 Hard budget of 9,600 — three hundred over, and honest. The other eight masked figures in the tiers are not combatants. They have no weapons, they do not descend, and they will not be given stat blocks; they are the noise. If the party attacks them, they run, and the room becomes a chase the party will lose the point of.

Round 1. The drum starts before initiative. Both brutes come out of their gates in a straight line at whoever is nearest the centre — this is a charge lane the party can see coming and step out of (Dexterity save DC 14 to sidestep and let a brute pass, ending prone). The three cultists on the walkway throw goads and shout in rhythm and never come down.

Tactics. The brutes fight the way the drum tells them: while a drum is beating, a brute Dashes and shoves every round and will not stop to finish a downed target. Silence the drums and they slow, look around, and start choosing their own targets — which is more dangerous per hit and far less dangerous overall, because they stop lane-charging and start milling.

The crowd's rule. The cultists respect the arena's own rules, absurdly and sincerely: one fighter against one brute, inside the sand, no missiles from the tunnels. Break the rules and they boo. Follow them and they will honour the outcome, which is the room's real exit.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Take the rules seriously

The crowd wants a show. Give them one. Any character who steps to the post and calls a single combat — Performance DC 15, or Intimidation DC 15 with a weapon planted in the sand — gets the crowd's assent. The cultists chain the second brute at its gate and drum for the duel.

  • Success: one PC fights one Taurine Brute alone, on sand, with everyone else out of it. That is 1,800 XP against one character — dangerous, survivable, and the best solo spotlight in this batch. The crowd honours the result either way: win and they open the south gate and let the party walk; lose and they drag the loser out alive, because a dead champion ends the day's sport early.
  • Failure: they laugh. No fight starts, but the party has lost the option and the drum starts for real. Roll initiative with both brutes loose.
  • Interfering in the duel — a spell, an arrow, a friend stepping in — ends the bypass instantly and puts all five enemies on the sand at once.
Bypass — Open the gates and let them go home

The brutes are penned animals with a better idea available. The gate pins are on the sand side, reachable at a run: Athletics DC 15 to haul a counterweighted gate up, or Thieves' Tools DC 13 to drop the pin and let it swing.

  • Success: one gate open and the smell of the stock pen reaches the sand. Both brutes break for it at the top of the next round and are gone. The cultists scream. The fight is over and the party has beaten a Hard encounter by opening a door.
  • Failure: the gate sticks half-up. It is now a 10-ft square of cover either side, which is not nothing, and the pin can be tried again next round by anyone standing there — with a brute bearing down.
  • Cost: the noise carries. Two open gates, eleven screaming cultists, and a stock pen full of alarmed animals is the loudest thing in three rooms.
  • Withdrawing instead: the north tunnel is at the party's back all fight and neither the brutes nor the crowd will follow into it — the brutes will not leave the sand and the cultists will not leave the brutes. The party loses the purse and the clue and nothing else.

Traps / Puzzles / Checks

The drums. Three of them, on the top walkway, one per cultist: hide over a clay body, AC 12, 8 HP, and a single hit destroys one. Track them.

Drums beating What the brutes do
3Charge lanes every round, shove on every hit, no target selection
2As above, but one brute may choose its own target each round
1Both mill; charges only when a lane is already clear
0The brutes stop. They look at the tiers, then at the party, and one of them goes for the nearest cultist. Give the party that round for free — they earned it

The rope and the post. A character who gets a brute's charge to pass the post can throw the loop: Sleight of Hand DC 15 or Athletics DC 16. A roped brute is anchored to a 20-ft radius until it breaks the rope (Athletics DC 15 on its turn, one attempt per round). This is the trick the arena was built for and the cultists will cheer for it even though it is their brute.

Exits

AObviousThe north tunnel you came in by, unblocked throughout. No check.
BObviousThe champion's gate at the south end of the sand, a bronze grille the timekeeper raises. Standing open when the party arrives, because nobody has been through it in a long time. No check.Rider: you leave by the winner's road, which is swept and marked with old victory-wreaths on hooks — the party may move at full speed without a Stealth penalty for one room, and arrives rested rather than harried.
CConditionalOne of the two beast-gates, once opened, into the stock pens and out the back.Rider: you come out through the pens smelling of livestock — for one room, animal-minded creatures do not treat the party as prey on the first round, and anything that hunts people notices you a round late.
Loot

One roll on the loot table: the wagered purse under the timekeeper's stone — coin, a knucklebone set, and somebody's pledged bracelet. Take it after the fight (no check), or lift it on the way past during the fight (Sleight of Hand DC 14, and the cultists will not intervene because it is not their money).

The bronze victory-wreaths on the south gate hooks are hammered thin and worth less than they look. Let a player weigh one in their hand and find out.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One brute, two cultists, two drums. All DCs −2, and the crowd's single-combat rule is offered by them, unprompted, before initiative
9As written
12Three brutes, four cultists, four drums, and the timekeeper drops a third brute in from the west gate at the end of round 4 if the crowd is still entertained. DCs +1
15Two brutes and a Minotaur Champion as the day's main event, chained at the south gate and released at the end of round 3 unless the party has taken the drums by then. Five cultists. DCs +3
DM Notes

Creature Cards

Both belong to Bull-Kin (W02) and recur across the deck, so the numbers live in the bestiary. The drums, the crowd's rule, and the post are this room's.

Shared across rooms, so the full cards live in the bestiary: Taurine Brute, Bull-Masked Cultist. Every mention above opens the numbers here on this page.

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