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The Heart Of Winter
\pagebreakNum # Introduction Welcome, brave adventurers, to the Frozen Kingdom of Uthgar, ruled by the colossal king of giants himself. Uthgar, a name that echoes through the mountains, commands a realm where frost and might converge. High atop his frozen mountain, a spectacle unfolds — an arena, a proving ground for the mightiest warriors and the most valiant competitors. And today, my friends, you are those competitors. As you stand at the entrance, a breathtaking sight greets your eyes. The icy wind whistles through towering spires of ice, and the ground beneath you crunches with a frosty whisper. The arena sprawls before you, a vast expanse of glacial perfection. Pillars of enchanted ice rise like sentinels, gleaming in the pale light, creating a breathtaking battlefield amidst the frozen landscape. Before you stretches the Kingdom of Giants, a realm of both majestic grandeur and fearsome strength. King Uthgar, an enormous figure adorned in regal frost-imbued armor, watches over his domain from his throne of ice. His eyes, a piercing blue, survey the arena with an air of regal indifference. The crowd, a sea of giant spectators, roars in anticipation. Each giant, a formidable specimen in its own right, leans forward with eager anticipation. Their thunderous cheers echo through the icy caverns, creating a symphony of excitement that reverberates in your very bones. Your competitors, hulking giants of various types, await your arrival in the arena. Some wield massive clubs, others carry enormous axes, each a living testament to the raw power that resides in the Frozen Kingdom. They stomp the ground, creating rhythmic thuds that add to the growing crescendo of the crowd's fervor. As you step into the arena, you can feel the eyes of the giants upon you. The frigid air cuts through the tension, and a hushed silence falls over the audience. And then, with a signal from King Uthgar, the arena erupts into chaos. The ground trembles beneath you as your first opponents emerge, ready to test your mettle. Brave adventurers, may your blades be sharp, and your courage unyielding. Welcome to the Frozen Kingdom's arena, where giants clash and legends are forged. The world watches, and the fate of the arena lies in your hands. May your journey through the icy crucible be one of valor and triumph. Onward, champions, into the Frozen Kingdom! \pagebreakNum # Character Details ## Main: Before an Arena match begins, the DM will provide information needed for character creation. The following is a list of different aspects of the character creation process the DM has specific requirements or restrictions concerning. ### Level: This is the overall character level. If you are multiclassing, your overall level must not be higher than this. ### Stats: Most DMs will provide options for stats, such as Standard Array, allowing players to roll individually, or the DM may prepare set stats beforehand the party can use. ### Restrictions: This section will feature any restrictions not allowed in the Arena. These restrictions are generally minimal and are in place to help ensure balance during the arena match. The most common restriction is that no characters can take the Lucky feat. ### Free Feats: When characters reach certain levels, they have the option of taking an Ability Score Improvement or a Feat. From time to time, the DM may allow characters to take a free feat, allowing them to gain the feat without using the ASI. ### Item(s): Because an arena match is more of an isolated experience, often DMs will offer weapons, armor, and items to the characters. This will generally be given in the form of how many items you can take and of what level. FOr example, if the DM allows one Uncommon item, then you are free to find one Uncommon (green) item that would benefit your character. Its not guranteed, as The DM has final approval on all items. \columnbreak ## Sessions Specific: ### Arena Theme: The majority of Arena matches have a specific theme to them, see "Arena Themes" later in this book. The theme can affect everything from the setting, with its visuals and environmental asepcts. It can affect the types of rewards and items, and most importantly, it can affect what opponents the characters will face. This information can be very beneficial, particularly in that it can warn characters of what;s to come. For example, if the characters knew that they would be fighting Mind Flayers, the characters may want resistance to psychic damage or protection from Aberrations. \pagebreakNum # The Arena ### Arena Theme: The arena theme sets the atmosphere and flavor of the encounter. It defines the visual and thematic elements of the arena. Whether it's a mystical forest, a volcanic pit, or an alien spaceship, the theme immerses players in a unique environment, affecting both the setting and the types of challenges they'll face. ### Arena Size: Arena size refers to the physical dimensions of the battle area. It can vary from a confined, close-quarters arena to a vast, open battlefield. The size of the arena influences movement, tactics, and the range of encounters. A small arena may lead to intense, fast-paced battles, while a larger one can offer more strategic opportunities. ### Arena Layout: Arena layout outlines the arrangement of elements within the battlefield. This includes obstacles, cover, elevation, and any interactive objects or structures. The layout shapes combat dynamics, offering opportunities for players to use tactics and the environment to their advantage or disadvantage. ### Arena Environmental Hazards: Environmental hazards are elements in the arena that pose threats to both players and enemies. These hazards can include lava pits, collapsing bridges, poisonous fumes, traps, or any other dangers related to the arena's theme. Environmental hazards add challenge and unpredictability to battles. ### Arena Bonuses: Arena bonuses are special features or items that players can interact with during combat. These might include health-restoring fountains, weapon racks, magic-infused crystals, or even the bonus coins you mentioned earlier. Arena bonuses provide tactical options for players, giving them a chance to gain an advantage or mitigate challenges. ### Arena Enemies: Arena enemies are the opponents that players face in the battle. These could be creatures, NPCs, or even summoned entities, all in line with the arena's theme. The variety, strength, and tactics of arena enemies greatly influence the level of challenge and the overall experience of the encounter. \pagebreakNum ## Arena Bonus: At various times during an Arena match, opportunities will arise for players to use and use special items located throughout the combat area. ### Arena Crates: In the arena, your character might spot special crates. If you want, you can use one of your actions during your turn to interact with one of these crates. Interacting could mean opening it, smashing it, or whatever makes sense in the situation. Now, what's inside these crates can work in two ways: **Set Items**: In some cases, the item inside the crate is already decided before the game. When you open the crate, you'll find that specific item, which could be a health potion, a magic scroll, or something else. It's like a little gift waiting for you. **Randomized Rewards**: Other times, the game adds a bit of surprise. You'll have the chance to roll a d6. The number you roll on that die determines the reward you get from a table of options. It could be a health potion to heal you, a potion to make your attacks stronger, or something else exciting. \columnbreak ### Bonus Coins: In the arena, there are these special coins called bonus coins. You might get these coins before the arena event begins, or you might earn them as rewards during the arena. You take a bonus action during your turn to flip the coin. After you flip it, you roll a d6, to find out what item appears. It could be a health potion, a weapon boost, or something else cool! #### Weapons: **Flamespire Blade:** A beautifully crafted longsword that bursts into flames when wielded, dealing an extra 1d6 fire damage with each successful hit. #### Armor: **Mystic Ward**: A set of ethereal robes that grants resistance to one type of elemental damage, which the player can choose. #### Potions: **Elixir of Invisibility**: A potion that, when consumed, renders the character invisible for 1 minute, providing a tactical advantage. #### Scrolls: **Scroll of Arcane Insight**: This scroll grants the player the ability to cast the "Identify" spell without consuming a spell slot, allowing them to decipher magical properties of items. **Note on Attunement:** Any item that appears from the bonus coin is automatically attuned to by the player, without the need for a short rest. This means they can use these items immediately without going through the usual attunement process, making them even more powerful in the heat of arena battles. \pagebreakNum ## Crowd Interaction: ### Performance Check: On its turn, a character can use its bonus action to attempt to excite or rally the crowd. The character makes a Performance check against the Arena DC. The DC can vary based on the situation and the creativity of the player. Here's a breakdown of possible outcomes: #### Failure (DC not met): The crowd remains unimpressed, and there is no immediate effect. Failing by 5 or more could result in the crowd booing or laughing, potentially causing disadvantage. #### Success (DC met or exceeded): The character successfully excites the crowd. Depending on the degree of success, different benefits can be gained.
### Benefits of Crowd Interaction: **Advantage on Attacks**: As you mentioned, a successful Performance check can grant the character advantage on their next attack. **Temporary Hit Points**: The character gains temporary hit points equal to their Charisma modifier as the crowd's cheers bolster their morale. **Inspiration Points**: The character receives an inspiration point, which can be used to gain advantage on any roll or shared with an ally. **Crowd Favor:** Accumulating crowd favor can be tracked over time. When a character reaches a certain threshold of crowd favor, they may earn a reward, such as a magical item or a special ability for a limited time. **Distractions**: A successful performance can temporarily distract opponents or trigger environmental effects within the arena, creating advantages or disadvantages for combatants. \columnbreak ### Crowd Interaction Options: Players should be encouraged to get creative with their crowd interaction attempts. Here are a few more ideas for influencing the crowd: **Taunting and Insults:** The character engages in witty banter with opponents, potentially causing them to become enraged or make mistakes. **Impressive Stunts**: Perform daring feats or acrobatics that captivate the audience. **Teamwork and Coordination:** Coordinate with allies for synchronized displays or tactics that impress the crowd. **Displaying Mercy or Heroism:** Spare an opponent's life or demonstrate valor, earning admiration from the crowd.
### Arena DC Variability: The Arena DC should be dynamic, adjusting based on the situation and the creativity of the players. For instance, performing a basic stunt might have a lower DC, while a truly impressive and imaginative display could have a higher one. This encourages players to think outside the box. \pagebreakNum # Arena One Shot: #3 ## Heart Of Winter: ### Level: **12th level** ### Stats: **18, 16, 15, 15, 13, 10** ### Restrictions: **No Lucky Feat** ### Free Feats: Characters may choose one of the following: * **Tough** * **Great Weapon Master** * **War Caster** * **Sharpshooter** * **Mobile** ### Item(s): * **1-2 Common Weapons** * **Common Armor** * **1 Uncommon (green) item** \columnbreak ## Sessions Specific: ### Arena Theme: * **Giants** * **Frozen Terrain** ### Arena Size: * **100 x 80** ### Arena Hazards: * **Traps** * **Giantkin Minions** ### Arena Enemies: * **Giants** * **Trolls** * **Ogres**