On The Arena of Xagyg Rules & Accessories

As promised, Arena Rules & Accessories:

An evershifting battlefield, lost to the knowledge of all thinking beings. Shifting amorphous memories give no insight to victims who sit in cells for weeks, kept alive by unseen masters. They sleep one night, like all the uncounted undistinguished others, and when they wake, they find themselves in the Arena of Xagyg with the knowledge called unbidden to their minds that to escape they must gather treasure and survive, for the exit gates will only open when enough is accumulated. Perhaps this time, the exit will lead to freedom. . .

The object is to enter the arena, collect a specific amount of gold, and then be the first to exit. The first one to collect the specified amount of gold and reach the exit rune, escapes and is the winner.

Each player should create a 1st - 3rd level Pathfinder (or your favorite board game like RPG) character. When constructing these characters give them appropriate wealth by level, per the pathfinder core rulebook. The higher the level of character they create, the more gold they need to escape the dungeon.

Construct an arena with 1 entrance rune for each player. There should be a variety of rooms, with wooden and metal doors, secret doors, and open corridors from the entrance room throughout most of the dungeon. You may use the page sized geomorphs download (large). It contains all the 8x10 geomorphs you need to play this game. Each section should be given a level rating, 1-6. With fewer lower level players, just having levels 1-3 is recommended.

1st level dungeon rooms have 1000 gp average treasure, and an encounter of .5 - 1 CR.
2nd level dungeon rooms have 1500 gp average treasure and an encounter level of 1 - 2 CR
3rd level dungeon rooms have 2500 gp average treasure and an encounter level of 3 - 4 CR
4th level dungeon rooms have 3000 gp average treasure and an encounter level of 4 - 5 CR
5th level dungeon rooms have 4000 gp average treasure and an encounter level of 6 - 7 CR
6th level dungeon rooms have 5000 gp average treasure and an encounter level of 7 - 8 CR

You may also download treasure cards. Cards for levels 1-3 are already made. You do not need to use the cards, you can just randomly roll for appropriate treasure by constructing a table. However, the cards add a nice touch. Magic items are also available as treasure. The player may either choose to keep the item and have it not count towards his total (but gain the item permanently), or just treat it as another piece of treasure.

Each player picks an entrance rune. Your character may appear anywhere on this rune. Each player then rolls initiative once, turns are taken in order of initiative.

Each room contains 1 level appropriate monster, and 1 level appropriate treasure. Secret rooms contain no monster and an unguarded treasure 1 level less valuable then the level that the secret chamber is in, to a minimum of 1.

Every other turn an increasing powerful wandering monster enters the dungeon. There should be (in a 3 level dungeon) 2 CR 1/4s to 1/2s, 2 CR 1s, 2 CR 2s, and 2 CR 3s. On turn two one of the CR 1/2 enters the dungeon, on turn 4, the other one. On turn six the CR 1 enters, on turn eight the other CR 1. etc. Until at turn 16 when the last CR 3 enters. Then on turn 18 and 20, repeat the CR 3's entering. On turns 20-30,  have 2 CR 3's enter in different runes every round. On turn 31, have 3 CR 3's enter, one on each rune. Players should not survive to turn 40.

Each PC requires a certain amount of treasure in order to be able to trigger the exit rune to escape the dungeon.

Level of PC -> Treasure required to exit
1st -> 1600
2nd -> 3200
3rd -> 4800
4th -> 6500
5th -> 9200
6th -> 12,000
7th -> 15,600
8th -> 20,000
9th -> 25,600

When a door is opened, place the treasure on the ground, and randomly determine an appropriate encounter for the room.  Place the monster between the treasure and the PC. Certain squares should be marked as potential traps. Have a 8 in 10, or a 5 in 6 chance of certain marked 10x10 squares being trapped. All perception checks to locate traps and secret doors are passive. Each turn the character is adjacent, allow them to make a roll. Randomly select the trap from appropriate challenge rating traps for the level of the dungeon area.

Torches (as indicated on the geomorphs) provide Normal Light out 20’ (4”) and Dim light between 20’-40’ (4”-8”) Dim light gives concealment. Low light vision doubles these ranges
Otherwise Darkness (Gain blinded condition)

Wooden and Iron Doors as indicated are locked. Items with the broken condition have their DC’s lowered by 2
Simple wooden door
Hardness 5
Hit points 10
Break DC 12+level of dungeon
Locked DC 11+level of dungeon

Iron Doors
Hardness 10
Hit Points 60
Break DC 27+level of dungeon
Locked DC 17+level of dungeon

Dark Brown areas and Stairs count as difficult terrain. This difficult terrain doubles movement costs.

Moving through dim light doubles movement costs

Perception DC for secret rooms is19+level of dungeon.

When a player character wins, they may use the gold they escaped with as a bonus when re-equping their character from scratch with the next wealth by level assignment.

Anyone who escapes the dungeon (including the winner) gains a level for the next round.

Approxamate playtime: 2 character creation/setup, 3 hours play.

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