Ash and Blood: The Shifting Pit
Arena Features
Feature Scaling
- Baseline (Level 5 adventure): The values listed for each hazard are the lvl 5 adventure values.
- Level 8: upgrade one die size for damage (d8→d10, d10→d12), and +1 to all DCs
- Level 11: Add 1 dice to the baseline dice value for damage (1d8→2d8, 1d10→2d10, 2d8→3d8, etc.), and +3 for all DCs
Shifting Spike Tiles
Beneath the arena sand lie six mechanical tiles fitted with jagged steel spikes. Each round, the runes below grind and shift, causing some tiles to extend while others retract. Combatants can cross them carefully at their own risk or charge through and bleed for the effort. Being shoved, tripped, or caught as the spikes move is where the real danger lies
Feature Type: Environmental Hazard (Mechanical)
Quantity: 6 total, each covering a 10-foot square.
Layout: Evenly spaced on either side of the arena.
Mechanics
On Initiative Count 20, roll 1d6 for each spike tile:
- Even result: The tile changes state — extended spikes retract, or retracted spikes extend.
- Odd result: No change.
When Extended
- The area counts as difficult terrain.
- A creature may move through the area normally, taking 1d8 piercing damage per 5 feet of movement through it.
Forced Movement
- Shoved or Thrown In: A creature forced into an extended spike tile takes 1d8 piercing damage.
- A creature who falls more than 10ft onto extended spikes takes 1d8 piercing damage per 10ft of movement
When State Changes
- Any creature standing on a tile when it retracts or extends takes 1d10 piercing damage as the metal grinds violently around their feet.
Spiked Pillars
Six iron pillars line the center of the arena, wrapped in retractable blades that flare outward at the start of every round. Anyone too close when the spikes extend is met with a sudden flash of metal and pain, while those thrown into the pillars are simply torn apart by the cruel design. As the battles grow more intense, the mechanisms hum hotter and faster — first wreathed in fire, then lashing out with chains to drag the unwary into their embrace.
Feature Type: Environmental Hazard (Mechanical)
Quantity: 6 total, evenly spaced around the arena
Mechanics:
Forced Movement
- Shoved or Thrown Into a Pillar:
A creature that is pushed, thrown, or otherwise forced into contact with a spiked pillar takes 1d8 piercing damage.
On Initiative Count 15
The spikes along all pillars extend outward in a sudden, grinding motion.
- Any creature within 10 feet of a pillar must make a DC 14 Dexterity saving throw.
- On a failure, the creature takes 1d8 piercing damage as the spikes lash outward.
- On a success, they take no damage
The Lord’s Favor and Crowds Scorn
The Lords Favour - In the Shifting Pit, death is
From a gilded balcony above the blood-soaked sands, the Lord watches with sharp eyes and sharper judgment. Each act of valor, cunning, or restraint earns a spark of admiration — a raised goblet, a measured nod, or a booming declaration that shakes the crowd. In this arena, glory is not just won with the sword, but with spectacle.
Mechanics
When a player impresses the Lord — through honor, skill, or style — they gain the Lord’s Favor.
This can occur once per round per combatant, at the DM’s discretion or triggered by notable acts (see examples below).
| Action | Description |
|---|---|
| Defeating a foe with a decisive or stylish strike | A crowd-pleaser; flair counts. |
| Showing mercy or chivalry | The Lord values restraint and poise. |
| Creative or tactical brilliance | Clever use of terrain or abilities. |
| Addressing or saluting the Lord mid-combat | Requires Charisma (Persuasion or Performance) DC 15. |
| Rallying or defending allies in a heroic moment | Measured composure in chaos. |
When Favor is Gained
Roll 1d4 to determine the Lord’s Reward.
| d4 | Effect | Duration |
|---|---|---|
| 1 — Blessed Token | The Lord tosses a golden token into the pit. The recipient gains Inspiration and 5 temporary hit points. | — |
| 2 — Grace of the Lord | The Lord calls for restraint. Attacks made against the favored creature have disadvantage until the start of that creature’s next turn. | 1 round |
| 3 — Roar of Approval | The Lord’s booming praise bolsters the combatant. That creature gains advantage on attack rolls until the start of their next turn. | 1 round |
| 4 — Command of Triumph | The Lord’s raised hand signals blessing. The favored creature gains +2 AC until the start of their next turn. | 1 round |
The Crowd’s Scorn
The roar of the crowd is not always praise. They crave honor, spectacle, and courage — not cruelty or cowardice. When a combatant stoops too low, the cheers twist into jeers. Sand and refuse rain down from the stands as the audience turns against the dishonored, their hatred as sharp as the blades on the arena floor.
Mechanics
When a player angers or disappoints the crowd through acts of cruelty, cowardice, or arrogance, they draw the Crowd’s Scorn.
This can occur once per round per combatant, at the DM’s discretion or triggered by notable acts (see examples below).
| Action | Description |
|---|---|
| Attacking or killing a downed or helpless opponent | Seen as dishonorable and wasteful. |
| Refusing to engage for extended periods or retreating from clear advantage | The crowd despises passivity; tactical repositioning is fine, but avoidance draws jeers. |
| Insulting or mocking the audience or the Lord | Arrogance turns admiration into fury. |
| Fleeing from combat in fear or abandoning allies | The crowd wants bravery, not panic. |
| Failing a showy or boastful act (Performance/Charisma check) | Pride punished by humiliation. |
When Scorn is Gained
Roll 1d4 to determine the Crowd’s Retaliation.
| d4 | Effect | Duration |
|---|---|---|
| 1 — Thrown Debris | The mob hurls stones and refuse. The creature must make a Dexterity saving throw (DC 13) or take 1d6 bludgeoning damage (scaling by level: 1d8 at level 8, 2d6 at level 11). | Instant |
| 2 — Booing Distraction | The deafening jeers rattle the combatant. They make all attack rolls and saving throws with disadvantage until the start of their next turn. | 1 round |
| 3 — Bloodlust of the Crowd | The next attack made against the scorned creature is made with advantage. If the target has Inspiration, they lose it immediately. | Until the start of the scorned creature’s next turn |
| 4 — Shamed and Exposed | The crowd’s rage shakes the fighter’s confidence. Their AC is reduced by 2 until the start of their next turn. | 1 round |
Banners of Fortune and Despair
Six tall banners rise along the edge of the arena, their colored silks snapping in the heat. Each bears a different sigil — half-forgotten gods, noble crests, or strange runic symbols. The crowd howls with delight when a combatant dares to grasp one, for the banners are said to hold the favor of fate itself. Yet as many have learned, fortune’s touch can burn as easily as it blesses.
Mechanics
A combatant adjacent to a flag may use their Bonus action to attempt to invoke its blessing. Doing so is a bold spectacle — the crowd erupts, the Lord leans forward, and fate decides the rest. When a player touches a flag:
- Roll 1d6 on the Banners of Fortune and Despair Table below.
- Once a banner has been activated, it becomes inert for 2 rounds.(I suggest removing it and placing a dice in its place, then tick it down every round)
- A creature can only benefit from one banner effect at a time.
| d6 | Result | Effect |
|---|---|---|
| 1 — The Banner Lies Still | The flag flutters weakly. Nothing happens. | |
| 2 — Light of Renewal (Blessing) | The flag glows in soft gold. The creature regains 1d8 + 3 hit points. | |
| 3 — Wind of Speed (Blessing) | A sharp gust bursts outward. The creature’s movement speed increases by 10 ft and they can Disengage once as a bonus action this round. | |
| 4 — Stone of Endurance (Blessing) | The banner pulses with crimson light. The creature gains resistance to bludgeoning, piercing, and slashing damage until the start of their next turn. | |
| 5 — Wrath of the Arena (Curse) | The ground erupts with forceful energy. The creature immediately takes 2d8 force damage. | |
| 6 — Mark of Scorn (Curse) | The flag blackens as the crowd erupts in fury. The creature immediately gains the Crowd’s Scorn (roll on that table to determine the effect). |
Stages and Stage Setup
Stage One
Stage 1 — Rival Combatants
Summary:
Stage 1 begins the arena trials. Two adventuring parties—each stripped of weapons, armor, spell foci, and magical items—are hurled into the pit before the roaring crowd. Their gear rests in a locked chest atop the Target Structure, forty feet in the air and ten feet away from the Main Structure, the only safe climbable scaffold.
The match is a brutal race: whoever reaches their chest first re-arms their entire team, seizing a decisive advantage.
Stage 1 is timed however, and when the timer runs out, stage 2 begins, and a beast is released upon the arena and it kills without prejudice.
DM Overview
- Arena Features: Shifting Spike Tiles, Spiked Pillars, Banners of Fortune and Despair are inactive for Stage 1.
- Both parties start unarmed at opposite sides of the arena.
- The Main Structure must be climbed (DC 12 Athletics per section of scaffold).
- A 10-ft leap (DC 13 Athletics) bridges the gap to the Target Structure.
- The Target Structure’s supports sear to the touch, preventing any creature from climbing it.
- Wards around the arena prevent flight until after a players team has reached the chest on the target structure.
- When a creature touches the chest at the top of the Target Structure, their team’s equipment materializes as though they were wearing it, in a flash of runic light.
- The rival team must still reach the chest to equip themselves.
- Weapons, shields and some useful items can be scavenged from racks and small chests scattered around the ground level—mundane, temporary tools to survive until armed.
- At the end of round 6, Stage 2 begins, releasing a beast into the arena who joins the fight against both parties.
- The spiked pillars and shifting spikes are rearranged for this stage. Place the pillars around the outside of the arena and the shifting spikes around the scaffolding (the spikes are extended for the duration of Stage 1).
Weapons/Armour Racks and Chests
Place racks and chests randomly dispersed around the main structure. A player may use grab an item off the racks as a free action, or as a bonus action for a chest.
- Weapon Rack - Any mundane martial weapon
- Armour Rack - Just shields as donning armour would not be possible in the time
- Chest - for each chest, put either one random item, or chosen item from each of the following charts in each chest:
| Item | Description | Effect |
|---|---|---|
| Potion of Healing | Standard red liquid. | Heals 2d4 + 2 HP. |
| Potion of Greater Healing | Thicker, darker red. | Heals 4d4 + 4 HP. |
| Salve of Stamina (common, single-use) | Oily ointment applied to the chest. | Removes one level of exhaustion or grants advantage on the next Constitution saving throw. |
| Draught of Resolve (uncommon) | Pale blue potion that glows faintly. | Grants +1 AC for 1 minute. |
| Smoke Capsule (consumable) | Small clay ball filled with soot. | Creates a 10-ft-radius smoke cloud (heavily obscured, lasts 1 round). |
| Item | Description | Effect |
|---|---|---|
| Necklace of Fireballs (1 Bead) | Simple bronze chain with a single glowing bead. | The bead can be thrown as an action to cast Fireball (DC 15). |
| Flask of Burning Sand (rare, 1 use) | Golden glass vial filled with glowing grains. | Shatter to deal 3d6 fire damage in a 10-ft radius (Dex save DC 14 half). |
| Oil of Sharpness (single weapon dose) | Shimmering liquid stored in a sealed vial. | Coating a weapon grants +1 to attack and damage rolls for 1 minute. |
| Dust of Blinding (consumable) | Coarse, glittering sand. | Thrown in a creature’s face (range 10 ft), DC 13 Con save or blinded until end of next turn. |
| Alchemist’s Fire (2 flasks) | Standard adventuring gear. | 1d4 fire damage per round (Dex save DC 10 to extinguish). Perfect for spectacle. |
| Item | Description | Effect |
|---|---|---|
| Climber’s Gloves | Reinforced leather gloves with iron studs and a faint magical hum. | Grants advantage on Strength (Athletics) checks made to climb for 1 hour. |
| Rope of Tenacity (common) | A rope enchanted to dig its ends into surfaces when commanded. | Grants advantage on the next Athletics check made to climb, swing, or hold position. |
| Arena Snare (consumable) | Simple, enchanted rope loop. | When placed, creates a Dex save DC 13 trap that restrains the first creature that steps on it. |
| Horn of Valor (common, single-use) | Brass horn engraved with battle scenes. | Blowing it grants all allies within 30 ft advantage on their next attack roll. |
| Dust of Daring (consumable) | Crimson powder inhaled like spice. | Gain advantage on all Charisma (Performance or Intimidation) checks for 1 minute. |
Round 1 ends when either one team is defeated, or 6 rounds have passed. Either way, at the start of round 7, the arena magically shifts in an instance, removing the scaffolding and replacing all the pillars and spike traps to their standard locations. The chest is place in the center of the arena, if either team has not yet reached it.
Stage 2 — The Menagerie of Beasts
Trigger:
Stage 2 begins at the end of Round 6 of Stage 1.
At the start of Round 7, the arena resets to its standard configuration as the scaffolding vanishes and Arena Features magically appear in their rightful places.
All Arena Features (spike tiles, pillars, flags, Favor/Scorn) are now fully active.
DM Overview
- The crowd’s chant rises into a thunderous countdown as the gates below the Lord’s balcony rumble open.
- Choose an opponent from the Stage 2 Encounter List appropriate to the party’s level.
- Roll initiative for the new creature(s) as they appear.
- The beast attacks without allegiance, striking the nearest target or whatever drew its attention last.
- If members of the rival team remain alive, they may attempt temporary alliances, deceit, or betrayal.
Stage 2 ends when the beast and the opposing team are both defeated.
Aftermath & Healing
At the end of stage 2 the players get an opportunity to spend hit dice to replenish hit points.
Stage 3 — The Grand Spectacle
Stage 3 begins immediately after the Stage 2 healing phase.
The sand still smolders, the air thick with heat and iron.
Running the Adventure
Stage One
Stage 1 — Rival Combatants
Introduction:
The gates grind open, spilling sunlight and the deafening roar of the crowd into the corridor. You step forward onto the scorching sands — two lines of combatants walking side by side, your party in one, your rivals in the other. The arena unfolds before you: a vast oval of rune-marked sand glowing faintly beneath the desert sun. Two towering wooden structures rise from its heart — one a broad scaffold of platforms and beams, the other a slender tower crowned with a single chest glinting in the light. Beyond the walls, banners of the Rishaan Tribe ripple against the blue of the distant sea.
From the grand balcony above, a robed figure steps forward beneath a crimson canopy — Delegate Saarin Rhun of the Rishaan Tribe, his voice booming across the Pit through arcane amplification.
“Champions of Jakaatha! By decree of the Hall of Delegation, and in honor of the Federation of Ar’Mahn, I welcome you to the Shifting Pit! Today, the sands bear witness to your resolve — stripped of steel, stripped of comfort, you stand as equals beneath the desert sun. Reclaim your arms, seize your glory, and show us the strength that unites our tribes! For in triumph, you honor not only yourselves, but the spirit of Ar’Mahn itself!
AR’MAHN VEL’KORA THERON!”
The crowd explodes into thunderous applause as the signal horns blare and the Trial of Ash and Blood begins.
End of the 6th round read:
The crowd begins to cheer louder briefly, as those cheers turn to counting. In unison, you hear the crowd chant "FIVE, FOUR, THREE, TWO, ONE!!!!!". Immediately following that, the gates crash open and *insert stage 2 combatants* emerge into the arena with ferocity and menace.
Stage 2
Roll initiative for the new combatants and continue on with the encounter. The creatures added will attack either players on NPC's.
Entertain the players if they attempt to create a temporary truce with the opposing side. Allow for DC 13 Persuasion or Intimidation checks. Remember, these opponents are intelligent creatures and are a team of their own, invested in their own survival. If they feel their greatest chance of survival is to team up with the players, allow it to happen. Also note that they could feel it is in their best interest to betray that truce.
Start of the 7th round read:
The glowing runes beneath the sand ignite once more, spreading radiant light across the arena floor. The air shimmers with heat as the enchanted sands begin to flow, reshaping the battlefield in smooth, sweeping motion. The scaffolding and platforms dissolve into motes of light before vanishing entirely.
When the light fades, the Shifting Pit has transformed. Several banners ring the arena, each pulsing with a faint magical glow in the colors of the Federation tribes. Two rows of spiked pillars now run the length of the arena’s center, their metal tips glinting under the sun. Across the sands, large stone tiles rise and settle — some with spikes extended, others lying flat and smooth, their edges still humming with latent energy.
The crowd roars in anticipation as the shifting sands fall still once again.
Stage 2 ends when the beast and the opposing team are both defeated.
Aftermath & Healing
When the final foe of Stage 2 falls, the arena quiets.
The sand glows faintly gold as the Lord rises and declares:
“The blood debt is paid — let the worthy breathe again!”
Radiant energy fills the arena, revitalizing combatants. Players may use any number of hit dice to regain hit points, as if they completed a short rest. This phase lasts 1 minute.
Stage 3
Lord’s Announcement:
The Lord rises, his jeweled staff gleaming in the firelight.
“You have climbed. You have bled. You have proven your mettle before the eyes of the worthy.”
He spreads his arms wide; the crowd answers with a deafening cheer.
“But every trial ends the same way — in the shadow of something greater.
Before you stands no rival, no equal, but a creature of legend, a beast whose name is carved into the very stones of this pit.”
“Survive this… and you will leave these sands reborn as champions of the arena.
Fail, and the beast will drink your story as it has so many before.”
He slams his staff down.
“Release… the final trial!”
The gates then creak open as the final challenge storms through the gate.
After the final beast is slain
Closing Address — The Lord’s Benediction
As the final foe falls and the arena quiets, the roar of the crowd swells to a deafening crescendo. Drums pound, horns echo through the terraces, and from the grand balcony above, Delegate Saarin Rhun rises once more beneath the crimson canopy.
“Champions of Jakaatha! You have fought beneath the unrelenting sun and upon the shifting sands — and you have endured! Today, the Pit has tested your courage, your unity, and your will to rise again when all else sought to bury you. In blood and in ash, you have proven that the spirit of Ar’Mahn yet burns bright!”
He raises a hand, and the crowd falls silent as his voice deepens, carried by magic across the arena.
“Let this day stand as testament to the strength of our Federation — to those who fight not for conquest, but for unity. May your names be remembered among the honored, and your triumphs sung across the sands for generations to come!”
“AR’MAHN VEL’KORA THERON!”
The crowd erupts in thunderous applause as banners unfurl from the terraces and golden light sweeps across the arena, sealing another chapter of glory within the Shifting Pit.
Player Information
Character Creation
Edition: 5e
Level:
- Tier 1 — Level 5 Characters
- Tier 2 — Level 8 Characters
- Tier 3 — Level 11 Characters
Stats: Point Buy
Gear:
Starting Gear per PHB
1 × set of mundane armor (any type)
+1 Weapon, Armour OR Shield — 1 × Free
Magic Item Points:
- Tier 1 ( Lvl 5 ): 4 points
- Tier 2 ( Lvl 8 ): 6 points
- Tier 3 ( Lvl 11 ): 8 points
Item Values:
Potion of Healing — 1 point
Uncommon Item — 2 points
Rare Item — 3 points
Very Rare Item — 4 points






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