The Arena of Dimensions Issue 0
The Arena of Dimensions Issue 0
The Arena of
issue 0
By ian hickey 1
2
the arena of dimensions issue 1
Credits
3
Table of Contents
Introduction..................................................................................................................................6
What is The Arena of Dimensions..................................................................................................6
Chapter 1
History of the Arena
A Brief History...............................................................................................................................8
The down fall............................................................................................................................9
Chapter 2
The Arena of Dimensions
Life in the Arena of Dimensions..................................................................................................10
The Arena...................................................................................................................................10
Ludus Domibus (Gladiator Houses).............................................................................................13
The Pits.......................................................................................................................................14
The gate rooms.......................................................................................................................14
The gates................................................................................................................................15
The Halls of the Gods.................................................................................................................18
Religion and festivals...............................................................................................................18
The Assembly of the Gods.......................................................................................................19
The Market.................................................................................................................................20
The art Haggling.....................................................................................................................21
Chapter 3.
Places and People
House Artimus............................................................................................................................22
Gate Room.............................................................................................................................23
The Gate.................................................................................................................................23
The Pits of House Artimus........................................................................................................23
Adventure ideas......................................................................................................................23
House Neretagmil.......................................................................................................................27
Gate room..............................................................................................................................27
The Gate.................................................................................................................................27
The Hall of Neretagmil................................................................................................................28
Location..................................................................................................................................28
Gate Room and pits................................................................................................................28
History....................................................................................................................................28
Followers................................................................................................................................28
What are the halls like............................................................................................................28
The Hall of Enlil...........................................................................................................................30
Location..................................................................................................................................30
Gate Room and pits................................................................................................................30
History....................................................................................................................................30
Followers................................................................................................................................31
4
the arena of dimensions issue 1
Chapter 4.
For the Players
New Items..................................................................................................................................34
Weapons................................................................................................................................34
Energy Devices........................................................................................................................35
The Strange............................................................................................................................37
Mes........................................................................................................................................39
Character Options......................................................................................................................40
The Fixer (Thief subclass).........................................................................................................40
Trapper (Ranger subclass)........................................................................................................42
The Gladiator (fighter subclass)...............................................................................................44
5
Introduction
6
the arena of dimensions issue 1
7
Chapter 1
History of the Arena
A Brief History
For millennia the Anunnakie ruled the Arena with no equals. Enjoying all the
freedom and privileges afforded to gods. Until their creations, the Igigi, who were
bred for menial tasks of labour, effectively a slave class. Rose up against them!
Although some Anunnakie treated the Igigi as equals, the majority did not. And
after countless aeons the Igigi revolted. The leaders of the revolt were banished to
the dimension of hell, where other Anunnakie and unknown races were previously
banished.
Shortly after, the igigi were replaced by the newly discovered more devoted lesser
humanoid races. They worked the fields and tended to the needs of all.
The leaders of the first revolution banished to hell planned a return to the Arena
with the aid of the banished Anunnakie. Through means unknown they managed
to get access to the Arena. They set the place ablaze, many Anunnakie and Igigi
died in the second uprising.
The surviving Anunnakie fled through the great gate in the center of the Arena.
The Igigi Claimed they banished them to hell. It was the sacrifice of Enlil the sky
god that saved the remaining Anunnakie. Enlil locked himself away in the Lens
above the great portal. opening it into an unknown dimension, he rescued his
people and followers.
After the second revolution quietened down and the Igigi took control of the city.
They started to rewrite history in the arena. Making themselves the new gods and
the Anunnaki the rulers of hell, banished there by humanity’s saviours.
Some of the Igigi took the roles of their former masters, replacing them as gods
of the Arena. Life in the arena changed drastically for the humanoids that were left
behind. Their new masters became hungry for power, followers and riches.
8
the arena of dimensions issue 1
The Igigi saw the opportunity to use the portals in the homes of their former
gods to acquire what they so desperately wanted. They began to visit new worlds.
Portraying themselves as gods to these primitive races, some igigi exchanged
knowledge and blessings for riches and devotion. Others became kidnappers and
brought slaves to serve the Arena.
9
Chapter 2
The Arena of Dimensions
The Arena
Once a place for the ruling Anunnakie to meet, a chamber for philosophical
debate and watching the cosmos. The structure now stands as a fighting arena.
It was first converted by the Igigi into a place for resolve disputes. And then later
turned into an Arena where people and creatures were pitted against each other
for entertainment in pretence of showing duty and sacrifice to one’s god.
The Arena, apart from being the centre of entertainment and dedication to the
gods, holds a portal to other dimensions.
The main parts of the Arena are the Arena floor, which sits level to the seating
on the ground floor, it floats above the great gate which sits 50ft below. Hanging
more then 200ft above the floor is the Control room.
10
the arena of dimensions issue 1
When the portal opens into another dimension it usually appears in the sky space
of that dimension, far above the ground. The opening can be seen by a keen eyed
observer as a black hole in the sky, those that get close enough can make out
what is on the other side.
The great gate no longer opens into the lower planes of Hell or the higher planes
like Asgard. Enlil put an end to that. The great gate is usually connected to the
elemental planes but on occasions it opens to other places.
The great gate is always open! And connects to random places at random times.
Table 1 can be used to help generate locations.
The floor
The Floors main purpose
in days past was to act as a
barrier in the event entities
from other realms tryed to
invade the Arena through
the gate. At a moment’s
notice it can change shape
to cover the entirety of the
opening.
This ability is also used to
form obstacles for events
being held, for each fight
the floor can be changed to
suit a number of different
events like battle royale,
single 1 on 1 battles, hunter
maze battles, capture the
flag and anything else imag-
inable. Sometimes it even
changes mid event, this can
be interesting during bat-
tles as it gives flavour and a
constant danger for, keeping
Gladiators alert and on their
toes
11
The control room
In the centre of the arena high above the Arena floor hangs a large lens housed
in an unknown black material. The lens holds the control room of the arena.
From here the portal can be opened to almost anywhere, only limited by the op-
erator’s mind. The floor of the arena is also controlled from this room and can be
shaped as the operator wishes. Once the floor served as a protective barrier but
now it serves as platforms and obstacles for the gladiators to do glorious battle on.
The lens itself is the floor of the apparatus used to operate the portal. And from
time to time when one looks up into the darkness behind the lens, one can see a
large shadowy figure covered in flowing robes moving inside.
Today the lens is inaccessible to anyone. Those that have tried have never been
seen again. It is heavily guarded by city guards. But if someone ever managed to
get inside the Lens, they would be met by the only Anunnakie left in the Arena.
Enlil the god of the sky is trapped inside the lens forever controlling the portal for
all eternity.
During the Igigi revaluation Enlil locked himself inside the lens in order to keep it
out of Igigi control and to keep the pocket dimension from collapsing in on itself.
Also allowing his fellow Anunnakie and their followers to flee to safety. Enlil, is
simply called “The Shadow in the lens” or “The image in the lens”. Never tell play-
ers this! But if you really want to, you can check out the upcoming 1st level adven-
ture which can help the players in figuring out this shocking revelation.
12
the arena of dimensions issue 1
1. House Marduk
2. House Neretagmil
3. House Astapredo
4. House Artimus
13
The Pits
The slang name given to the maze-like complex beneath the scattered nexus of
gate rooms blotted around the Arena of Dimensions. Here is where most adven-
tures happen. The pits are full of secret rooms, tight corridors, hideous creatures
and mechanical oddities. They house the old creations and experiments of the
Anunnakie, protected by traps and monsters lurking in the darkness. The pits de-
scend so deep into the pocket dimention that the vail to other dimensions can be
easily opened as they pass by.
14
the arena of dimensions issue 1
The gates
All gates are seen as a smaller version of the great gate of the Arena. Where the
great gate gathers its energy from the elemental planes it opens into, the smaller
gates need power diverted to them from areas far below, hidden in the pits.
All gates differ from each other in appearance, whether it be the shape or the
material used in its creation. The majority are made from pure gold. These gates
are believed to be the oldest portals in the arena. While some of the newer portals
are made from Tanzanite, Rhodium and Iridium. All gates have the following in
common.
All gates need an activation key, each key is unique and exotic in nature.
The magic used to power the gates is cultivated in the pits, using strange devices
and arcane knowledge! Without this, the gate will not work!
No tool markings of any kind are present on the gates themselves. There is no
indication as to how they were made. They bear no ruin sigils or arcane writings.
but the strange devices attached to the gates are usualy covered in the names of
those that have gone trough!
15
Below the gate rooms
The pits were once used by the Anunnakie as their personal laboratories and
playgrounds. A place where they could carry out experiments into the unknown.
All manner of monsters and creations litter chambers and corridors hidden deep
within; protected by strange wards and hideous traps. The closer to the bottom
you get the more you realise there is no bottom, only the warping and twisting of
reality. From this there is no return!
The levels of descent below the gate room are combined into one word describ-
ing the severity of the area, each area is referred to by name. (Lvl 1-3) are known
as the upper pits. These descend into (Lvl 4-6) the lower pits, and on down to(Lvl
7-10) the deep pits. The deep pits are known to only a handful of Delvers. They
are written about in secret reports held in the Halls of Records; it is documented
that below Level 10 things start to lose any meaning of reality. Only the most brav-
est and foolhardy adventures dare to go this far into the pits! Most never return!
They are known as the pits of darkness or the pits of despair!
16
the arena of dimensions issue 1
17
The Halls of the Gods
Before the Igigi revolution the “Halls of the gods” were the homes of the Annun-
akie. Here they relaxed, held parties, lived, received guests and were worshipped
by their servants and workers.
Nowadays it is the Igig that the halls are dedicated to! No longer are the halls
the homes of the Annunakie, they are the places of worship to the igigi who freed
everyone from the tierney of the Evil oppressors.
Some Halls are also known to house Gates and pits. While other Halls of worship
stand in ruin their god’s lost forever. The main focal point of each hall is the large
statue depicting the God
Smaller deities are starting to gain a foothold in the arena but are still not fully
accepted by the residents of the city, they do not have halls dedicated to them,
rather worshipers have small personal shrines at home and some have weekly
gatherings in the homes of their priests.
Deity’s not native to the Arena rely on the discretion of gate owners to allow their
followers through. If an owner doesn’t share the views of a specific deity there’s a
good chance that Deity’s worshippers or shrine doesn’t get through the gate! That
hasn’t stopped people sneaking in talismans or building shrines in secret!
18
the arena of dimensions issue 1
19
The Market
Almost encircles the arena, and is treated as neutral territory. Anyone can set up
shop here as long as you pay your taxes at the portal you enter. Most of the trad-
ers have a code of ethics they stick to.
• Dodgy traders get what’s coming to them.
• Thieves get what’s coming to them.
• You don’t barter, you get what’s coming to you.
• You got my back I got your back.
• You come looking for protection money and you get what’s coming to you.
The traders of the market have been known to hunt down thieves and even go to
war with some of the gangs of the Orangi.
The Arena of dimensions is more than just a fighting pit. It is home to a great
trading hub and market for exotic creatures and unknown goods. Most goods
come from other planes of existence. Taxes are collected on goods when they
enter the arena. Usually around 5% for normal goods. When it comes to magical
items tax can be as much as 20%. This in turn is passed onto the buyer and shows
in the sale price! Below are charts to help with pricing items on sale in the Mar-
kets, taxes are not included!
Mundane Items and their non-magical counterparts can fall into common to
Very rare categories when shopping in the markets. They fall into these categories
mostly because of where they come from or how they go about doing what they
do. If an item comes from one of the Dimensions of hell, it surely falls into the ra-
re-very rare categories. If it runs off steam or is a clockwork mechanism then that
would make it even move valuable and strange. Think about the use of an item
(what is it used for) then where is it from (what plane or reality) and lastly how
does it do what it does (magic, steam, clockwork, strange technology).
The quality of the item also affects the final sales price. Traders in the markets
will be looking to get as much for an item as possible. But who’s going to pay top
price for a clockwork steed if it’s missing an ear and its hind leg gears are grind-
ing! Magical items don’t usually come under this category as they either work or
don’t in most cases. But who’s to say that wand of fireballs works every round! Or
that worn elven cloak isn’t about to unravel on the next bush it gets snagged on.
20
the arena of dimensions issue 1
“If you don’t haggle in the market you’re not just insulting your own intelligence, you’re insulting everyone’s.
People who don’t haggle are seen to be so rude they deserve to be ripped off!”
When a player starts haggling prices never rise above their starting price even if
they make a really bad roll. Just because you look like an easy mark doesn’t mean
you should be treated like
one. Sales people who prac-
tice in this sort of action don’t
last long in the market, they
either end up with no custom-
ers or the other sales people
in the market make sure it’s
not worth their time to stay
there.
Haggling is a contested cha-
risma/persuasion roll. A sales
person is treated as being
proficient or trained in the skill
so they gain the appropriate
bonuses to a roll. Players can
gain this skill through a feat
or by learning the skill. The
difference in the roll is a 2.5%
discount on the item per 1
point difference in the roll.
So a sales person who gets a
score of 15 and a player who
rolls 17, is taken as 17 -15
= 2. because the player won
they get a 5% discount on the
final price. Of course there is
a limit to how much a sales-
person will knock off the price!
On common items it could be
as much as 25% and very rare
items as little as 10%.
21
Chapter 3.
Places and People
House Artimus
Notable Gladiators: Enhefa Brimboshi. Beverish the mauler.
Trainer: Artimus Lavish
Owner: Artimus Lavish
Gate Room and pits: Yes. Opens to an asteroid city.
House Artimus is the newest of the Gladiator houses. Its owner Artimus Lavish ac-
quired the property after the former owner went bankrupt from making too many
bad decisions. There are 15 Gladiators residing in the house, two of which have
some renown, they are low on the ranks but still formidable fighters. Some of the
house is still in a state of repair. The training room which also doubles as the gate
room is in excellent condition and houses some of the most up to date training
gear and equipment.
22
the arena of dimensions issue 1
Gate Room
The gate room is the training room of the house. It has a total of fifteen gladia-
tors training at different times of the day including Enhefa and Beverish. There are
also four highly trained and heavily armoured guards on each side of the portal at
any time.
The Gate
The gate Is a solid ring of gold able to accommodate the passage of one large
creature at a time. The Key to the portal is moon dust mixed with white ash from
a volcano, only a pinch is needed to open the portal. The portal opens to a city
located on an asteroid, inside an embassy of a differing nation to the city. Artimus
Lavish has acquired diplomatic status through the embassy for himself and his
employees when travelling around the asteroid city.
Adventure ideas
Players could run into Enhefa Brimboshi while he is on business on the Asteroid.
Interrupting his dealings while being accompanied by representatives from the
embassy. Possibly being arrested, but eventually set free into Enhefa’s charge to
recompense for their wrong doing.
23
Artimus Lavish
Age 35
Speed: 30ft.
AC:14. Ring of protection +2.
HD:(12d6 -1). hp51.
Rapier: +1.+7 to hit. 1d8+3 Dmg
Class: 12th lvl Rogue
Sneak Attack: 6d6
Wand of Binding: 7 charges Prof: + 4
STR: +1. Dex: +2. Con : -1. Int: +4. Wis: +2. Chr: +5.
Save vs. Str: +1. Dex: +7. Con: +0. Int: +9. Wis: + 2. Chr: +5.
Arcana: +8 History: +8 Persusasion: +13
Deception: +13 Insight: +9 Slight of hand: +10
Owner and trainer of house Artimus. Artimus Lavish comes from a rich noble
family. He came to the Arena to strike out on his own.
Using his inherent noble abilities he worked his way into the nobility of the city
courting one of the elite family’s daughters in the hopes of gaining a foothold
in the upper parts of society in the city. He came about his now Gladiator house
after hearing some nobles discussing how badly House Tafari was performing
in the Arena. Artimus approached the owner Jonas Tafari with a business prop-
osition, and the two became business partners. Over the course of a few years
Artimus had learned all he needed to know and decided it was time he took over
the House. Conspiring with both sides of the portal Artimus led Tafari into making
some regrettable business decisions. Artimus soon put Tafari in a position where
he had to sell the House at an extremely discounted price.
24
the arena of dimensions issue 1
Enhefa Brimboshi
Age unknown
Profession: Enforcer
Discription: Green Elf. 6ft1 Short brown
hair. Green eyes. callous. wears red robes.
Great Sword: +1. +6 to hit. 2d6+3 Dmg Class: 8th lvl Monk
Unarmed: +8 to hit. 1d6+3 Dmg Prof: +3
STR: +2. Dex: +5. Con :+2. Int: +1. Wis: +4. Chr: +0.
Save vs. Str: +5. Dex: +8. Con: +2 Int: +1. Wis: + 4. Chr: +0 .
Acrobatics: +8 Deception: +2 Perseption: +7
Athletics: +5 Insight: +4 Stealth: +8
Enhefa Is the right hand of Artimus Lavish. Saved from slavery in the pit, he has
sworn loyalty to his master. Enhefa carries out Artimus’s orders to the letter and
has no regard for anyones situation but his own.
Dealing with Enhefa can be a nightmare he is arrogent and uncaring. Enhefa is
known for setting traps for adventures, he publicly beats poor beggers at the edge
of the great market hoping adventures intervene. When they do he will antagonize
them into attacking him, Enhefa will fight back once attacked but will deliberate-
ly loose. (Artimus has guards in the area payed off to arrest Adventures!) when
guards arrive and his assailants are arrested Enhefa will offer them a deal!
This is how Artimus takes care of problems in his pits!
25
Beverish the Mauler
Age 105
Profession: Gladiator
Discription: Oger. 7ft 9inches. patchy
hair. red eyes. Dumb as shite. Always hun-
gery. Wears a gimp mask.
Speed: 40ft.
AC:18. Studded Leather +1.Shield. Tactics.
HD:(8d10 +5). hp.92
A huge ogre, Unable to find funds to pay for the damages caused from his drink-
ing rampages, Beverish ended up in the pits working them off as a hunter. Arti-
mus spotted Beverish when down inspecting the pits and soon had him moved to
the house. Now a Gladiator Beverish loves his work in the Arena and the fact that
he gets paid to kill.
26
the arena of dimensions issue 1
House Neretagmil
Notable Gladiators: Kong-ton the messenger, Laston the deliverer
Trainers: Kepako and Nimpak
Owner: Te-adore Xeplo
Gate Room and pits: Yes. Opens into an old Ruin in a jungle.
House Neretagmil is associated with the Hall of Neretagmil, they train fighters
and dedicate their victories to Neretagmil the messenger god. Seeing their victo-
ries as messages being delivered to Marduk. The house is one of the oldest in the
Arena and was passed down from Neretagmil himself to Te-adore Xeplo’s great
great grandfather. Gladiators in House Neretagmil are called messengers.
Gate room
The gate room is in a lower part of the complex. Protected by at least twenty five
light armoured guards and bow men. They are accompanied by two priests of
Neretagmil. On the opposite side of the portal is a small encampment of a simi-
lar number of guards and priests stationed around the portal in the old ruins of a
jungle.
The Gate
This gate is made from solid gold. It is a tall slim rectangle allowing for one large
creature to pass through. The gate is enclosed within a stone frame carved with
arcane engravings from a long dead race. The key to the portal is a rod made of
ruby.
27
The Hall of Neretagmil
Igigi (General and Sukkal to Marduk, The divine messenger.)
Location
Warehouse district. Beside their Ludus Domibus and the General post offices.
History
Neretagmil was the private messenger and the spymaster general of Marduk
during the uprising. He was by far the most trusted of his generals, and given the
task of delivering messages between the other Igigi as they planned the two upris-
ings.
Followers
A lesser god but still prayed to by the desperate in times of need. People who
need their prayers heard usually visit the hall to make sure their prayers get deliv-
ered to one of the greater gods in the Arena. Devout followers usually work in the
delivery business, but some also work in the more notorious business of gathering
information. Te-adore Xeplo is the head priest of the Hall and also owner of House
Neretagmil and postmaster General.
28
the arena of dimensions issue 1
Te-adore Xeplo
Age 35
Speed: 40ft.
AC:16. Studded Leather +1.Cloak of protection
HD:(10d8 +0). hp.64
F-T Shortsword: +6 to hit. 1d6+2 (+2d6 fire) Dmg. Class: 10th lvl Ranger
Longbow +2: (Archery)+10 to hit. 1d8+4 Dmg. Prof: +4
STR: +1. Dex: +2. Con : +0. Int: +3. Wis: +3. Chr: +3.
Save vs. Str: +5. Dex: +6. Con: +0. Int: +3. Wis: + 3. Chr: +3.
Animal handeling: +7 Investigation: +7 Religion: +5
Insight: +7 Perception: +7 Survival: +7
Te-adore was the oldest son in his family, so as tradition dictated, he became
head of House Neretagmil. He is also head of the postal service and high priest to
Neretagmil.
Tie-adore is a busy man. His duties as postmaster general also grant him the po-
sition of spymaster to the Halls of Marduk a position only held by the head priest
of Neretagmil.
Hopes dwindle that one of his children Kepako or Nimpak will follow in his foot-
steps. They seem only interested in training and are focused on opening their own
House of gladiators.
29
The Hall of Enlil
Anunnaki: (Son of Anu and Ki, Brother to Enki, God of Creation, The eye that explores the Earth)
Location
The Hall of Enlil is located in the great market to one side of the Arena. It stands
out from the other run down buildings in the area ,the hall of taxes and the hall of
records.which are much new
History
Enlil was the leader of the Anunnaki and head of the pantheon. After the Igigi
revolution Enlil banished them from the arena of dimensions. But the Igigi re-
turned years later with the help of banished Anunnaki and took control of the city.
Enlil saved many of his followers and other Anunnaki by taking controll of the lens
and sacrificing himself. After this the Igigi decided it was a good idea to spread
lies saying that Enlil was on their side all along and banished his Fellow Anunnaki
for the unjust acts they committed against everyone in the Arena. The reality is
Enlil trapped himself in the lens so the Igigi could not take control of the Arena.
He helped the remaining Anunnakie that were left to escape, although there is a
possibility that one or two Anunnaki are hiding in the deepest depth of the pit!
Because Enlil was trapped in the lens the Igigi tried to please him by allowing his
remaining human worshippers to continue doing so. Enlil is seen (worshipped) as
the chief over-thrower of his fellow Anunnaki, banishing them to hell and return-
ing the Igigi to their rightful place as rulers of the Arena. His statue is taken on
parade to celibate the day he banished his Fellow Anunnaki to hell.
30
the arena of dimensions issue 1
Followers
The followers of Enlil revere him for his acts of justice towards the Igigi. Although
he does not have as many followers as the rest of the gods in days past, there are
always a few people in his church praying for him to grant them help or dissuade
a loved one from wrong doing.
31
32
the arena of dimensions issue 1
Father Bono
Age 63
Speed: 40ft.
AC:18.
HD:(17d8 +0). hp.88
Unarmed: +9 to hit. 1d6+3 Dmg.
Class: 12th lvl Cleric.
Flurry of blows: +9 to hit. 1d6+3 Dmg. 5th lvl Monk
Ring of tiger: +9 to hit 5d6+3 Dmg. SV vs Con DC15 Prof: +6
STR: +0. Dex: +3. Con : +0. Int: +1. Wis: +5. Chr: +1.
Save vs. Str: +0. Dex: +3. Con: +0. Int: +1. Wis: + 11. Chr: +7.
Animal handeling: +11 Insight +5 Religion: +7
History: +7 Perception: +11 Survival: +11
Father Bono has bean with the Hall of Enlil. He started there as a teenage boy
cleaning the Hall for the then Grand priest Father Otomno. His time spent in the
Halls were filled with stories form the older followers of Enlil, those who heard
whispers of Enlils actions in decads past. these stories sent father Bono on his life-
long journey.
Over the years the followers of Enlil died off and less worshipers came to or even
new about the Halls of Enlil. This gave Father Bono pleanty of time to studie and
take up new hobies. Every Wednesday and Sunday Night Father Bono takes artial
arts classes at Kepako and Nimpak´s gym.
33
Chapter 4.
For the Players
New Items
New items of the arena should be priced by the rarity of the item; no prices are
given here. This is to allow you to decide how rare items are in the arena.
Weapons
Blast Glove
These gloves are made from blast metal and absorp-
tion fungi. They deal double the dice damage of the
user and can also be used to block weapons, giving the
player +2 to AC. They have a special ability that allows
the wearer to clap their hands together and send a
wave of force up to 15ft that can knock over a medi-
um size opponent DC is Str based and the Save is Dex
based.
34
the arena of dimensions issue 1
Energy Devices
Steam Engine
ranging from small engines that can connect to a suit of armour or bike, to huge
engines that pull power from the lowest levels of the pits. These engines are an
uncommon commodity in the Arena owned only by the rich.
Steam Juice
an elixir added to the water in a steam engine to give it more pulling power.
Clockwork Engine
these engines are normally used for tiny personal devices like pocket watches and
small wind up automatons, other devices store the potential power of the springs
to fire projectiles. Larger Clockwork engines can be found in combination with
steam engines running larger automatons.
Diamond oil
this oil when squirted on the cogs allows them to deal with higher amounts of
force and pressure. Allowing them to perform to a higher degree and deliver more
force from stronger springs and potential up force
Chemical Engines
These engines are the newest rare technology to come out of the pit. Not many
people have seen one but rumours are spreading. The chemical formulas to drive
such engines are a well guarded secret, and only two people in the Arena can mix
the chemical concoctions. These engines are considerably more powerful then the
steam engines and can be used in totally different ways, they closely resemble
turbine and Rocket engines.
Longer burn
Sold by Hermis Triss, an alchemist in the Burges. This fuel lasts twice as long as
the regular fuel he sells, but goes for a premium price.
35
Faster burn
while trying to copy Hermis fuel mix, Tarla Mixoo discovered a fuel that lasts half
the length as nomal fuel but delivers twice the power and force! It’s still in devel-
opment as it has a tendency to explode when used for too long!
Magic Rectifier
An ultra Rare device, owning one could get you hunted down and killed. These
devices harness the vibrations given off by magic items and turn them into a us-
able form of power. The devices range from pocket size devices that run off magic
rings to room size devices that power The Gate. focusing the power from legend-
ary artifacts deep within the pits!
36
the arena of dimensions issue 1
The Strange
37
Absorption fungi
is known for its absorption properties when it comes to physical damage. It is
used to make resilient leather like items such as armour and strapping along with
padding and shoes amongst other things. The fungus is known to absorb most of
the force given off by blast metal and there four used as wrapping for handles.
The fungi is very rare and items or strips of it are up to 200 times more expensive
than normal. When used to make any type of leather armour it absorbs 1d8 points
of physical damage dealt to the wearer.
Blast metal
Is a pure non alloy metal. The metal is worth 150 times more than normal steel,
and for a good reason too. It is used to construct a range of items from arrow
heads to doors. It has the ability to give off a blast of energy when struck by or
against another object. When struck the metal releases energy in a wave back at
the source of the force applied to it. The amount of blast metal dictates the range
of the wave, an arrow head releases a
small wave of energy about 5 cm in radius
which will break the arrow shaft. A weapon
will release enough to be physically visible.
And a cannonball can tear apart the can-
non that fired it. The metal deals the same
amount of force as it receives so a damage
roll of 8 with a longsword does 16, and if
a door receives 10 damage it delivers 10
back. If a hand held weapon does not have
a handle covering made of Absorption fungi
they also take the blast damage and the
weapon can be ejected from their grip.
38
the arena of dimensions issue 1
Mes
Created by Enlil and Enki. Mes are items, ideals, Knowledge and wisdom. Nei-
ther good nor bad. Safely kept by Enki, the Mes were handed out to fellow Anun-
naki to help them in their roles, responsibilities and to rule over their domains.
Today Mes are strange oddities and ideas, they are the unknown technologies,
wisdom and powers created by the Anunnaki. They are rare by definition and be-
stow powers onto those that know how to use them.
Melam
Melam is an oil which can be worn by anyone, typically worn by the Anunnaki
which covers them in a terrifying splendour. Seeing someone wearing Melam caus-
es a physical tingling of the flesh of the viewer like getting electric goose bumps
all over your body. It gives the wearer a golden glow and the ability to project their
voice along with raising their charisma. For this reason gladiators that can afford it
wear it in the arena when fighting to intimidate their foes (lowering their chance to
land a blow) and inspire awe in the crowds.
Stone of crafts
This small perfectly round stone glows when held in two crossed open palms.
When concentrated upon the glowing stone floats six inches from the palms. The
stone holds the knowledge of a craft, its tools and technique. The Knowledge of
the craft is then passed onto the user, whereupon the stone goes inert.
39
Character Options
When things break deep down in the pits everyone needs a Fixer of problems. Small or large, the fixer is
the one that’s called to find and fix a leaky magic valve deep in the pits.
Finder of parts
This talent gives the fixer insight into what he needs and can use to get a job
done. Mundane items turn into solutions to problems. A candle stick could turn
into a valve handle or lever. Perception rolls can be called for to locate such items,
the DC is 10 and up depending on the rarity of the item being mimicked. It also
allows them to scavenge for their fixer tools, allowing them to do their job.
Maintainer of
At 3rd lvl the acquired talent allows the fixer to fully understand cogs and clock-
work apparatus, although they still need the parts necessary to fix the problem. at
9th lvl Steam apparatus. at 13th lvl advanced technology and 17th lvl allows the
character to understand the strange devices of the lowest levels of the pits. Each
acquired talent allows the player to interact with the next talent above, giving
them some knowledge but not allowing them to fully understand the workings. To
repair an apparatus or device the player rolls the DC decided by the DM, repairing
an object 1 step higher adds +5 for the DC, but could be higher if the DM decides
you don’t have the proper tools acquired. which you could try scavenge for.
40
the arena of dimensions issue 1
41
Trapper (Ranger subclass)
There are many creatures roaming the tunnels and chambers of The pits and someone has to sort them
out before too many people go missing. pluss hides and organs go for a pouch of gold
Signs Of prey
This tallent “Signs of prey” allows the player to spot tracks and signs that a crea-
ture was in an area. This includes pathways the creatures use, feeding grounds
and other such clues to a creature’s presence. It also allows the player to identify
areas a creature might visit.
The traps
These talents give the player the ability to set and use various traps. The 3rd lvl
talent “Basic traps” allows for simple snares, pit and fall traps to be made and
set by the player. The 7th lvl talent allows the player to set more advanced and
hidden traps, like dart and gas traps. These go unnoticeable even by other char-
acters, when hiding a trap the player rolls their Stealth skill, this is the DC to find
the trap when searching, depending on how it was set up. The 11th lvl talent gives
the player the knowledge of advanced trap building, this encompasses the use of
strange devices and magical items.
42
the arena of dimensions issue 1
43
The Gladiator (fighter subclass)
The Gladiator is seen as a renowned fighter, entertainer and servant of the gods. In the arena they are
both highly respected and feared by all
Gladiator tactics
The Gladiators flamboyant style of defence gives him the edge. When wearing
light or no armour the gladiator can more easily, duck, dodge and roll out of the
way of their opponents attacks. This gives them a +1 to AC. they receive +2 at
10th level and +3 at 18th level. As a bonus action the Gladiator can make a 5ft
disengage action.
House respect
As a member of a gladiator house you are treated with esteem by locals. People
are always happy to have a blessed one around.
Renowned/Unrenowned:
Gladiators are renowned in the Arena, more so than any other. People flock to
their presence, it is hard for a well known Gladiator to expect peace when in the
market. Renown brings discounts, love, a blind eye from the guards and so on.
That is if the gladiator is respected. If not they are known as Unrenowned. Char-
acters gain bonuses to charisma or strength based roll’s when dealing with social
situations. Each time they receive renown they gain a +1 bonus up to a +4 at
18th. This represents how well known, loved or feared the Gladiator has become.
44
the arena of dimensions issue 1
The Armour
At 7th lvl the Gladiator receives their Arena armour. This is the armour the Gladi-
ator wears as they progress in their career. The armour is usually ceremonially giv-
en to the Gladiator after winning a great fight ( The Gladiator can choose the type
of armour they wish to recive). The Gladiator cannot wear any other suit of armour
inside the arena until 18th lvl where they will receive “The ceremonial armour”
this new armour is for the purposes of festivals and special events. The ceremonial
armour is magical in nature and will have a history of some sort attached to it or it
can be made specially for the Gladiator. Because the Gladiator trains non-stop in
the same set of armour, they receive a +1 bonus to AC while wearing their chosen
Arena and ceremonial armour. If the armour is light armour this bonuses stack
with the bonus gained from gladiator tactics.
Special move
At 10th level the gladiator gains special moves. Each move can only be used once
per combat. Special move´s gained depend on the training given at the School.
• Riposte: When an opponent attack misses, you can make an attack as a reac-
tion.
• Parry: As a reaction When an opponent of the same size or smaller attacks, you
can try to Parry it aside. Roll to hit, If it is higher than your opponent’s attack
you have parried it.
• Faint: As a bonus action, roll performance Vrs your opponents passive insight.
On a success you gain advantage on your next attack
• Diving attack: As a full action on your turn you can make a diving attack as part
of your movement. You can dive up to your jump distance, making one attack
within the dive Area. You do not provoke attacks of opportunity within the area
you dive trough.
At 15th Level the Gladiator can also add one of the following to an attack or spe-
cial move once per combat.
• Crippling blow: Save Vrs Str on a fail the opponent is reduced to half movement
or gains disadvantage on their attacks until a long rest .
• Stunning blow: Save Vrs Con on a fail the opponent is stunned until the end of
their next turn.
• Blinding attack: Save Vrs Dex on a fail the opponent is temporarily blinded until
they succeed on a save.
45
46
the arena of dimensions issue 1
Legal information
Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted
solely through the use of the Open Gaming License, Version 1.0a.
This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of
that license before using this material.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the
License itself.
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and
are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s
Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten
Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the
City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of
the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of
Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of
Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands,
Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer
beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.
All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License.
The terms of the Open Gaming License Version 1.0a are as follows:
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
Rights Reserved.
1.Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
(b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form
in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhance-
ment over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places,
locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which
specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material
of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2.The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
47
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copy-
right date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7.Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Prod-
uct Identity.
8.Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distribut-
ing are Open Game Content.
9.Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any autho-
rized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this
License.
10.Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11.Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12.Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
affected.
13.Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14.Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15.COPYRIGHT NOTICE.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Per-
kins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE
48
the arena of dimensions issue 1
49
So you made it to the end of the pdf.
Usually this is where there is some sort of epic write
up on how cool the pages inbetween are!
But insted we decided to use this space to say thank
you for picking up this Zine!
We hope you enjoyed it and will continue to support
us as we travel trough the rest of.
The Arena of
Gravity Realms
50