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Dragon Magazine - Issue 303

Dragon Issue #303 Wizards of the Coast Gladiators! The smell of sweat and sand made hot by the sun, the energizing tang of fear in your mouth, the roar of a crowd of thousands chanting your name, and the feeling that the hand that wraps around the hilt of your weapon grasps your chance at eternal glory: the life of a gladiator! Get in the gladiatorial pit with rules for fame, new prestige classes, and all the secrets to a great gladiator adventure. Added to that is how to earn experience points without fighting, martial arts styles tailored to fantasy races and suitable for any campaign, and a primer on the deadly plant life of the Underdark. Inside you’ll also find new fiction based on the novels of T. H. Lain, “Guild Secrets,” “Silicon Sorcery: Neverwinter Nights,” and more advice, tools, and tactics to improve your game! Glory and Triumph Campaign Components: Gladiators Rife with treachery, cruelty, and death, the gladiatorial arena injects high-adrenaline adventure and conflict into your campaign. Far from merely housing a small group of melee fighters, the arena is home to many character types, both combatants and support personnel. It might even become the central location for a campaign; instead of going out to adventure, the adventure comes to the PCs. Whether player or DM, you can add as much gladiatorial combat to your campaign as you like. Whether one small arena in a frontier city serves as part of a single character’s background or you build an entire campaign that features multiple combats and adventures centered around the gladiatorial arena, “Campaign Components: Gladiators” gives you the tools to shape gladiatorial combat to your character’s or campaign’s goals. Glorious battle and bitter wounds await the courageous. Ignominy and defeat await those unable to avoid the relentless pressures of the arena. Saying the Right Things Optional Rules for Social Skills As a roleplaying system, the Dungeons & Dragons game can offer some fine moments of play that involve nothing more than interaction between PCs and NPCs. Not every problem can be solved through the use of sword or magic—sometimes a simple turn of phrase can be what’s required to keep the adventure moving. The social interaction skills in the D&D game are Bluff, Diplomacy, Intimidate, and Sense Motive. Although it might seem like an oversimplification to reduce the total number of ways that people interact to a mere four skills, in truth they cover almost every roleplaying situation in which social interaction occurs. This article examines how these skills can be used in an adventure, how they interact with each other, and how you can flesh out your character’s personality by using them. A few optional rules are also presented, but as usual, it’s up to the DM to decide whether to allow them in her game. The Iron Path Martial Arts Styles for Fantasy Cultures Like a fine weapon or armor handed down over years of history and tradition, so too the secrets of a martial art are passed down from master to student. Some martial arts are a family tradition. Others might be openly taught at military institutions. Still others might be secret, known only to a precious few who guard their fighting style as a heritage of their people. Although most commonly associated with Asian cultures, martial traditions have evolved in cultures across the globe. India, Indonesia, and Greece are home to martial traditions as old as any found in China, Korea, or Japan. Your D&D campaign should be no different. Martial arts are not confined solely to campaigns set in Oriental Adventures. Whether elves, halflings, or dwarves, each race guards its own secret martial traditions. Come then and learn some of these secrets. You might decide that your characters have the will and the desire to walk the iron path of the warrior. The Undergroves The Natural Dangers of the Underdark Far beneath the earth’s surface lie the wondrous but alien cavern complexes coll

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100% found this document useful (1 vote)
1K views88 pages

Dragon Magazine - Issue 303

Dragon Issue #303 Wizards of the Coast Gladiators! The smell of sweat and sand made hot by the sun, the energizing tang of fear in your mouth, the roar of a crowd of thousands chanting your name, and the feeling that the hand that wraps around the hilt of your weapon grasps your chance at eternal glory: the life of a gladiator! Get in the gladiatorial pit with rules for fame, new prestige classes, and all the secrets to a great gladiator adventure. Added to that is how to earn experience points without fighting, martial arts styles tailored to fantasy races and suitable for any campaign, and a primer on the deadly plant life of the Underdark. Inside you’ll also find new fiction based on the novels of T. H. Lain, “Guild Secrets,” “Silicon Sorcery: Neverwinter Nights,” and more advice, tools, and tactics to improve your game! Glory and Triumph Campaign Components: Gladiators Rife with treachery, cruelty, and death, the gladiatorial arena injects high-adrenaline adventure and conflict into your campaign. Far from merely housing a small group of melee fighters, the arena is home to many character types, both combatants and support personnel. It might even become the central location for a campaign; instead of going out to adventure, the adventure comes to the PCs. Whether player or DM, you can add as much gladiatorial combat to your campaign as you like. Whether one small arena in a frontier city serves as part of a single character’s background or you build an entire campaign that features multiple combats and adventures centered around the gladiatorial arena, “Campaign Components: Gladiators” gives you the tools to shape gladiatorial combat to your character’s or campaign’s goals. Glorious battle and bitter wounds await the courageous. Ignominy and defeat await those unable to avoid the relentless pressures of the arena. Saying the Right Things Optional Rules for Social Skills As a roleplaying system, the Dungeons & Dragons game can offer some fine moments of play that involve nothing more than interaction between PCs and NPCs. Not every problem can be solved through the use of sword or magic—sometimes a simple turn of phrase can be what’s required to keep the adventure moving. The social interaction skills in the D&D game are Bluff, Diplomacy, Intimidate, and Sense Motive. Although it might seem like an oversimplification to reduce the total number of ways that people interact to a mere four skills, in truth they cover almost every roleplaying situation in which social interaction occurs. This article examines how these skills can be used in an adventure, how they interact with each other, and how you can flesh out your character’s personality by using them. A few optional rules are also presented, but as usual, it’s up to the DM to decide whether to allow them in her game. The Iron Path Martial Arts Styles for Fantasy Cultures Like a fine weapon or armor handed down over years of history and tradition, so too the secrets of a martial art are passed down from master to student. Some martial arts are a family tradition. Others might be openly taught at military institutions. Still others might be secret, known only to a precious few who guard their fighting style as a heritage of their people. Although most commonly associated with Asian cultures, martial traditions have evolved in cultures across the globe. India, Indonesia, and Greece are home to martial traditions as old as any found in China, Korea, or Japan. Your D&D campaign should be no different. Martial arts are not confined solely to campaigns set in Oriental Adventures. Whether elves, halflings, or dwarves, each race guards its own secret martial traditions. Come then and learn some of these secrets. You might decide that your characters have the will and the desire to walk the iron path of the warrior. The Undergroves The Natural Dangers of the Underdark Far beneath the earth’s surface lie the wondrous but alien cavern complexes coll

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ARENA MAP & WALL POSTER ANY CHARACTER 1 ; a Pray ADVENTURE IN DUNGEON MAGAZINE Correo) ON THE COVER ries Cet ae) Se DRAGON CONTENTS eter ens ret ER ec Mea) ize) NZS Ca a Re Ct Ld | Ror Petey ee ent ce ca Se en of the arena to your game with make your NPCs more memorable. | ” Ce | — pee ce Cer Rd | ; ree a Awe Cd Ce aa ome ee oe Ca Deadly gladiator prestige classes From armor to spells to feats, the race ag ead once Pec er rea Co ca ay 105 Advertiser Index cert aad Deeg aed Rd Invimidate, and Sense Motive. Puta Bring martial ats to any campaign a et CoM Ror cg ed es CM Rerarsy Peete doc Nee ee) Pres dary ie Pens rene iers CUT nced radar Dee nc Rr sac aed eae WIN A 5-SIDED DIE! Peer eee aT Now that we kn pane ser ee . ee ere Dae EX Ty Dit rece kerokce UL ce9 erent : 8 January 2003 WYRM'S TURN FROM THE EDITOR ‘When | started planning the lunchtime gladiatorial game that | run here at Paizo, | was envisioning a grim arena, filed not only with wheediing handlers and corrupt officials but also with more serious evil, ranging from an arch-devil gladiator to inqusiion- like organizations of supposedly good gladiators—the kind of dark backdrop that would let the nobility of the PCs really come to the fore. Like most plans made by DMs, however, these expectations did not survive contact with the players. Starting with Duvaeow Editor Chris “Can | Play a Troll” Thomasson's predictable “can | play a troll | decided to let the players create nearly any character they wanted. fd draw the lin, | figured, when we strayed from gladiators to big-time ‘wrestling, Two days later, Chris had changed his mind and now wanted 10 play a dwarf, which was fine by me. Tordek would make a fine gladiator, and if Chris could give a litle more life ro this classic character type, he'd have just the kind of character | expected the guys to bring to the table, Then the campaign was “orange crushed: ‘Although | didn’t know it while | was planning the campaign, Associate Editor Matt Sernett had for years been secretly ireasuring a strangely painted miniature that he referred to as “Orange Crush” The miniature, a top-knotted male warrior with bright orange hair and an unfortunately skimpy outfit, was a character that Mart had apparently wanted to play for years but had never been allowed to by various DMs... or something tke that, Anyway, Matt gets this gleeful look in his eye and says, “He's got a loincloth!” ike it was a seling point. Before | could get the words "Matt, don't ever say loincloth lke that again” out of ‘my mouth, Orange Crush had invaded the campaign, and the rest of the players raced to out-weird each other with their character concepts. Chris Thomasson: Since Orange Crush refers fo himself in the third person, Chris, knew his dwarf couldn't copy that schtick, but apparently it was okay to jump on the color bandwagon because an otherwise innocuously power-gamed dwarf fighter/rogue became The Green Mamba. When he enters the arena, Green Mamba makes the “sign of the mamba,” raising his hands just above his head, forking two fingers from each hand forward, and hissing. like to point out tha i's not every day that you see a grown man hiss Kyle Hunter: Kyle's character went from a half-orc cleric to “The Loser,” o cleric devoted to the philosophy of defeat looking for ultimate enlightenment (read “defeat”) in the arena, The Loser tears through the arena screaming, “Defeat me, defeat me!’ Pierce Watters: Emphurio the human cleric was the only character that didn't ‘change from my expectations, but don’t think that Pierce is laboring with the same vision of the arena that | started with, because | rolled up the character for him, Erik Mona: Apparently Erik playtested the Book of Vile Darkness a litle 100 thoroughly, because his character, Sparks Imperial (2 euphoric imp from the fiend Folio), is @ wiling servant of the forces of darkness, obsessed with unleashing his necklace of fireballs one bead at a time to build up his reputation in the arena. Matt Sernet: Matt, of course, started this all wth his orange crush miniature, and | blame him, Johnny Wilson: fd like to point out that the campaign's sixth player, Paizo President Johnny L. Wilson, Ph. D. (also my boss) made a great character. A really really good character. Sublime even. Ti sure tm not the only one who's been surprised by a character concept. If you've ever surprised your DM with an unusual character concept, or if you've ever been surprised by your players ideas of what makes a cool character, join us (on the Dracow message boards at www.wizards.com. isha Pe ge = le) ise) Raat Pate ara a Pete et Eee nesd eel 10 January 2003, toy be nto ar crys nh Ales mst eae Your i ame READERS TALK BACK SCALE MAI While I was Out Sometime last year I et my subscription run out, mainly because my gaming, {group broke up and the magazine was no longer useful to me. Since then, have realized how difficult itis to find your magazine. | started looking for it last June and finally found issue 4299 in September. Then I decided to pick up issue #300. These two issues were of far better quality then what | had been {getting when | had my subscription. The huge article on designing knighthoods was definitely a step in the right direction-a complete how-to article is far more useful than “this worked in the Forcorten Reaums, maybe it will work for you.” Isue #300 was one of the best issues to date. | found almost every article useful, While | personally do not use the Lina Grewia Journal articles, | can't Fault you for including them since GrevHawn is the official world and deserves some support “Elminster’s Guide to the Realms” was a complete waste of paper, but every other article in Deaaaw #300 was very well written and wil ikely be useful 1o me in the Future. The new “For Your Campaign’ and “For Your Character” sidebars that you've added to most articles are a welcome adltion-I cant believe someone didnt think of this concept earlier. Congratulations on having the {guts fo publish the “mature” sealed Section. | can just imagine some of the responses you must be getting about the content. Don't let any of it bother yous none of it was bad enough to fraumatize anyone mature enough to play DBXD. The same thing goes for the “How Far Should You Go” article. | had never even thought about the evil level for my campaign Uhave a few comments about things | have noticed while looking through old issues and comparing them to the new cones. First of all, what happened to “Forum?” | hayent seen itn your magazine for long time, and the last Few issues it was there, it was relegated L to a sidebar with only a couple of letters, Second, go back to the old format for your “Table of Contents,” like the one in issue #278, where you reprinted the front cover on one page and then had a nice, color-coordinated TOC” on the other page. Lastly. why is “Nodwick” only one page now? Does Aaron Williams have 100 heavy a workload to do two pages a month? Overall, | am very impressed with your magazine. Keep packing the Issues like #300 and | might renew my subscription, Melissa Acker Niagara Falls, ON, Canada “Forum” left rhe magazine for two reasons. It was a great column, but it simply got fewer and fewer responses as the discussions among the readers ‘moved more and more to Internet ‘message boards. With new fools for ‘communicating with the readership and new ways for readers fo tak fo one another, it seemed lke time for the column fo go. i the end, we were ‘swayed when we realized that instead of those pages of ‘Forum, devote more pages to feature articles. ‘Also, “Forum” differed from “Scale Mai” only in that the editors never intruded in the issues that the readers were discussing, and we like 10 intrude esse Decker Editor-in-Chief we could Predicting the Future Fve realy been enjoying the “Campaign Components” articles in your magazine. {5 there any chance well see an adventure in Duncz0w that ties in with future (and past) "Campaign Components?” Kevin Chenevert New Orleans, LA ‘Spooky, isn‘ i, how we can read your minds? ‘Actually, as much as we lke to pretend that we have superhuman ‘powers (you should see the brown cape ZOG6NIA Px KNow You ARE BOTH HAVING SECOND-THOUGATS ABOUT Loin "WIS TOMB, YoU TWINK WE HILL NOT STAND A CHANCE AGAINST THE ST UNDEAD 18 ZOGONIA.. 'BUT CONSIDER THE FACTS..LICHES. ALWAYS LE IN DEEP DUNGEONS. [AT LEAST TEN To FIFTEEN LEVELS DEEP. AND LiGHES ALWAYS PACK EACH LEVEL wrth, PROGRESSIVELY THEREFORE, 64 THE Time we LOCATE THE LicH, wno 1S HIDING IN THE BOTTOMMOST LEVEL, WE WiLL Mahi Enrennces it [BATTLING uNoEAD! conscavin, ocTHE LICH 1S 12 January 2003 and monkey t-shirt thar Mart wears 10 work), the truth is thatthe benefits of providing crossover material nthe two ‘magazines o support the “Campaign Components” articles seemed obvious The articles were just crying out for a fiesin adventure. The Poizo staff has been pretty pumped up lately about our lunchtime ladiatoral campaign (see “Wyrm’s Turn’), and whar better way fo share that enthusiasm with our readers than ‘by supplying them with the means to run their own gladiator campaign, complete with an adventure in DUNGEON and poster maps thar could be used in conjunction with one another (DuNOcons premium is also two-sided: One side is @ poster-size version of the DRAGON cover, and the other side is a map of the bottom level of an arena). If you haven't checked out DuNcon #96 yer, be sure to pick up a copy before i's {one from the shelves. By the way, does anyone know where I can get 3 ‘miniature of an Amazonian giodatrix with a whip and a spiked shield? Stacie Magelssen “Associate Ediror Touche “Campaign Components” has done it ‘again! A very good job and an excellent article overall, but | have a few things Id lke to point out. The bibliography ‘was appallngly short Dale Donovan's “Touche!” from Drécow #273 was far more helpful as far as references to films, fiction, and non-fiction. 'm glad | keep all my old copies of Descow or I would have cheated myself out of ‘numerous films to use as reference (those interested in a good pirate fick should rent Curthroar bland, and Robin Hood: Prince of Thieves is also a good reference flim). ‘As for my second point, Mr. Stout gives reference to the article “Adding Injury to Insults” from Descov #294, but he neglects the prestige class from that issue and its predecessor (the rightsong enforcer and nightsong Infitrator), both of which I find superb. These prestige classes could easily fit a swashbuckler-style campaign. Another ood prestige class for this type of Campaign is the Justicar from issue #290, which is perfect for the role of bounty hunter. That sai, | have a few ideas of my own for campaign and character design using the components in the article, and my overall grade for the article would be an A. Michael Schell Philadelphia, PA Picture Perfect When I read the cover of Deaaow #301, | saw the cover line about a character sheet included inthe issue. All could think was, "Not another character sheet.” I scanned through the issue stopping at Todd Harris's beautiful artwork for the Bard's article, and | almost forgot about the character sheet. Then | flipped to the last page and stopped, stunned. In lover 22 years of gaming | never thought of using artwork blended into the actual character sheet. | love the idea. Artwork has always been integral to the game, and to have a character rendition right there on the sheet should be the norm, Please continue fo print these character sheets in the future, and tell the artists [Glen Angus and Arnie Swekel thanks {and keep them coming! Kevin J. Liss ‘Address withheld One Sheet to Rule Them All The whole concept of “Campaign Components” is wonderful, and looking for those sidebar icons presented in issue #301 wll make it that much easier. 1 am always looking for ways to enhance my campaign, and this is the way to do it Iris a concept | hope remains a part of DRAGON for a long time to come: The character sheet in issue #301 is ‘a wonderful idea and an excellent way ‘of making the character seem more elegant and prestigious. However, | do have one concern, and that isis total usefuiness in the game. It is missing several components that are @ must for adventurers. There is no room for class features, equipment, experience, money, magical items, and the character's appearance. Some of these things could be squeezed in the blank spaces that remain on the character sheet, but these are woefully small and not very practical. What | would recommend is making the character sheet two sided and instling a gender- neutral picture that players can tembelish to better represent their character. Otherwise, | found the character sheet impressive. Shawn O'Leary Grestview, FL i, Tome nom eer cree na vemeopacpiing co Lee PANDEMONIUM IN THE VEINS tata Pe Ra ea So far, the response to the “Campaign Components” articles fas been ‘overwhelming, and people have been pleased with how easy itis 10 Incorporate the ideas into their own campaigns. We're busy thinking up cool topics and themes for furure installments (of “Campaign Components,” but we'd Ike 10 know what the readers want to see. Send an email to ‘scalemailepairepublshing.com or drop by our message boards at www.wizards.com and let us know what topics would interest you mast for a *Campaign Components” article Stacie Magelssen A lor of people have written in to express their enthusiasm for the character sheets, and many of them have mentioned that they wish the sheet could contain more information We do too, bur the single-page character sheet that can contain all you want fo know about your character and great artis the Holy Grail of roleplaying, and we're fresh out of crusading knights. It might help to think of the character sheets as character coversheets: The essential information about your character fits on the first page, but spell ists, equipment inventory, campaign notes, and other sundries fir better on the back or on a separate sheet. Matthew Sernett ‘Associate Editor Much Ado About Nothing I just wanted to write in and say thanks for faking a chance on the vile darkness section in issue #300. | fee! that the letters of complaint you received came from people that did not fully read the material. | have a 7th grade brother who is 15 years younger than me. He is encouraged by his teachers to read Stephen King books. The article in your magazine was no worse than what he is able to check out at his schoo! brary. | gave him my copy of the magazine after | read it | watched him to see if he would be interested in the article. He stopped, tried to figure out what the hoopla was about, and moved on. Having read the material, | would not have said anything if he showed interest. I believe that kids brought up with good principles will make good decisions, and that an article, book, movie, or video game will not make a kid make bad decisions. Thanks for the great magazine, and keep the variety of content coming Jason Schulte Reedsburg, WI CAPTION CONTEST. nny, cml ge prcpabtuom oa oe 9577 Te Git Dasa sd coca eral cdouseoanplg a Las 14 January 2003 My Dracon | suppose | need to write to you to so that you know what [tke and don't ke about your magazine. First, some background information. | got my first subscription to Daacon Magazine back in the mid 10 late 1980s. | dropped my subscription when FORGOTTEN REALMS ‘and and Edition dominated the pages. ‘When grd Edition came out, resubscribed. | was preity happy at first, but Dexoow rapidly sank back into the mire by filling up with FoRoorreN Reauws material. When my subscription ran out this time, there was one thing that made me resubscribe: “Up On a ‘Soapbox.” | love this column, and without it, | wouldn't have 2 subscription today. I think 2nd Edition and Foncorten Reains are D&AD's equivalent of “Spock's Brain,” or maybe even that movie when Kirk met God and God needed a starship. Gygax, however, is DEAD. | want you to know, | was horrified when you took over the magazine and his article wasn't in there. | made a good guess, however, that the transitory issue was rougher than the others, and that Gygex’s article would be back. This most recent issue, #301, seems lke a huge improvement, although I can't figure out why or point to anything specific. Overall it must just be subtle layout changes that work well together. Oh, and I ke the cartoons. Here's how | read Okacow Magazine: + Step 1: Carefully peel out the cardboard insert and put it with the others + Step 2: Play with the glue that held the cardboard insert in. + Step 3: Remove all of the subscription cards. + Step 4: Find "Up On a Soapbox” and read it + Step 5: Torment myself by starting at the front of the magazine and flipping pages to see what alls in it ‘until | finally reach the cartoons. + Step 6: Read “Wyrm’s Turn” + Step 7: Read any articles that interested me when | quickly flipped through the magazine in step 5, + Step 8: Give the magazine a two- \week rotation in the bathroom for a more thorough reading. + Step 9; File the magazine with all the other past issues of Deacon. There is one thing that | despise about the magazine: the colored pages Teingire aut serpin, ema gan pceptr.om (86) 397780. T conc Ka steer cancer, et saeokepopingce ‘tpraad nthe manne my cosy sng Ay a 16 January 2003 | know it looks cool and gives the magazine a certain feel, but m a big proponent of black text on white pases. IFT ruled the world, Deacon Magazine would look a lot like an issue of Scientific American. The D&4D rd~ Edition rulebooks would look the same way too. As for the character sheet in the back of the latest issue: It was nice and certainly creative, but it wasm't practical. There is tons of information that needs to go onto a character sheet, and the sheet you supplied didn't have it.I you need something to go in the back of the magazine, I'd suggest a “guest column,” where people can write in funny stories about their game, characters, and so on. Wiliam D. Colburn Socorro, NM Here's how I read Deacon Magazine: | .g72b it out of the box of frst-bounds ‘the frst Few copies that come off of the printing press) and indulge in a mid panic artack as |fip through the magazine loking for production errors or gafls made by the printer. Then | shift the blame for whatever errors I find to Mart Sernert Jesse Decker Here's how 1 would rule the world: + Step 1: Establish a unified code of law, weighed heavily toward humen rights. * Step 2: Creare economic incentives to invest in poorer nations in an attempt ro increase the standard of living worldwide + Step 3: Make a standardized ‘education available ro all people for free. + Step 4: Develop a means to appropriately fund medicine and higher education in an artempr ro make them free. + Step 5: Establish economic incentives to reduce population growth and environmental damage worldwide. + Step 6: Dissolve naional borders, establish 2 world language, and support the concept of a world culture in an effort ro quash nationalism and ethnocentrism. + Step 7: Quel the inevitable rebellions against my magnanimous rule in as peaceful a way as possible. + Step 8: Fix DEAD to suit my rastes. + Step 9: Make Jesse my assistant ‘and shit the blame for all my failures to him, Matthew Sernent AbD Z 2 > oy iB zZ Oo} UO} Z| 5 5 5 ON PUN eet / O0PS . \ FoRGor. DOES MY THIEF Gain) NEW FEATS AT You NEED THE BALANCE T's ; on E 6. OF THE PES HANDBOOK... OFF THE TOP OF MY HEAD, 1 THINK YOU'RE MISTAKEN . “DELAYED BLAST FIREBALL” 1s A SENENTH LEVEL SPELL WITH A DURATION oF UP To FNE ROUNDS..AS AN EVOCATION You KNoW ,1 Don't THINK YoU CAN MAKE AN ATTACK THERE, MAXWELL. ACCORDING You KNOW \'M_NoT Goop AT REMEMBERING sirF! pm SEAT 7 ©2002 Shetland Productions [email protected]_http//www.dorktower.co 18 January 2003 IP mene atfipaign Components: Gladiators by Dean Poisso -ilSBated by Marc Sasso - cartography by Amie Swekel sladiatorial arena injects high-adrenaline adventure ‘and conflict into your campaign. Far from merely housing a small group of melee fighters, the arena is home to many character types, both combatants and support personnel. I might even become the central location for a campaign; instead of going out to adventure, the adventure comes fo the PCs. Clerics tend to the needs of the gladiators and their horrific wounds, Rogues and bards size up potential matches, broker wages, and generate publicity, and they excel at arranging tournaments and managing wagers and side betting. Arcane spelicasters scry on future opponents and use spells 10 enhance their ‘companions’ abilities in battle. With their typically high Inteligence, they make superb advisors for navigating the intrigues of the professional fighting world. OF course, members of all classes can tenter the arena and fight. Whether player or DM, you can add as much ladiatorial combat to your campaign as you like. Whether one smal arena in a frontier city serves as part of a single character's background or you build {an entire campaign that features mutiple combats and adventures centered around the gladiatorial arena, ‘Campaign Components: Gladiators” gives you the to0ls to shape gladiatorial combat to your character's. ‘or campaign's goals. Glorious battle and bitte, wounds await the courageous. Ignominy and defeat await those Unable to avoid the relentless pressures of the arena Re: with treachery, crusty, and death, the Palics and greed govern much of what occurs within the arena, Politicians use the games to raise money for personal projects and to ‘gin prestige from sponsoring decadent displays or hosting benefits for the public or other nobles. The behind- the-scenes backbitng and double-dealing can actualy precipitate wars between regions whose hometown stables rival one another in the arena Palticians sire at one another through the gaditorial stables they own or sponsor. With ths richness of roleplaying opportunity, DMs and players ake need to ‘make sure that the issues behind the scenes in the arena are every bit a5 exciting as the events within it GLADIATORS OF HISTORY JOne of the oldest myths about Roman gladiatorial _games is that they were passed down fo the Romans from the older Etruscan civilization. Roman sources commonly state that the Etruscans staged such contests as part of funeral rites for rich or important figures. Slaves would fight to the death to decide who would have the “honor” of accompanying, their master info the afterlife. While this makes a good. story, and the firs gladiatorial games in Roman times were held as part of a funeral, there is no archeological ‘or written evidence from Etruscan sources that substantiate that allegation. During the rise of the Roman Empire, it evolved to become the most infamous form of Seca i) NDNA fA NA ae Lins BS Y' public spectacle and entertainment. The fervor of the arena bled deeply into Roman society, an inexorable element of its politics ‘and culture. The first Roman gladiatorial games were held in 284 8c, when three pairs of gladiators fought as part of a funeral i ‘death. The event proved extremely popular and began a spiraling escalation as Rome's elite competed for the votes of the commoners with more and more lavish gladiatorial exhibitions. A century later, in 174 8, Titus Flamininus offered seventy four gladiator matches in three days of games to honor his father. Julius Caesar had intended ro stag funera his daughter, Julia, but his political pponents in the Senate passed legislation limiting the amount cf money that could be spent on gladiatorial games. From the origins of the games public sp thus a political tool, was well understood. The earliest games were highly ritualize din the guise of religious funerary rites. Despite the ritualization of the ames, they were extremely popular with the Roman populace It-was tantamount 1o politcal suicide for a Senator not to hold games upon the death of a relative. In fac be literal than thet. There are reports of citizens in towns threatening violence when prominent families refused to stage games. After the fall of the Roman Republic and the rise PY, of the emperors, the games were even highly regulated. The funerary aspect was de- “a emphasized, although certain ritualistic holdovers remained as part of the spectacle of the games. With the democracy of the republ removed, there to vie for the popularity of the masses, As a hereditary monarch, the emperor and his heirs could not allow other prominent cit stage extravagant games or other diversions for the populace. To allow 1 to invite others to undermine the pularity. While the sme were too powerful a political too! 10 be controlled by anyone but the emperor, in the provinces, governors, rich patrons, and local nobility were freely permitted to sponsor games, During the Imperial period gladiatorial exhibi became more and more grand. The larg gladiators on record was sponsored by the emperor Trajan as Part of a victory celebration in 107 AD and featured combat between 5,000 pairs of gladiators during which 9,000 total combatants were killed. When the sheer numbers of deaths in the arena failed to entertain the crowds, the contests instead became bizarre. In go AD, the emperor Domitian pre PET V7 SRE er CRE RC We combats between women and dwarves. Julius Caeser was the first editor, oF sponsor of games, 10 stage a naval engagement between full-sized warships on a man-made lake. The Emperor Claudius went one further and staged battle between hundreds of ships representing the navies of Rhodes and Sicily. Reportedly some 19,000 condemned prisoners were recruited to-man these ships. This particular rnaumachia, or staged sea battle, was the first and only time the salute of “Ave Caesar! Morituri te salutemus!” (Hail Caesar! We who are about 10 salute youl) was ever used. ‘The emperor most often associated with gladiators is Commodus, the mad son of the emperor Marcus Aurelius. Commodus was actually far crazier and far more outlandish than he was depicted in the recent fim Gladiator. Commodus imagined himself as the reincarnation of Hercules, considered the patron deity of glatiators. n order to sate these megalomaniac fantasies, the palace staff filled the emperor's apartments with easily breakable furniture, fake marbles, and false boulders so Commodus could show off his imagined super strength. ‘Commodus consorted with gl showering his favorites with extravagant gifts, training with them, ‘and practicing kiling blows on live human targets. He was particularly obsessed with the arena end appeared in it 735 times. His opponents were ostriches, sick toothless bears, old blind lions. and gladiators armed with ‘wooden and lead weapons or mortally wounded before the combat began. In ‘exchange for these heroic displays Commodus paid himself as much as a rill sesterces per appearance from the public coffers. Having murdered his sister Lucilla, dozens of Senators, hundreds of gladiators, and thousands of animals, Commodus turned on his ‘own bodyguards, the Pretorian Guard, assembling a long death list of imagined crimes and plots against him. The Pretorians quickly put an end to that plan by having Commodus strangled in his baths. ‘Ahough Constantine the Great the first Christian emperor, proscribed adiatorial contests in 325 AD, they Continued to be held until about 500, wel into the period when Rome was a Christian state. Such was the popularity 3, ofthe games in spite oftheir connection to s0 many Christian martyrs Historical Fighting Styies ‘hare are a number of gladiatorial styles that have been passed down through HAIL CAESAR! WE WHO ARE ABOUT TO DIE SALUTE YOU! writings and archeological evidence. Some siyles are quite baling, while others only have scant data recorded about them. Fighting and armor styles for which no names have been found have not been included here. Bestiarus: These worriors were trained to fight wild animals and armed with nets, spears, and bows. They were cone of the few types of gladiators ‘equipped to fight with ranged weapons, and they were occesionally allowed to fight in combination with trained hunting dogs. ‘Myrmillo: The myrmilo, or fish man, was named for the images of fish and dolphins that adorned his helmet, often in the form of a stylized crest. He was most commonly paired against the retaris: the fisherman versus the fish. ‘The myrmill carried a large round shield and short sword. Because he had to avoid entanglement in the net of the retarius, the myrmillo's legs were left ‘unarmored for maximum agility. Retarius: The retarius, of net thrower, was a particularly specialized gladiator. Armed with a weighted net ‘and a trident, he only carried armor on his left arm and shoulder, including a high shoulder guard, The weighted net ‘was attached to the retarius by a cord with which he could draw the net back for a second throw. More often the net was not thrown, but instead used 10 “whip” around an opponent's feet to trip him. Thracian: The thracian gladiator is named for a style of fighting associated with a particular ethnic group. The thracian carried a small round shield called a parma and a curved short sword called a sica. A large crested helmet, often topped with the image of a mythological beast, was worn. Leg armor was worn on both legs, unlike the samnite and hoplomachus, covering the legs al the way up to the thighs. ‘Samniie: This was the prototype for the glatiator. Its mix of arms and armor were based on those of the Samnites, one of Rome's earliest enemies. The samnite ‘wore a large crested helmet with a visor, carried a large ‘rectangular shield called a scutum, and carried a sword, His sword arm was armored with leather or metal bands, 25 was the leg on his shield side. ‘Sometimes the leg armor was replaced with a greave. Hoplomachus: This gladiator was as heavily armed and armored as the samnite, using ‘an almost identical mix of arms ‘and armor. Archeologists are hard pressed to understand the exact distinctions between the samnite and the hoplomachus sladiators. Prior to the reign of the first emperor Augustus (31 8c to 14 AD), all heavily armed and armored gladiators were called samnites, and after his reign they were called hoplomachi. Perhaps the most important difference is that the leather and armored bands on the sword arm were replaced with chainmail. The name hoplomachus is derived from the Greek word hoplte, ‘meaning armored warrior. Secutor: The secutor, or chaser, was heavily armored, which might suggest that the name comes from an aggressive, attacking fighting siyle rather than actually chasing opponents around the arena. Secutors wore a rounded helmet meant 10 be less easily entangled by the net of the retarivs, and carried large shields. They also wore a metal leg ‘guard called an ocrea on their left sides, ond their sword arms were well armored with leather and ‘metal bands. For offense, they carried short swords or daggers. ‘Andabatus: The anadabatus was a mounted gladiator who wore @ helmet with no eye-holes. An ‘anadabarus was supposed to find ‘opponents by sound and run them down with his steed or strike blindly with his weapons. This style was reported fo be a comic diversion for the audience, Essedarius: These gladiators fought from chariots like the ancient Britons. Dimachaerius: This style of gladiator carried two short swords and wore little armor. Laquerius: The laquerius was equipped ike a retarius, only these gladiators used rope lassos in place of nets. Velitus: A Velius wore no armor ‘and was armed only with a spear. The Rules and Customs of the Historical Arena The games held in the Colosseum of Rome, properly called the Flavian Amphitheater, took place over several weeks around the summer and winter solstices. Games began in the morning and continued until the combat had 10 be illuminated by lamplight. In the morning, battles between wild beasts were presented. Starving lions were set loose against buffalos; elephants tortured into a rage were unleashed against rhinaceroses. The beastiaruses were presented next fighting beasts imported from all over the empire and even from beyond its borders. Lunchtime was busied with less interesting fare: the execution of condemned prisoners. Some died by the sword, others were kiled by wild beasts, These displays were usually performed with a minimum of drama, although in Nero's time condemned criminals could be forced to appear in plays where their actual death was called for by the script; a kind of “snuff theatre Inthe afternoon, combat between gladiators began. Gladiators were often ‘appropriately paired: meaning evenly matched, but not identically armed. The idea was fo ensure that there would be no competitive advantage but that styles were different enough to keep the fight interesting. It was this asym metry the audience found intriguing ‘while also maintaining a sense of fairness that the spectators desired. When a gladiator believed he was too wounded ro continue, he could cast down his wedpon, drop to one knee, and raise his index finger to signal surrender. The editor of the games would then make the decision whether to spare the gladiator, often taking the mood of the crowd into account The defeated were expected to be valiant even in death. The proscribed way to die was for the losing gladiator to grasp the thigh of the victor who ‘would then hold the loser's head or helmet and plunge a sword into the back of his neck for a clean, quick death, To make sure the loser wasn't pretending to be dead, an attendant dressed as Mercury, messenger of the gods, would touch him with @ red-hot iron brand, Another attendant, dressed as Charon, the ferryman who ushered souls across the river Styx into the afterlife, would finish off stil-iving gladiators with a heavy iron hammer. Particularly successful and popular dadiators were often released From slavery by the awarding of a ruts, a ceremonial wooden sword. Only the editor of the games could award a rutis, ‘an expensive prospect since the gladiator school would have to be Compensated, A freed gladiator could return to a stable as a teacher, continue his career in the arena as a freeman, or become a freelance bodyguard, Games and Matches In most cases, gladiatorial games occur as portions of a larger tournament. The games within tournaments vary according to the size and scope of the tournament. Several common types of matches exis. Singles Matches: These matches are straightforward, one-on-one matches between two warriors. They are often preludes to tiered tournaments, featuring relative unknowns seeking to better their records or standings. On the other hand, singles matches are the format of choice for the grand finales of large tournaments, ‘where the most popular gladiators bartle in grudge matches and ‘championship bouts. Paired/Team Matches: While historical games limited these matches to highly specialized fights between warriors trained 10 fight as @ duo or ‘group against other fighters or beasts, this format is easily the most satisfying for a DBD campaign. Beast Fights: These matches pit ‘gladiators against one or more beasts. Monsters are used against the greatest beastmasters, and the spectacle is ‘always a crowd favorite. Tiered Tournaments: In historical times, these were the most glorious gladiatorial games. These tournaments are muli-gladiator events consisting of several tiers of elimination matches. The final two gladiators compete for the greatest prizes and purses. Tiered tournaments are crowd favorites, the heart of the glory that is the Arena. In D&XD campaigns, tiered tournaments are best when they allow entire adventuring groups to compere ‘against other groups of gladiators, single monsters of great individual power, or swarms of lesser opponents. These games might feature preliminary tests for unproven warriors who wish 19 be allowed to compete. independent ‘warriors competing in such events are ‘uncommon. Most tiered tournaments ‘are held in large arenas, and these ‘establishments reserve their glory for proven gladiators who most likely belong to a stable. Tiered tournaments are grueling, and access to healing, magic and fong- lasting enhancement spels are crucial to success in these longer events. They sometimes require a gladiator and _ladiatorial teams to fight more than cone match in a given day. Tiered tournaments usually lat three to five days. The greatest of these tournaments, held annually, are far and away the most popular gladiatorial events in most Ccampaigs. Promotional placards are posted around the city weeks ahead of time and eriers take 10 the streets. Citizens ta about their Favorite Fighters and villains, most of whom are foreigners or gladiators who are known for dirty tactics. The amount of money that is exchanged during wagers is ‘phenomenal. Thousands of gold pieces changes hands, much of it ending up in the coffers of the stables themselves. Chariot Races: These frenetic ‘competitions run a close second to tiered tournaments in popularity. Their speed and danger excite crowds to a near frenzy. Winners are lauded for their courage as well as their sk. Chariot racing is dangerous because the inevitable accidents are often lethal Broken spokes or another charioteer’s club or whip is enough to send a charioteer to his death, crushed under the hooves of another racer or ripped to shreds on the bladed wheels of another chariot. OF course this only adds fo the excitement-and the purse atthe end of the race. Exotic Games: Unusual matches can be incredibly brutal (depending on the organizer's depravity) or truly imaginative (depending on her coffers) THE DEFEATED WERE EXPECTED TO BE VALIANT EVEN IN DEATH. For more ideas about exotic matches, see the Spice section later in the article. Fighting Stables The fighting stable is the heart of the ladiatorial campaign. The stables in ‘most gladiarorial campaigns are ‘comprised of the warriors who will Fight alongside one another in the games. These warriors can be free adventurers seeking glory and wealth, ‘or they might be slaves and prisoners forced to fight. Because the games are Frequently deadly, its uncommon for genuine camaraderie to develop, but when such ties develop, especialy among fellow gladiators, they are made all the richer for their rarity and the backdrop of conflict within the arena. The slaves who lve and do well in the arena are usually taken from the stable (which is refiled with more slaves) and trained for larger events. If luck is with them, they might rise through the ranks to become the personal bodyguards oF a noble or wealthy merchant or even ‘gin their freedom. fe in a slave stable is cruel and smal, Gladiators receive minimum care, because owners typically hope To make their money through the spectacle of the slave-gladiators’ deaths. The primary costs for stable owners are lodging and training. Owners who treat their gladiators poorly for extended periods are rewarded with poor performance, if not outright rebelion. Gladiators who show promise are sent to gladiator schools to learn improved bate ats and increase their chances of winning a purse. ‘Some stables employ freemen. These fighters are highly skled and well-paid warriors who literally hand their lives over to stable owners by contract for a set time or number of fights. ‘Although its a departure from historical precedent, in most DErD ‘campaigns fighting stables are as much fraternities as they are teams. These stables are ‘often known for individual ‘members who specialize in specific types of matches. Stables of this sort often have names, and they develop reputations based on the success of their members. These successful stables have their own entourages of trainers and healers as well as agents who arrange matches for the warriors. Some stables become renowned for a particular type of gladiator, 0 specialized form of magic, or notable magic items. Successful stables run their own fighting schools overseen by successful retired ‘members who pass on their knowledge to up-and-coming recruits. These schools produce some of the finest Alodiators of the particular style the stable cultivates. ‘Sirong stables vie with other stables 10 attract the best talent. The most successful run their own schools where ‘warviors pay for training and, up-and-coming gladiators Petition for membership. FOR THE PLAYERS Gladiatorial campaigns and adventures depend on the players in many ways, and the more you invest in establishing your character's arena persona, the more the gladiatorial arena comes alive. Even if your party is only passing through a city with an arena or tangentially associated with the