THE FIGHTING CIRCLE
Gladiatorial combat in the AD&D®
game
by Dan Salas
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- | - | - | - | Dragon 118 |
The battlefield’s hot
sands were stained
red under the afternoon
sun. Ignoring the
heat, Arius Caldia fought
to keep his vision
clear and his legs steady
He was at the
limit of his strength.
His head swirled with
dizziness, and his chest
was soaked with
blood and throbbing with
pain.
Despite his
agony, Arius somehow
managed to stay on
his feet.
The roar of 30,000 people
rang in his
ears. Half-blindly, he
scanned the rows of
shouting, cheering spectators
that encir-
cled the
small battlefield. Arius felt disgust
and hatred for them.
He knew that they
would probably not be
satisfied until he
joined the two warriors
whom he had just
fought. Both men now
lay dead on differ-
ent sides of the arena,
victims of the audi-
ence’s cruelty and of
Arius’ bloodstained
short sword.
Just as he was beginning
to hope that
the duels were finished,
an iron door slid
open at the far end of
the circular pit. A
huge fighter stepped
into the sunlight. The
audience howled with
renewed excite-
ment. Arius looked with
despair at his
new enemy — tall and
bearlike, head and
face hidden in a thick
metal helmet, left
side covered by a large
rectangular shield,
and a short sword gleaming
in his right
hand.
Arius’ heart was almost
as heavy as his
exhausted arms. He knew
that he could
not win another duel,
especially against
such a formidable opponent.
All he
wanted was to die quickly
and painlessly,
and to be remembered
as a courageous
warrior. His vision blurred
and he pa-
tiently waited for death.
Suddenly he heard a tigerish
snarl. He
opened his eyes to see
the other warrior
charge like a battering
ram, sword raised
high. The weapon lunged
toward Arius’
throat, but the smaller
man instinctively
knocked it aside with
his own blade. His
mind sharpened, his body
tensed, and he
returned a vicious cut
that sent his oppo-
nent staggering back
in surprise and fear.
Swords clashed again
and again in the
arena, and the crowd
cheered on. . . .
Gladiatorial combat can fit
easily into
any fantasy game world.
Though this
article is designed for
use in the AD&D®
game, its rules are adaptable
to most role-
playing game systems. Any
character can
stage armed combat in a
village or castle,
but these rules were created
on a scale
equal to the glorious games
of ancient
Rome.
Historical gladiatorial contests
first be-
gan with the Etruscan custom
of forcing
slaves to fight to the death
in funeral
ceremonies. This insured
companions for
an important person in the
afterlife. The
Romans adopted this practice
in 264 B.C.,
when three pairs of slaves
battled at the
funeral of Brutus Pera.
From these grim
beginnings, the combats
became a specta-
tor sport in arenas all
over the Roman
Empire. The earliest “games”
were often
slaughters rather than actual
fights, in
which victims were tied
helplessly to posts
and devoured by leopards.
But the main
attraction became armed
combat between
two fighters. Several attempts
were made
to suppress the bloody spectacle
of the
arena, though none succeeded
until A.D.
500.
The alignment and social
attitudes of a
society must determine whether
or not
that society condones gladiatorial
sports.
Naturally, no good-aligned
people enjoy
watching fights to the death,
as only a
warlike race admires fighting
skills. The
Romans fit well into these
restrictions.
Their preference bordered
on sadism,
especially when helpless
victims were fed
to starving animals or when
animals were
slaughtered in combat with
specially
trained fighters. This article
avoids discus-
sing the murderous aspects
of the arena
and concentrates on the
person-to-person
fighting that was involved.
Gladiatorial fighting is
a male-dominated
sport. For simplicity, this
article uses
words such as “he” and “him”
instead of
“he/she” and “him/her.”
However, female
players need not take offense.
Women
gladiators were a rare but
popular addi-
tion to the games of ancient
Rome, and
female PCs are as welcome
in the arena as
their male comrades.
Before holding any games,
it is necessary
for the DM to choose between
one of
these campaign settings:
1. Classical Roman. This
is the setting
upon which most of the article
is based,
since ancient Rome was the
only civiliza-
tion which fully developed
gladiatorial
combat.
2. Medieval. This setting
is more like a
typical AD&D
game setting than the classi-
cal campaign, since the
AD&D game is
based on medieval European
history.
Medieval games will be dealt
with in detail
later.
3. Oriental. This setting
is designed for
use with Oriental Adventures.
Oriental
games are dealt with in
detail later.
It would be unwise for a
DM to mix
these settings because of
the differences
between them. For example,
classical
gladiators are at a disadvantage
because of
their less damaging weapons,
and Oriental
gladiators are at an advantage
because of
the use of their ki power.
There are al-
ready enough variations
within each set-
ting to keep players occupied
without the
necessity to mix campaign
settings.
It is interesting to note
that the blood-
shed and carnage of the
classical Roman
gladiatorial competitions
were eventually
replaced in the Middle Ages
by the equally
combative, though less lethal,
tournament
competitions. In turn, this
competition has
nearly disappeared from
modern society
(except in the form of fencing,
wrestling,
football, boxing, auto racing,
and other
sports of relative tame
comparison). In the
Far East, gladiatorial competition
never
made an appearance; the
forms closest to
gladiatorial competition
in which these
cultures indulged in were
public matches
held between rival martial
arts schools.
These competitions rarely
resulted in
lethal combat; the matches
were per-
formed more for display
and for education
than for commercial entertainment.
In
present Oriental societies,
tame examples
of these competitions exist
in the form of
martial-arts tournaments,
sumo wrestling
matches, and kendo competitions.
Of
course, the ultimate decision
as to
whether or not a campaign
culture enter-
tains itself with gladiatorial
competitions is
up to the DM.
Most gladiators (in a fantasy
campaign
that parallels the classical
Roman setting)
are slaves, criminals, and
prisoners of war.
Instead of labor slavery,
imprisonment, or
execution, they are enrolled
in gladiatorial
schools for lengthy training,
after which
they are sent into the arena.
The fame and
fortune offered by the games
even attracts
free characters into the
duels.
Only combative classes are
suitable for
the arena. These include
cavaliers, fight-
ers, thieves, monks, and
their sub-classes.
Merciful DMs use noncombative-class
captives for other purposes,
since any
class not mentioned above
has little
chance of survival in the
pit.
Also, the alignment of a
PC or NPC
should be considered before
any fighting
starts. Lawful-good characters
refuse to
fight for the enjoyment
of a sadistic audi-
ence, and such characters
are more likely
to attempt an escape or
die before aban-
doning their beliefs. Other
good align-
ments allow gladiatorial
duels only when
there is no other choice.
All non-good
characters are free of these
restrictions.
It is the goal of every
enslaved gladiator
to fight his way to liberty.
After three
years of arena experience,
a gladiator
receives a ceremonial wooden
sword in
his last forced game. This
sword is given
by the game’s official in
front of the cheer-
ing audience; it signifies
the warrior’s
discharge from gladiatorial
service. Some
of these characters become
trainers, while
others are put into jobs
such as laboring,
serving, guarding, and soldiering.
Once per year after two
more years,
each gladiator rolls a 1d20
Charisma
Check to attempt to be freed
by his owner.
Those who fail the check
must remain in
slavery for another year.
Though not
considered citizens, freed
men are of the
lower-lower social classes.
Freed gladiators are sometimes
offered
1,000 gp by a game’s official,
with the
obligation to enter the
next event as a
champion. Whether the fighting
consists
of duels or massed battles,
it is the gladia-
tor’s choice to join or
refuse.
Famous gladiators receive
the favor of
the people. They are treated
as aristocrats
in some cases, drawing the
respect of the
soldiers and, for men with
decent cha-
risma and comeliness scores,
the love of
young women. Some ex-gladiators
become
honored officers in the
military or expen-
sive bodyguards for top
politicians.
Training
schools
Since most gladiators are
criminals and
war prisoners, training
schools resemble
detention camps, complete
with plenty of
shackles, armed guards,
and high, barri-
caded walls. Here, the prisoner-gladiators
live, eat, sleep, and practice.
Discipline is
strict, and punishments
are severe. When
not in use, all weapons
and armor are
locked in an armory and
carefully
guarded.
Schools are owned either
by the govern-
ment or by private individuals.
The chief
manager is called a lanista.
He oversees
the work of the school’s
employees, admin-
isters its business, and
he occasionally
(20% chance) owns it himself.
There is a
30% chance that he is an
experienced
gladiator (8th- to 11th-level
fighter).
A player character can open
a training
school for profit. First
a school must be
bought or built. This costs
100 gp per
gladiator to be housed and
trained. Next,
equipment must be gathered.
The total
cost of equipping a school
with weapons,
armor, kitchen utensils,
furniture, etc., is
50 gp per gladiator to be
housed. If an
equipped school is bought,
add both of
these fees together for
the final price.
The school can now be opened.
Crimi-
nals must be bought from
the prisons and
given instruction in the
fighting arts. In a
good-sized fantasy city,
about 3-18 suitable
men are available for sale
per month,
costing d20 + 20 gp each.
Running a school costs the
owner 20 gp
per untrained gladiator
per month. A
trained gladiator costs
15 gp per month.
These expenses cover the
hiring of train-
ers (5th-8th level fighters),
guards (lst- and
2nd-level fighters), doctors,
accountants,
servants, and cooks, and
also covers the
buying of food and equipment.
After training is complete,
the school
can sell the unfree warriors
for 300 gp per
level or rent them for 20
gp per level, per
duel. Rented gladiators
who die cost the
renter 300 gp per level;
this is the total
price and is not added to
the rent fee. Free
characters pay 300 gp for
training, must
remain on the grounds only
during train-
ing hours, and are not subjected
to the
harsher aspects of the school.
To receive monthly income,
follow these
three steps:
1. There is a 5% chance
for every 10
gladiators that the school
trains that a free
character enrolls in the
school. This brings
an income of 300 gp.
2. Each month, 50% of the
school’s
trained gladiators are rented
out and
brought back alive. This
brings an income
of 20 gp per level of each
character.
3. Each month, 40% of the
school’s
trained gladiators are sold,
either living or
as rented fighters who died
in the arena.
For schools that are renting
only, 30% of
its gladiators are killed
while rented. This
brings an income of 300
gp per level of
each gladiator.
As with modern businesses,
it takes a lot
of money to start a school.
Characters will
not see the profits until
after a few
months, but when the initial
payments are
passed, the income grows
quickly. School
owners are advised to buy
untrained
criminals whenever possible
and to buy
trained gladiators only
when necessary.
Counting only monthly upkeep
costs, 240
gp are spent in putting
a zero-level pris-
oner through training, while
it costs 300
gp to buy a lst-level gladiator.
The 60 gp
difference is quite large
when multiplied
by the number of gladiators
that can be
involved in a school.
DMs need to record the level
of each
gladiator, especially when
characters buy
trained prisoner-gladiators
in order to rent
them to other characters.
All untrained
NPCs are zero-level fighters,
and all
recently-trained gladiators
are 1st-level
fighters. For level advancement,
award
each NPC gladiator 25 experience
points
per month.
Classical
styles
Classical gladiators are
divided into
several different fighting
styles (not
classes). Each style has
its own equipment
as described below. Armor
is barely used
because the gladiators are
expected to be
schooled in defensive techniques
which
would alleviate the need
for heavy protec-
tion. In addition to the
equipment listed,
many of the gladiators wear
leather armor
on the right arm from shoulder
to wrist.
In each duel, a gladiator
has a 20% chance
of receiving this extra
armor. [A partial-
armor combat system useful
for this situa-
tion appeared in DRAGON®
issue #112:
“Armor PIECE BY PIECE,”
by Matt Bandy —
RM]
A retiarius is a warrior
who wears only
a short tunic. He uses a
net and trident in
combat.
A thrace wears a greave
(a metal shin
guard) on the left leg (armor
class 4 for
lower leg only), and carries
a buckler
shield. In one hand, he
wields a dagger.
A dimachare wears one greave
and
carries a short sword in
each hand. For
this warrior, use the rules
for fighting
with a secondary weapon
described in the
Dungeon Masters Guide.
A secutor carries a large
shield and
wears a large helmet with
visor. He uses
the best weapon of the Roman
arena: the
gladius, or short sword.
This was also the
favorite weapon of the Roman
army.
A mirmillo is equipped similarly
to a
secutor, except that mirmillones
have a
metal fish on the crests
of their helmets.
A samnite is equal to a
heavy infantry
man. He wears a large helmet
with visor
and one greave. He carries
a large shield
and a short sword, and he
has a 30%
chance per duel of being
allowed to wear
banded mail armor.
A hoplomache is a samnite
who has
reached 5th level. Both
are equipped simi-
larly, except that a hoplomache
has a 60%
chance per duel of wearing
bronze plate
mail. The change of armor
is a symbol of
status.
Training procedure
In the schools, gladiators
train for one
full year before entering
the games. This
insures a good knowledge
of weapon skills
and a willingness to give
a good fight. All
students must practice for
seven hours a
day, six days a week. Any
time missed
must be made up before training
is
complete.
The first stage of training
consists of
exercises using wooden weapons
against
wooden posts. At this time,
gladiators are
watched closely by the trainers,
who then
select the style that best
suits each trainee.
Roll 1d20 on Table 1 for
each PC and NPC,
as necessary. Since the
trainers are ex-
perts in arena combat, they
do not accept
changes in these decisions.
Displeased
freemen can leave if they
want, but their
payment will not be refunded.
From this point, the trainees
practice
sparring with wooden weapons
and, even-
tually, with real weapons.
They learn how
and where to strike, how
to put on a good
show, how to call for mercy
from the
audience, how to die honorably,
and other
important matters.
Students become proficient
with the
short sword and dagger,
or the net and
trident. If no proficiency
slots are open,
use slots that have not
yet been gained by
level advancement. Thus,
either one or
two of the upcoming slots
will already be
filled when the character
reaches the next
level.
At the end of the year,
zero-level gladia-
tors become 1st level, and
all others re-
ceive 1,000 experience points
per level at
the start of training. Every
graduate re-
ceives a scroll stating
the gladiator’s name,
the name of the school,
and the date of
issue. Free characters can
then pursue
their careers at will, while
other charac-
ters are rented out by the
school or sold to
the state or private businessmen.
The arena
Many days before the games,
posters are
set up everywhere to announce
the time
and place of the event,
the official sponsor,
the number of gladiators
participating,
and the types of combat
to be seen.
The games are usually held
in a circular
building called an amphitheater.
This huge
structure is set up in a
city or large town
where there are enough spectators
to
support the event. The center
of the build-
ing is the arena; its floor
is covered with
sand to absorb blood. This
area is often
150-200’ in diameter. Around
the pit, the
stands rise in progressively
higher rings of
seats. The official’s platform
overlooks the
entire seating area as well
as the arena.
Under the stands are corridors
and stair-
ways for the spectators,
a locked and
guarded armory, business
offices, guard
rooms, stables, chambers
for the gladia-
tors, and animal cages with
gates that
open into the arena.
The largest amphitheaters
can hold
50,000 people. The safest
ones are built of
stone, since wooden structures
occasion-
ally collapse under the
weight of the
crowd and kill most of the
people inside
(as actually happened in
Roman times).
The cost of admission ranges
from 1 gp
for upper-level seats to
20 gp for seats
closest to the arena. State
officials and
important nobles always
hold the best
seats. Above them sit the
wealthy aristo-
crats, and higher up sit
the common peo-
ple. Armed soldiers keep
an eye on
everything; rowdy or arrogant
spectators
risk being thrown into the
pit to face wild
dogs and lions. Roman-style
soldiers have
bronze plate mail, large
shields, spears,
and short swords.
The games begin with a blare
of trum-
pets and a parade of the
gladiators, who
dress in colorful cloaks
and ceremonial
armor of gold and silver.
They pause be-
fore the sponsor, raise
their right hands in
salute, and shout, “Hail
from men about to
die!” Soon, nonlethal duels
with wooden
weapons get things rolling.
At a signal
from the trumpets, warriors
are called up
from the waiting cells for
deadly combat.
Cowards are “inspired” by
whips and hot
irons. Solitary duels dominate
most of the
event.
In a Roman variation, the
morning is
spent in wild-beast fights,
which include
human victims and human
opponents. At
noon, there is an intermission.
Spectators
leave for lunch or stay
to watch the grue-
some executions of prisoners
not suitable
for gladiatorial status.
In the afternoon
comes the parade of gladiators,
and the
real games begin.
The DM must randomly choose
the
number of participants in
this game. This
decision should be influenced
by the popu-
larity of the games, the
population of the
area or city, the size of
the amphitheater,
and the wealth of the sponsor.
One hun-
dred duels are common, while
Roman
Imperial game contained
5,000 and even
10,000 duels.
Around 20 duels can be staged
in one
day. This limit gives an
average time
length of 10 rounds per
duel, with five
rounds between fights for
collection of
bodies and the preparation
of the next
gladiators.
Wealthy PCs can sponsor
their own
events to gain popularity
and gold pieces.
DMs need to decide the cost
of renting (or
building) an amphitheater,
the price of
announcing each event, and
the cost of
hiring guards and servants.
Other figures
include the number of gladiators
who
participate and the number
of spectators
who watch. Income is gathered
in the
form of admission prices,
and gold must
be given to the winners
and owners of
winners of the duels.
Victorious army commanders
occasion-
ally have plenty of war
prisoners to fight
in the gladiatorial games
— these prisoners
can be bought from an NPC
commander
or used directly by a PC
commander. In
either case, the gladiators
receive no pay-
ment for their successes
and therefore are
a good investment.
Gladiators are chosen by
lots in front of
the crowd and called out
one by one into
the pit. Free gladiators
can enter as many
duels as they want. Prisoners
are usually
forced to fight only once
during an event.
Sometimes a hated criminal
is condemned
to fight two or three consecutive
duels
(this is considered an execution
rather
than fair fighting).
A retiarius, thrace, or
dimachare who
fights in a style in which
he has not been
properly trained suffers
a penalty of -2 to
hit. The other styles can
be interchanged
freely, unless they fight
in one of the three
styles mentioned above,
in which case the
penalty is used. Gladiators
are proud of
their own styles and do
not like to stray
from these fighting techniques.
There is only one way to
win a duel:
battle the enemy until he
surrenders or
dies. Normal melee combat
rules are rec-
ommended for PCs, but if
the DM wishes
to resolve the duel more
quickly (espe-
cially when matching two
NPCs against
each other), the combat
resolution system
detailed later should be
used.
Knowledgeable fighters use
every tactic
available to them in a duel.
This helps to
avoid a typical hack-and-slash
game.
Lower-level gladiators especially
should
avoid this type of attritional
combat.
A warrior with an entangling
weapon
can attempt to wrap it around
his oppo-
nent’s weapon arm (and the
opponent
then attacks at -4 to hit)
or to grasp the
man’s leg and unbalance
him (the entan-
gler attacks at +2 to hit
and the held
opponent attacks at -2 to
hit). If the
entangler tugs on the weapon
for an attack,
his opponent must pass a
1d20 Dexterity
Check (rolling his dexterity
or less on
1d20) or fall to the ground).
A successful
hit is necessary in either
case. Anyone
entangled by a net, whip,
or chain must
pass a 1d20 Dexterity Check
to pull him-
self free. A character entangled
by a lasso
must pass a 4d6 Dexterity
Check to pull
himself free. An entangled
character can
cut a whip, net, or lasso
by rolling +2 to
hit with a sharp weapon
and doing 3 hp
damage to the entangling
weapon.
Appendices Q and R of Unearthed
Arcana give some useful
tactics for the
arena. Grappling and overbearing
tech-
niques are useful to gladiators
with high
levels and good dexterity,
though weapon-
less combat is obviously
very dangerous
against sword-wielding foes.
Disarming
attacks are recommended
to all gladiators.
A major attraction for the
spectators is
their participation in the
games. This
occurs when a gladiator
holds up one
finger to signal defeat
and put himself at
the mercy of the crowd.
Any combatant
who feels that he cannot
win the fight due
to outmatched skill, loss
of hit points,
or an undesirable position
(such as flat on
his back with a trident
at his throat) can
use this option. By the
rules, the victorious
man cannot attack unless
he is given the
signal by the game’s official
sponsor.
Now the spectators either
wave their
handkerchiefs in the air
to demand mercy
or point their thumbs downward
to de-
mand the loser’s death (Table
2 determines
this reaction). For the
modifiers, courage
can be shown by putting
all of one’s ef-
forts into a vigorous series
of attacks,
never pausing unless absolutely
necessary,
and showing willpower and
ferocity at all
times. Attacking in every
round of the
duel is a good example.
This bonus does
not apply if the fallen
man had a strong
advantage over his victor,
such as a heavily
armored fighter against
a dagger-wielding
criminal. Cowardice is shown
by display-
ing nervousness or hesitation,
or by not
giving a good fight because
of too much
interest in one’s own life.
Anyone who acts
too miserably, such as begging
or running
in fear, automatically receives
the crowds
disapproval.
Player characters in the
stands can
influence the audience’s
decision by shout-
ing their own opinions before
anyone else.
If they do this, add one
point to the roll if
the PCs call for mercy or
subtract one
point if they call for death.
The sponsor of the game
now makes the
final decision. Roll again
on Table 2. Ignore
the modifiers listed there
and roll again if
there is a mixed decision.
New modifiers
are +8 if the crowd wants
mercy, -8 if
the crowd wants an execution,
and +6 if
the sponsor is renting or
owns the gladia-
tor in question. If death
is the man’s fate,
then he must submit honorably
to a single,
mortal strike from the victorious
fighter.
Dead gladiators are picked
up by attend-
ants after each duel. These
attendants use
hot irons (1-3 hp damage)
to check the
fallen man’s condition.
A feign death spell
may deceive them, but anyone
using raw
courage to pretend death
must pass a 6d6
Constitution Check or draw
back in pain.
Those who fell during the
fight can be
carried away alive, but
the attendants
carry hammers to finish
those who were
condemned to death by the
sponsor.
Choosing an opponent
To find an opponent for
a PC (or NPC),
follow these three steps:
1. If a known PC or NPC
is participating
in the same game as the
PC, there is a
chance that they will be
set against each
other. To get this percentage
chance, di-
vide 100 by the number of
gladiators
participating in the event
and ignore any
chances below 1%. For example,
Arius and
Drago are hated enemies
who are both
fighting in the same game.
If 100 men
participate in the event,
there is a 1%
chance these men will be
matched in the
pit. If 20 warriors fight
in another event,
the chance increases to
5%.
2. If the above roll does
not provide an
opponent, then the gladiator
has a 5%
chance per level of facing
a champion, Roll
this chance for each duel.
Use Tables 3 and
4 to determine the style
and class of the
champion. Use Table 5 (not
Table 3) for
this gladiator’s class level.
The minimum
level for a champion is
fifth. This NPC also
has modified ability scores
(to racial maxi-
mums): +3 strength, +2 dexterity,
and
+3 constitution. These bonuses
are
awarded because of the warrior’s
proven
toughness and deadliness
in the arena.
There is little chance that
an 18th-level
PC will meet an 18th-level
NPC every other
duel. It is more likely
that several lower-
level NPCs will gang up
on the PC. For this
reason, there is a 75% chance
that each
time a champion is chosen
for a character,
there will be more than
one average-level
gladiator as an opponent
rather than one
high level opponent. In
this instance, use
one NPC gladiator per five
of the charac-
ter’s levels. These are
average NPC gladia-
tors, not champions, and
are thus rolled
up on Tables 3 and 4.
3. If no opponent has yet
been chosen
for the PC, then roll up
an average NPC
gladiator on Tables 3 and
4. Note that
Table 4 gives the probable
cause of the
NPC’s participation in the
games. In most
cases, the gladiators are
enslaved. In classi-
cal games, a retiarius is
usually matched
against a mirmillo, and
a thrace is usually
matched against a secutor.
Combat resolution system
For quickly determining
the outcome of
a one-on-one duel, roll
1d20 for each com-
batant. Modifiers to the
rolls are listed on
Table 6. Bonuses are awarded
for high
physical ability scores,
ability level, and
fighting styles.
The warrior who gets the
higher score
wins. A natural roll of
1 means automatic
failure and a natural roll
of 20 means
automatic success. Reroll
all ties unless
both combatants roll a natural
1 or a natu-
ral 20. If both fighters
roll a 1, then both
roll again; neither has
a chance to ask for
the crowds mercy. If both
combatants roll
a 20, they have both given
a good show,
and are both considered
winners.
The loser’s chance to try
for mercy
equals his charisma times
two. If he rolls
this chance or less on 1d100,
then use the
normal rules for determining
the audi-
ence’s and the sponsor’s
decisions.
If necessary, check the
physical condi-
tion of the winner and the
surviving loser
after the fight. Using Table
7, roll 1d10
twice, assigning the higher
roll to the
winner, the lower to the
loser. Ties are not
re-rolled; the numbers are
assigned as
normal. If the winner has
a higher level of
ability than the loser,
subtract the differ-
ence between the two from
the loser’s die
roll. If the loser has a
higher level of abil-
ity than the winner, subtract
this differ-
ence from the winner’s die
roll. If the two
are equal in level of ability,
the die rolls
stand unmodified. Reference
these final
figures on Table 7 to determine
each char-
acter’s final physical condition.
If the loser
has been killed in combat,
the DM rolls
only for the winner, determining
his physi-
cal condition as described
above. The
percentages of hit points
indicated are
applied to each character’s
actual hit
points at the start of the
duel, not to his
maximum hit points. This
takes into ac-
count any hits received
in combat per-
formed earlier that day
or earlier that
week.
Rules of the game
It is possible for a PC
to devise a seem-
ingly perfect scheme to
cheat the follow-
ing rules of the arena.
However, no one
should be allowed to fool
the system with-
out great risk and eventual
doom. DMs
can create many ways to
foil the player’s
plans; it should be noted,
however, that a
change in the situation
which throws new
challenges at the players
is better than an
iron fist that simply crushes
their
schemes.
Punishments for breaking
the rules must
be decided by the DM, based
on the align-
ment of the sponsor and
the intensity of
the crime. Punishments can
be as merciful
as expulsion from the event
or as severe
as lifting the gates of
the animal cages and
releasing starving lions
into the arena with
the offender. Also, enraged
gladiators do
not hesitate to use their
fists or their
weapons. Against more dangerous
and
powerful offenders, DMs
can use the
soldiers who patrol the
amphitheater and
guard the game’s sponsor.
The following rules apply
to all cam-
paign settings unless stated
otherwise.
1. Equipment. No one is
allowed to bring
their own equipment into
the pit. From
the armory in the amphitheater,
gladiators
receive free use of any
armor and weap-
ons appropriate to their
style. Characters
who have not received training
in a style
can choose one piece or
set of armor: (1) a
large shield, (2) a large
helmet with visor,
or (3) a buckler shield
and small helmet.
They can also choose one
type or set of
weapons: (1) a dagger, (2)
a whip, (3) a
lasso, (4) a short sword
or swords, or (5) a
net and trident. After the
games, all equip-
ment must be returned to
the armory;
free characters can regain
their own
equipment after that.
2. Payment. Free gladiators
and pris-
oners’ owners receive gold
for the victo-
ries in the duels. To determine
the exact
payment, multiply the defeated
character’s
level by 15 gp. The total
for the day is paid
at the end of each game
day. The money
goes to a prisoner-gladiator’s
owner even
if the gladiator later dies
in the arena. If a
free gladiator dies before
collecting his
pay, the gold stays in the
amphitheater
treasury.
Payment is not given to
participants of
massed battle games because
it is impos-
sible to determine who has
killed whom.
For this reason, few prisoner-gladiator
owners enter their men into
such games;
free men almost never do.
Massed battles
are therefore fought mostly
by untrained
criminals and war prisoners.
3. Magic. Spell use in gladiatorial
combat
is extremely rare. Most
gladiators are
simply professional fighters
who take
pride in their skills, and
magic can easily
ruin their chances of survival.
Anyone
caught using spells or magic
items draws
the wrath of dozens (or
hundreds) of
angry gladiators. Also,
the audience pays
to see the fighting skills
of the gladiators;
thus, magic is considered
an unfair advan-
tage that deflates the thrill
of the game.
This is why all armor and
weapons used in
the pit must come from the
amphitheater’s
armory.
Any use of magic is a dangerous
act. If
someone attempts to cast
a spell in the
arena, there is a good chance
that he will
be noticed. Invisibility
and fireball spells,
for example, are obvious.
If a rule-breaker
is more subtle (such as
using a bless spell,
a heal spell, or a quick
cantrip), the chance
of being caught depends
on the detectabil-
ity of the spoken component,
the material
components, and the necessary
gestures.
There are usually spellcasters
in the audi-
ence, and these people notice
subtle ges-
tures for what they really
are. As a side
note, it is difficult to
cast spells from the
stands without drawing the
attention of
nearby spectators. Also,
an unsuspecting
gladiator or soldier NPC
can “accidentally”
discover anyone hiding in
a corner with a
scroll.
Dungeon Masters can also
use “magic
police” to seek out illegal
spellcasters in
the games. An NPC cleric
or magic-user
can use the 1st-level spell
detect magic to
check the arena before each
duel; like-
wise, several spellcasters
can work as a
team to hunt down rule-breakers.
DMs
might even arm their “magic
police” with a
staff of the magi or a wand
of magic detec-
tion and back them up with
a dozen heav-
ily armed soldiers. The
strength of this
deterrent force should be
increased only
to match the stubbornness
and determina-
tion of spell-using PCs.
Punishment for
such crimes may be determined
by trial at
a later point; such actions
usually result in
a verdict of guilty, which
carries a punish-
ment as severe as the DM
wishes to make
it (execution is common).
In other in-
stances, the perpetrator
may be detained
(held magically) and offered
as a special
execution during the gladiatorial
games.
4. Psionics. The use of
psionics in the pit
is as strongly restricted
as the use of
magic. A psionic gladiator
can be detected
when his opponents continually
become
wild or zombielike. If a
gladiator‘s foes tell
tales of insanity, confusion,
sleep, rage,
and other effects that struck
only during
the duel, the authorities
may become
suspicious. A suspected
psionic is immedi-
ately banned from the arena,
and a proven
psionic faces the same punishment
as a
proven spellcaster.
It is easier to hide psionics
use than
magic use, but psionics
have their own
unique dangers. These dangers
are called
brain moles, cerebral parasites,
intellect
devourers, and thought eaters
(all from
the Monster Manual). DMs
should con-
sider their use against
PCs who cannot
otherwise be stopped from
the illegal use
of psionics.
5. Poison. Poison is a violation
that
draws the severest punishments
for the
same basic reasons as magic
use does. The
chance of detecting a poisoned
weapon is
noted in the Players Handbook
in the
assassin’s class description.
Since sheaths
are rarely used for weapons,
many people
coming within 10’of any
weapon notice
any poison. The rule-breaker’s
opponents
have a good chance of detecting
poison
and will shout for justice.
Poison use is too
dishonorable and risky for
any wise
gladiator to attempt.
6. Missile combat. Very
rarely should
missiles be used in the
arena (a PC re-
tiarius can throw the net
and trident if he
wants, but an NPC retiarius
holds both
weapons, swinging one end
of the net to
catch an arm or leg, and
stabbing with the
trident). One reason is
that the sport is
designed to display melee
fighting skills;
archery contests are another
game alto-
gether. Another reason is
that battles must
be confined to the arena,
negating the
chance of accidental injury
to the politi-
cians who sit close to the
pit. Also, a wise
emperor or warlord would
not want to
test the gladiators’ loyalty
by putting him-
self in spear or arrow range
of them.
Many prisoner-gladiators
would enjoy the
chance to strike at a spectator,
a guard, or
the sponsor, all of whom
are out of sword
range from the arena (remember
the
trident-throwing gladiator
from the movie
Spartacus?).
The medieval arena
The main difference between
classical
and medieval games lies
in the equipment
which the gladiators use.
Armor is still
kept to a minimum, DMs can
provide the
fighters with any armor
and weapons
common to the AD&D game
(see Table 8
for suggested equipment).
For random
levels of opponents, roll
1d6 -2 (minimum
of 1) or 1d6 + 3 for opponents
of upper-
level characters.
Medieval guards often carry
longbows
when they patrol the amphitheaters.
Long
distance weapons put them
at a strong
advantage over the gladiators,
decreasing
the chances of rebellion.
The guards also
tend to avoid close contact
with prisoner-
gladiators so that the prisoners
have little
chance of acquiring missile
weapons.
The Oriental arena
Oriental gladiatorial games
need rules
that are not necessary in
classical games.
First, Table 2 cannot be
used because no
honorable Oriental character
asks for
mercy from a crowd of strangers
(such
behavior only draws the
crowds wrath
anyway).
Second, opponents gain or
lose honor
more intensely because of
the presence of
an audience. Double all
honor point adjust-
ments ( + or -) at the end
of each duel.
Third, special social problems
arise in
the organization of the
gladiators.
Whereas warriors mix freely
with crimi-
nals in classical games,
Oriental characters
are not so open minded.
What honorable
samurai would willingly
duel against a
murderer-peasant? Why would
a fighter
re-enter combat with a war
prisoner
whom he previously defeated
in battle?
Because of these social
problems, Orien-
tal games are divided into
two types:
1. Games of Honor. These
games are
held when someone offers
prizes to “the
best warriors in the land.”
If money is
offered to the winners,
award them four
ch’ien per level of the
losers. Other prizes
can include positions in
the military, weap-
ons of quality, marriage
to a maiden of
virtue (for suitable duellists
only, of
course), or anything else
the DM prefers.
Valuable offers attract
volunteers from
all over the country. The
bulk of this gladi-
atorial mass is made up
of bushi, kensai,
and ronin samurai. Regular
samurai are
restricted from the games
because lords
do not want their retainers
to die uselessly
in such contests; thus,
no permission to
compete in these events
will be granted.
The duels are conducted
in the same
general manner as in classical
games. They
are fought until death or
until one charac-
ter surrenders to the other.
Though no
armor is permitted, each
combatant is
allowed to wield his own
weapons. Thus,
most of the weapons used
are swords,
naginatas, and spears. For
the class level
of an NPC opponent, roll
1d6 + 3.
2. Games of Dishonor. These
games are
held when a lord stages
combat between
criminals (especially captured
bandits) or
when a victorious military
commander
stages combat between prisoners
of war.
The main purposes of such
games are
punishment and execution.
Combatants are typically
barbarians
(uncommon), bushi (common),
kensai (very
rare), monks (rare), disheartened
samurai
(very rare), and yakuza
(rare). When these
men are armed, the arena
is surrounded
by as many swordsmen and
archers as
possible to prevent violence
outside the
arena. Furthermore, the
sponsor of the
game is almost always an
upper-level
fighter, just in case a
gladiator dares to
challenge him to enter the
arena for a
duel.
Samurai-gladiators are almost
non-
existent in games of dishonor.
To capture
samurai warriors is very
difficult, since
most of them kill themselves
before being
taken prisoner. (As a side
note, a character
who wishes to commit hara-kiri
must roll
a 4d6 Wisdom Check, adding
his honor
score divided by ten. A
successful check
means automatic death, and
failure means
double damage taken from
the weapon. A
character can attempt this
check once per
round.) To force samurai
unwillingly into a
duel is nearly impossible,
since they have a
habit of ignoring their
chosen opponents
and attacking the guards
and sponsor of
the event. In this way,
samurai-gladiators
usually die in a hail of
arrows before
bowing to their captors’
wishes. Other
character classes might
also be rebellious,
but it is the samurai class
which reacts
with such predictable and
violent
stubbornness.
Gladiators of dishonorable
games are
treated poorly and often
ridiculed. Loss of
honor is a strong influence,
since each
gladiator has either been
accused of a
crime ( -4 points) or taken
prisoner ( - 10
points). In addition, to
fight in such a game
costs a criminal -2 honor
points per duel,
and costs a war prisoner
-1 honor points
per duel. These penalties
are given in
addition to the doubled
honor point adjust-
ments previously mentioned.
The gladiators wear no armor.
War
prisoners fight with the
weapons of the
battlefield, such as daggers,
swords, nagi-
natas, and spears, while
criminals fight
with more exotic weapons.
Consult Table 9
for the arming of Oriental
criminal-
gladiators. For class levels
of all dishonor-
able gladiators, roll 1d6
- 1.
All dishonorable duels are
fought to the
death, and all psychic duels
must lead to
actual combat, not a retreat
by the loser.
Oriental spectators accept
nothing less
than an all-out attempt
to win by both
combatants.
Winners of the games are
occasionally
set free. After a fight,
divide the victor’s
honor score by 10 and then
roll 3d10. If
the rolled number matches
the adjusted
honor score or less, then
the prisoner is
allowed to leave — without
weapons,
armor, money, or other possessions.
There
is no gaining of honor for
being set free.
Freed gladiators tend to
slip away quickly
and quietly, ashamed of
their previous
captivity.
Battle variations
The first priority of gladiatorial
games is
their ability to entertain
and excite an
audience. For this reason,
some interesting
variations are described
below.
1. Blind combat. In this
type of duel, the
combatants enter the arena
and face each
other at close range. Then
they put on
their helmets, which have
sealed visors
that cover their eyes. Each
opponent at-
tacks at -4 “to hit,” unless
he has blind-
fighting proficiency as
described in the
Dungeoneer’s Survival Guide.
NPC gladia-
tors each have a 1% chance
per level of
having this proficiency.
A blinded gladiator
cannot ask for mercy from
the audience,
since his opponent will
not see the plea
and thus continues to attack.
2. Mounted combat. Gladiators
occasion-
ally fight from the backs
of light war-
horses. Riding proficiency
is necessary for
all horsemen. Classical
fighters typically
carry small shields and
short swords, and
sometimes (30% chance per
match), all
horsemen in the duel wear
leather armor.
The most effective way for
a horseman
to fight other riders with
hand-to-hand
weapons is to circle around
his opponents,
striking whenever possible.
Every round,
each rider makes a riding
check to get
himself into position for
an attack. When
only two riders are fighting,
each check
receives a +5 bonus. A character
can
attempt this check only
once per round; if
successful, he can choose
whichever oppo-
nent he wants to attack.
Only two riders
can attack a single opponent
at one time,
and both attackers must
make their riding
checks as described.
If two characters make successful
checks and attack each other,
they roll for
initiative for that round;
in this instance,
both characters face each
others’ shield
sides.
When a horseman makes a
successful
riding check against one
who fails the
check, roll on Table 10
to determine which
side the attacker is facing.
Use 1d8 if the
defender has only one opponent;
1d10 if
the defender has two or
more opponents.
Table 10 gives the following
possible
targets:
Shield side. The defender
adds his shield
bonus (if any) to his armor
class.
Front. The defender adds
his shield
bonus (if any) to his AC,
and can return an
attack in that round at
-4 “to hit.”
Weapon side. The defender
receives no
shield bonus to his AC,
but can return an
attack in that round at
-2 “to hit.”
Rear. The attacker strikes
at +2 “to hit.”
The defender receives no
dexterity or
shield bonus to his AC.
If a mounted gladiator fights
against an
opponent on foot, use the
rules for
mounted combat in the DSG.
3. Blind mounted combat.
Chaos results
when mounted gladiators
are ordered to
wear helmets with blinding
visors. During
melee, each horseman rolls
a riding profi-
ciency to avoid slamming
his horse into
other horses. This check
is made at -4,
with an additional -2 per
participating
horseman after two. When
horses collide,
the riders must pass riding
checks or fall
to the ground, suffering
1-3 hp damage.
For combat, use the rules
for mounted
combat previously described,
except that
the checks made to position
the riders for
their attacks are made at
-5. Randomly
determine which rider each
character is
attacking. Blinded duellists
strike at -4 “to
hit.” In this form of combat,
blind combat
proficiencies also apply.
4. Bridge combat. A bridge
can be con-
structed in the arena on
which gladiators
can fight on (see the DSG
rules for fighting
on a bridge). Usually, there
is only enough
width for one size-M character
and
enough length for 20 size-M
characters.
DMs can widen the bridge
so that two
combatants can stand side
by side, or
shrink it so that a gladiator
must make a
Dexterity Check each round
to keep from
falling.
One of two landing spots
is typically set
up beneath the bridge. The
first is a pit of
red-hot coals and burning
wood, which
immediately kills anyone
who falls into it.
The second is a bed of spikes.
Unfortunate
characters fall onto 1-6
razor-sharp blades,
each causing 1d8 hp damage.
Because of
the deadliness of bridge
combat, only
expendable lower-level gladiators
are sent
into such duels.
5. Mass battles. Small giadiatorial
armies
can fight in the arena.
The DM needs the
BATTLESYSTEM™ Fantasy Combat
Supple-
ment to stage these tiny
wars.
Classical games usually
involve a large
group of lightly armed gladiators
and a
small group of heavily armed
gladiators —
for example, 20 samnites
fighting 40
retiarii.
The battle lasts until one
side is elimi-
nated, unless units are
sent in to replace
those which are lost. There
is no random
way to determine such things
as the num-
ber of participants, the
strength of each
unit, or if replacements
are used. These
decisions are left to the
DM.
Mob units are used for untrained
gladia-
tors and zero-level criminals.
These units
have no commander, since
they have sim-
ply been given weapons and
then pushed
into the arena. Being unwilling
fighters,
they have an Initial Morale
rating of 8.
Regular units are used for
trained gladia-
tors. Since these warriors
are individual-
ists and not group fighters,
they have an
Initial Discipline rating
of 4. For the same
reason, a Brigade Commander
is rarely
seen in the pit. More likely,
Unit Com-
manders lead the giadiatorial
groups.
Several Unit Commanders
can be allies on
the same side, but they
move and fight
without relation to each
other. Also, no
morale checks or fighting
withdrawals are
allowed to regular units,
since all partici-
pants fight to the death.
Cavalry and chariot units
can be used
sparingly in the 200’-diameter
pit. How-
ever, fire attacks are rarely
used because
smoke blocks the spectators’
views and
chokes many of them. Artillery
is also
prohibited, since a rebellious
crew might
decide to launch a flaming
boulder into
the audience or at the sponsor’s
platform.
Table 11 in the BATTLESYSTEM
rule
booklet gives a possibility
that a PC or NPC
body becomes “lost.” Ignore
this ruling in
the arena. All dead characters
lay “on the
field” for recovery.
6. Sea battles. Gladiatorial
naval combat
was occasionally seen in
Ancient Rome.
These battles were sometimes
held on a
pond or lake, but the rules
given here are
to be used when the arena
itself is flooded
with water. Game sponsors
find it less
expensive to use small ships
than to buy
war galleys that are rammed,
burned, and
possibly sunk.
The arena is filled with
water that is
chest-deep to size-M characters.
This
depth allows the use of
raft-ships, and also
prevents the meaningless
(and, for the
audience, boring) drowning
of gladiators.
Merciless DMs can place
sharks (or
worse!) into the water to
keep the fighters
on their toes. In such a
case, each charac-
ter in the water has a 20%
chance per
round of being attacked
by a creature in
the water.
Small, oared ships are manned
by teams
of 10 gladiators, often
all in the same
fighting style, and led
by the man with the
highest class level. Roll
on Table 1, 8, or 9
to randomly determine a
team’s style. The
boats have 2-5 hull points
each, are 15-20’
long, 6-8’ wide, and travel
at rowboat
speed. In each battle, 1d6
+ 6 boat teams
participate, and the battle
lasts until gladi-
ators from only one team
are able to
continue.
BATTLESYSTEM rules are useful
to
resolve combat. A unit (or
boat team) is
made up of a single counter.
There are no
Heroes unless a PC is the
only survivor of
the team, since a gladiator
who willingly
sets out on his own is considered
a traitor
and is treated like an enemy
by his own
team. If a PC or important
NPC is in a unit
that gets eliminated, consult
Table 11 for
(continued on page 18)