THE FIGHTING CIRCLE
Gladiatorial combat in the AD&D® game
by Dan Salas


- - - - -
- - - - 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.

The fighter

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.

Combat

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
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