Anda di halaman 1dari 7

Arena of Thyatis Conversion

Chapter 1: Dinner with Helenites

All Doors: (Strong Wooden; Hardness 5; HP 20; Break DC 25, Open Lock DC 25).
Light: Bright Light (unless otherwise noted).
Stealth and Detection: Listen and Spot DC increased by 5 (unless otherwise noted).
Encounter Attitudes: All NPC’s start at Indifferent (unless otherwise noted).
Encounter Chance: 1 in 6 chance/Turn.

Typical Guard, War3: CR 3; Medium Humanoid (Human); HD 3d8+6; hp 19; Init +1; Spd 30 ft. (20 Armored); AC 15, touch 9, flat-footed 15, (+1
Dex, +5 Chain Mail Armor); BAB +3; Grap +5; Atk Short Sword +6 melee (1d6+2/19-20x2) or Dagger +5 melee (1d4+2/19-20x2) or Javelin +4
ranged (1d6+2/x2); Full Atk Short Sword +6 melee (1d6+2/19-20x2) or Dagger +5 melee (1d4+2/19-20x2) or Javelin +4 ranged (1d6+2/x2); AL N;
SV Fort +5, Ref +2, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Skills & Feats: Listen +6, Sense Motive +4, Spot +6; Alertness, Point Blank Shot, Weapon Focus (Short Sword).
Possessions: Chain Mail Armor, Heavy Steel Shield, Short Sword, 2 Javelins, Dagger, 1d10 Asterius (sp)

Typical Slave, Com1: CR 1/3; Medium Humanoid (Human); HD 1d4+1; hp 3; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10, (+2 Dex); BAB +0;
Grap -1; Atk None; Full None; AL N; SV Fort +1, Ref +2, Will +1; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15
Skills & Feats: Heal +3, Profession (Slave) +4, Survival +6; Endurance, Self-Sufficient.
Possessions: None.

Typical Courtesan, Exp1: CR 1/3; Medium Humanoid (Human); HD 1d4+1; hp 3; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10, (+2 Dex); BAB
+0; Grap -1; Atk dagger -1 melee (1d4-1/19-20); Full Atk dagger -1 melee (1d4-1/19-20); AL N; SV Fort +1, Ref +2, Will +3; Str 8, Dex 14, Con 13,
Int 10, Wis 12, Cha 15
Skills & Feats: Diplomacy +4, Gather Information +4, Knowledge (Local) +4, Knowledge (Nobility) +4, Listen +4, Perform (Act) +4,
Profession (Courtesan) +4; Skill Focus (Diplomacy), Skill Focus (Profession)
Possessions: Dagger, 5% chance for 1d3 pcs of Jewelry ea. worth 5d10g ea.

Typical Nobles, Ari3: CR 1; Medium Humanoid (Human); HD 3d8+3; hp 18; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10, (+2 Dex); BAB +2;
Grap +3; Atk Dagger +3 melee (1d4+1/19-20x2); Full Atk Dagger +3 melee (1d4+1/19-20x2); AL N; SV Fort +1, Ref +2, Will +0; Str 12, Dex 14, Con
12, Int 12, Wis 14, Cha 13
Skills & Feats: Diplomacy +13, Gather Information +7, Knowledge (Local) +7, Knowledge (Nobility) +7, Sense Motive +10; Endurance,
Persuasive.
Possessions: Dagger, 95% for 1d3 pcs of Jewelry ea. 10d10g ea.

Chapter 2: The Initiation


All Doors: (Iron; Hardness 10; HP 60; Break DC 28, Open Lock DC 30).
Light: Darkness (unless otherwise noted).
Stealth and Detection: Listen DC increased 2 per 20 ft., Move Silently DC increased by 2 (unless otherwise noted).
Encounter Attitudes: All NPC’s start at Indifferent (unless otherwise noted).
Encounter Chance: 1 in 6 chance/Turn.

The Coliseum: Lower Basement Encounters


1. Wolves (1d4+1) 4. Giant Centipedes (2d4)
2. Shrew (1d4+1) 5. Rurtifus, Wererat (1)
3. Kobolds (6+Leader) 6. Carrion Crawler (1)

Wolf: CR 1; Medium Animal; HD 2d8+4; hp 13 (6 Non-Lethal); Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12, (+2 Dex, +2 natural); BAB +1;
Grap +2; Atk Bite +3 melee (1d6+1); Full Atk Bite +3 melee (1d6+1); SA Trip; SQ Low Light Vision, Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13
[11], Dex 15 [13], Con 15, Int 2, Wis 12, Cha 6
Skills and Feats: Hide +2, Listen +3, Move silently +3, Spot +3, Survival +1*; Track, Weapon Focus (Bite)
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a
touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Special: Due to lack of food the wolves are Fatigued (-2 Str/-2 Dex) and have suffered 6 Non-lethal due to starvation.
Giant Shrew: CR 1/2; Small Animal; HD 1d8+2; hp 6[8]; Init +3; Spd 30 ft., Burrow 10ft.; AC 15[13], touch 14, flat-footed 12, (+1 Size, +3 Dex, +1
natural); BAB +0; Grap -5; Atk Claw +4[+6] melee (1d2-1[1d2+1]); Full Atk 2 Claws +4[+6] melee (1d2-1[1d2+1]) and Bite -1[+1] melee (1d3-
1[1d3+1]); SA Rage (+4 Str, +4 Con, -2 AC); SQ Tremorsense 60 ft., Scent; AL N; SV Fort +4[6], Ref +5, Will +1; Str 8[12], Dex 17, Con 15[19], Int 2,
Wis 12, Cha 6
Skills and Feats: Escape Artist +7, Listen +3, Spot +3; Track, Weapon Finesse
Rage (Ex): A Shrew that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or
its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.

Kobold: CR 1/4; Small Humanoid (Reptilian); HD 1d8; hp 4; Init +1; Spd 30 ft.; AC 15, touch 12, flat-footed 14, (+1 Size, +1 Dex, +1 natural, +2
Leather Armor); BAB +1; Grap -4; Atk Spear +1 melee (1d6-1/x3) or Sling +3 ranged (1d3); Full Atk Spear +1 melee (1d6-1/x3) or Sling +3 ranged
(1d3); SQ Darkvision 60 ft., Light Sensitivity; AL LE; SV Fort +2, Ref +1, Will -1; Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills and Feats: Craft (Trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (Miner) +2, Search +2, Spot +2; Alertness.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Possessions: Small Spear, Small Leather Armor, Small Sling w/10 bullets, Pouch w/1d6g, 1d10s, 1d20c.

Kobold Leader: CR 1; Small Humanoid (Reptilian); HD 1d10+1; hp 11; Init +6; Spd 30 ft.; AC 18, touch 13, flat-footed 16, (+1 Size, +2 Dex, +1
natural, +4 Chain Shirt Armor); BAB +1; Grap -3; Atk +1 Short Sword +4 melee (1d6+2/19-20x2); Full Atk +1 Short Sword +4 melee (1d6+2/19-
20x2); SQ Darkvision 60 ft., Light Sensitivity; AL LE; SV Fort +3, Ref +2, Will +1; Str 12, Dex 15, Con 12, Int 10, Wis 12, Cha 10
Skills and Feats: Craft (Trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (Miner) +2, Search +2, Spot +2; Weapon
Focus (Short Sword), Improved Initiative.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Possessions: +1 Small Short Sword, Small Chain Shirt Armor, Pouch w/1d6g, 1d10s, 1d20c, Jeweled Bracelet (Jade & Mother of Pearl)
105g.

Monstrous Centipede: CR 1/4; Small Animal; HD ½ d8; hp 2; Init +2; Spd 30 ft., Climb 30 ft.; AC 14, touch 13, flat-footed 12, (+1 Size, +2 Dex, +1
natural); BAB +0; Grap -7; Atk Bite +3 melee (1d4-3 plus Poison); Full Atk Bite +3 melee (1d4-3 plus Poison); SA Poison; SQ Darkvision 60 ft.,
Vermin Traits; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15 , Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +14, Spot +4; Weapon Finesse.
Poison (Ex): A monstrous centipede has a poisonous bite, DC 10 1d3/1d3 Dex. The save DCs are Constitution-based.
Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use
either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if
threatened or distracted.

Rurtifus (Wererat), Human Form: CR 2; Medium Humanoid (Human, Shapechanger); HD 1d8+1 plus 1d6+1 hp 12; Init +2; Spd 30 ft.; AC 17,
touch 12, flat-footed 17, (+2 Dex, +2 Leather, +2 Natural, +1 Buckler); BAB +1; Grap +2; Atk Mwk Rapier +4 melee (1d6+1) or Mwk Hand
Crossbow +4 ranged (1d4 plus poison); Full Atk Mwk Rapier +4 melee (1d6+1) or Mwk Hand Crossbow +4 ranged (1d4 plus poison); SQ
Alternate form, rat empathy, low-light vision, scent; AL LE; SV Fort +3, Ref +6, Will +5; Str 12, Dex 15, Con 13, Int 14, Wis 12, Cha 8
Skills and Feats: Appraise +6, Climb +5, Disable Device +6, Escape Artist +6, Handle Animal +3, Hide +6, Jump +5, Listen +5, Move
Silently+6, Open Lock +6, Search +6, Spot +5, Swim +9 Tumble +6, Use Magic Device +3; Alertness, Dodge, Iron Will, Weapon Finesse
Possessions: Leather Armor, Buckler, Mwk Rapier, Mwk Hand Crossbow, 2 doses of Small Centipede Venom (Injury DC 11 Fort; 1d2
Dex/1d2 Dex), Cursed Delusion Ring of Polymorph (Rat Only)
Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15
Fortitude save or contract lycanthropy.
Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Rurtifus (Wererat), Dire Rat Form: CR 2; Medium Humanoid (Human, Shapechanger); HD 1d8+2 plus 1d6+2 hp 14; Init +5; Spd 40 ft., Climb
20ft.; AC 19, touch 16, flat-footed 14, (+1 Size, +5 Dex, +3 Natural); BAB +1; Grap +2; Atk Bite +6 melee (1d4+1 plus Disease); Full Atk Bite +6
melee (1d4+1 plus Disease); SA Curse of Lycantropy, Disease SQ Alternate form, DR 10/Silver, rat empathy, low-light vision, scent; AL LE; SV
Fort +4, Ref +9, Will +5; Str 12, Dex 21, Con 15, Int 14, Wis 12, Cha 8
Skills and Feats: Appraise +6, Climb +5, Disable Device +6, Escape Artist +9, Handle Animal +3, Hide +9, Jump +5, Listen +5, Move
Silently+9, Open Lock +6, Search +6, Spot +5, Swim +9 Tumble +9, Use Magic Device +3; Alertness, Dodge, Iron Will, Weapon Finesse

Rurtifus (Wererat), Hybrid Form: CR 2; Medium Humanoid (Human, Shapechanger); HD 1d8+2 plus 1d6+2 hp 14; Init +5; Spd 30 ft.; AC 17,
touch 12, flat-footed 17, (+5 Dex, +2 Natural ); BAB +1; Grap +2; Atk Mwk Rapier +7 melee (1d6+1) or Mwk Hand Crossbow +7 ranged (1d4 plus
poison); Full Atk Mwk Rapier +7 melee (1d6+1) or Mwk Hand Crossbow +7 ranged (1d4 plus poison); SA Curse of Lycanthropy, Disease; SQ
Alternate form, DR 10/Silver, Rat empathy, low-light vision, scent; AL LE; SV Fort +4, Ref +9, Will +5; Str 12, Dex 21, Con 15, Int 14, Wis 12, Cha
8
Skills and Feats: Appraise +6, Climb +5, Disable Device +6, Escape Artist +9, Handle Animal +3, Hide +9, Jump +5, Listen +5, Move
Silently+9, Open Lock +6, Search +6, Spot +5, Swim +9 Tumble +9, Use Magic Device +3; Alertness, Dodge, Iron Will, Weapon Finesse.
Carrion Crawler: CR 4; Large Aberration; HD 6d8+12; hp 39; Init +3; Spd 30 ft., Climb 15 ft.; AC 18, touch 12, flat-footed 15, (-1 Size, +3 Dex, +6
Natural); BAB +4; Grap +10; Atk Tentacle +7 melee (paralysis); Full Atk Tentacle +7 melee (paralysis) and Bite +5 melee (1d6+1); SA Paralysis; SQ
Darkvision 60ft., Scent; AL N; SV Fort +3, Ref +4, Will +7; Str 14, Dex 16, Con 14, Int 1, Wis 15, Cha 6
Skills and Feats: Climb +12, Listen +6, Spot +6; Alertness, Combat Reflexes, Track
Paralysis (Ex): Those hit by a carrion crawler's tentacle attack must succeed on DC 13 fortitude save or be paralyzed for 2d4 rounds.
The save DC is Constitution-based.

The Upper Caverns


1. Great Cavern

This is where the characters are left by the gladiators. The iron door to the south through which they think they came is locked, and there is no
keyhole (or any other feature) on the cavern side. As mentioned previously, here lies a collection of items left for the party members to
improve their chances of survival. It includes five torches, a day's water (but no food), plus weapons and armor.

Yalag, Ftr9: CR 9; Medium Humanoid (Orc); HD 9d10+10; hp 100; Init +4; Spd 30 ft., 20 ft. (Armored); AC 17, touch 10, flat-footed 15, (+5
Samnite Armor, +2 Scutum); BAB +9; Grap +14; Atk Mwk Trident +15 melee (1d8+7/x3) or Mwk Scutum +15 melee (1d6+5/x2); Full Atk Mwk
Trident +15/+10 melee (1d8+7/x3) or Mwk Scutum +15/+10 melee (1d6+5/x2); SQ Darkvision 60 ft., Light Sensitivity; AL LN; SV Fort +7, Ref +3,
Will +4; Str 20, Dex 10, Con 12, Int 10, Wis 12, Cha 12
Skills and Feats: Intimidate +13, Ride +12, Perform (Weapon Drill) +13; Cleave, Combat Reflexes, Improved Critical (Trident),
Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (Trident), Weapon Specialization (Trident).
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Possessions: Mwk Trident, Mwk Samnite Armor, Mwk Scutum

Gladiators (4), Ftr4: CR 4; Medium Humanoid (Human); HD 4d10+8; hp 30; Init +6; Spd 30 ft., 20 ft. (Armored); AC 17, touch 10, flat-footed 15,
(+5 Samnite Armor, +2 Scutum); BAB +4; Grap +7; Atk Gladius +7 melee (1d6+3/19-20x2); Full Atk Gladius +7 melee (1d6+3/19-20x2); AL N; SV
Fort +6, Ref +3, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12
Skills and Feats: Intimidate +8, Ride +9, Perform (Weapon Drill) +10; Blind-Fight, Combat Expertise, Combat Reflexes, Improved
Disarm, Improved Initiative, Weapon Focus (Gladius).
Possessions: Gallic Armor, Gladius, Parma

2. Fungus Chamber

A light gray mushroom-like fungus growth covers much of this area. The passages north of this chamber all slant downward slightly and smell
damp past the high water mark. The Fungus here is nutritious. The characters are suffering from starvation (1 Non-Lethal damage and
fatigued), eating the fungus will alleviate their starvation.

3. Bridge

The underground river is here crossed by a bridge of Thyatian construction. Treacherous footing and a sheer rise at CC makes upstream travel
hazardous, and those going northward (down) risk an unknown fate. When the Coliseum is drained, water will fill this level to the high water
marks; note that the passages east of the bridge slant sharply upward.

4. Graffiti

Scratched here on the wall, in clear, modern letters is; "Vanya save us from the beasts."

5. The Ring

Treasure: Examination of a glint of light reveals a gold ring (worth 10 gp) lying on the ground. It is engraved with unknown markings (shadow
elf). Characters who know the elvish tongue have a 50% chance of being able to puzzle out a pronunciation. The word itself, "Aegluvion," makes
no sense (it's a name, actually). The ring has no magical powers; it was dropped here accidentally by shadow elf explorers.

6. Corpse

A horribly mutilated corpse, human or at least humanoid (one can't tell for sure in its state of decay), is sprawled here; rotting and bloated, it
lies face down in a small, stagnant pool. On it can be found a silver dagger, 3 lucins (gp) and 4 asterii sp.

7A-F. Routes Downward

Only the foolish would ignore Yalag's advice and travel deeper into the bowels of the Known World, and the passages slant downward sharply
here. Discourage players from going in this direction by describing foul odors or intimidating sounds wafting up from below. As a last resort, a
difficult encounter or two can be used:
Basilisk: CR 5; Medium Magical Beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft.; AC 16, touch 9, flat-footed 16, (-1 Dex, +7 natural); BAB +6; Grap
+8; Atk Bite +8 melee (1d8+3); Full Atk Bite +8 melee (1d8+3); SA Petrifying Gaze; SQ Darkvision 60 ft., Low-Light Vision; AL N; SV Fort +9, Ref
+4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11
Skills & Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fighting, Great Fortitude.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet, Fortitude DC 13 negates.
Skills: The basilisk’s dull coloration and ability to remain motionless for long periods give it a +4 racial bonus to Hide Checks in
natural surroundings.

Minotaur: CR 4; Large Monstrous Humanoid; HD 6d8+12; hp 39; Init +0; Spd 30 ft.; AC 14, touch 9, flat-footed 14, (-1 size, +5 natural); BAB +6;
Grap +14; Atk Greataxe +9 melee (3d6+6/x3) or Gore +9 melee (1d8+4); Full Atk Greataxe +9 melee (3d6+6/x3) and Gore +9 melee (1d8+4); SA
Powerful Charge 4d6+6; SQ Darkvision 60ft., Natural Cunning, Scent; AL CE; SV Fort +10, Ref +6, Will +6; Str 19, Dex 10, Con 15, Int 7, Wis 10,
Cha 8
Skills & Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great Fortitude, Power Attack, Track
Powerful Charge (Ex): A Minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns
into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus
that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although a Minotaur is not especially intelligent; they possess innate cunning and logical ability. This gives
them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-
footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

The Lower Basement

This level is used much less than it was in the past. Guards sleep in barracks in the upper basement, and only prisoners who require solitary
confinement (which is rare) are placed in cells here. The storage rooms are still used, however; they contain provisions, weapons and armor.

8. Skeleton and Iron Door

The iron door is featureless on this side, like the door in area 1. Lying next to it is a human skeleton, in gladiator armor; an initiate who failed
the test years ago. No valuables remain.

9. Gladiator Guard Post

This door normally is locked, but now is left ajar on the expectation of the initiates' return. Two gladiators are posted here as guards against
monsters from the depths, and to welcome the initiates when they return.

Gladiators (2), Ftr4: CR 4; Medium Humanoid (Human); HD 4d10+8; hp 30; Init +6; Spd 30 ft., 20 ft. (Armored); AC 17, touch 10, flat-footed 15,
(+5 Samnite Armor, +2 Scutum); BAB +4; Grap +7; Atk Gladius +7 melee (1d6+3/19-20x2); Full Atk Gladius +7 melee (1d6+3/19-20x2); AL N; SV
Fort +6, Ref +3, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12
Skills and Feats: Intimidate +8, Ride +9, Perform (Weapon Drill) +10; Blind-Fight, Combat Expertise, Combat Reflexes, Improved
Disarm, Improved Initiative, Weapon Focus (Gladius).
Possessions: Gallic Armor, Gladius, Parma

10. Underground Stream

This underground stream has a spring source, and it is also fed by the Coliseum's reservoir. Thus, when there are heavy rains or if the arena is
filled with water that is then drained (say, after a mock naval battle), this stream swells. It sometimes floods area 3 of the Upper Caverns; on
this level, however, the passage is high above the stream's level. At CC, the stream enters the Upper Caverns (Map 4), and from EE it runs to
a large drain in the upper basement of the Coliseum.

11. Unused Cells

These cells were used in the days when criminals were regularly thrown to wild beasts and monsters for the entertainment of crowds in the
Coliseum, They are now deserted and locked away; a couple contains skeletons, but that is all. No one goes to the cells north of the guard
barracks at all.

12. Guard Barracks

These rooms are now unused.

13. Storage

These rooms are currently empty


Success
When (or if) the party emerges alive from the caverns, they are led by the gladiators posted to guard the entry point up through the basements,
to the meeting place of the gladiators. There Yalag addresses them.

"You have done well, Initiates; you are hereby inducted into the ranks of the Coliseum gladiators. You may have heard of the Order of the
Sands, a group that protects the rights and interests of gladiators. Here in the capital, the order has a secret, higher purpose: the protection
of Thyatis City from the beasts from below. This purpose has been secret from its beginning; it keeps a peace, an unspoken truce, by which
neither we of the surface nor they of the depths will invade the other. Our Emperor, Thincol, was himself a gladiator and he knew this secret,
and has kept it all his years on the throne. In the past not all gladiators here have been initiated; it was not necessary. But of late there has
been increasing trouble from below, and there has been weakness among us. We do not know the causes of these troubling things; we know
only that we must muster every resource to uphold our duty and keep our silence. We must now swear you, too, to secrecy. You are slaves,
but as gladiators you now are our equals, with honor and binding word. We would also ask you to take an oath to uphold our mission of
protection, even unto death."

Chapter 3: A Day in the Games

Create Gladiator Matches

Chapter 4: Escape

Antonius the Leader, War1: CR 1; Medium Humanoid (Human); HD 1d8+3; hp 8; Init +0; Spd 30 ft., 30 ft. (Armored); AC 11, touch 10, flat-
footed 10, (+1 Padded Armor); BAB +1; Grap +2; Atk Gladius +2 melee (1d6+1/19-20x2); Full Atk Gladius +2 melee (1d6+1/19-20x2); AL NE; SV
Fort +2, Ref +0, Will +2; Str 12, Dex 10, Con 10, Int 13, Wis 14, Cha 16.
Skills and Feats: Intimidate +7, Sense Motive +4, Spot +4; Exotic Weapon Proficiency (Gladius), Toughness
Possessions: Padded Armor, Gladius.

Thugs (6), War1: CR 1; Medium Humanoid (Human); HD 1d8+5; hp 10; Init +2; Spd 30 ft., 30 ft. (Armored); AC 14, touch 12, flat-footed 12, (+2
Dex, +2 Leather Armor); BAB +1; Grap +4; Atk Gladius +4 melee (1d6+3/19-20x2) or Brass Knuckles +4 melee (1d3+3/x2); Full Atk Gladius +4
melee (1d6+3/19-20x2) or Brass Knuckles +4 melee (1d3+3/x2); AL NE; SV Fort +4, Ref +2, Will +1; Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 10.
Skills and Feats: Intimidate +4, Listen +3, Spot +3; Exotic Weapon Proficiency (Gladius), Toughness
Possessions: Leather Armor, Gladius, Gauntlet, Belt Pouch w/ 3d6 asterii, 2d12 denarii.

Brutus, Ftr6: CR 6; Medium Humanoid (Human); HD 6d10+6; hp 39; Init +3; Spd 30 ft., 30 ft. (Armored); AC 16, touch 15, flat-footed 13, (+3
Dex, +2 Ring of Protection, +1 Shield); BAB +6; Grap +12; Atk Unarmed Strike +9 melee (1d3+2/x2) or Punch Dagger +9 melee (1d4+2/x3); Full
Atk Unarmed Strike +9/+4 melee (1d3+2/x2) or Punch Dagger +9/+4 melee (1d4+2/x3) or Unarmed Strike +7/+7/+2 melee (1d3+2/x2) or Punch
Dagger +7/+7/+2 melee (1d4+2/x3); AL LE; SV Fort +4, Ref +2, Will +1; Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 10.
Skills and Feats: Balance +7, Jump +11, Tumble +9; Dodge, Improved Grapple, Improved Two-Weapon Fighting, Improved Unarmed
Strike, Quickdraw, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Possessions: +2 Ring of Protection, 2 Mwk Punch Daggers, Gold Earring with Amethyst (48 lucins), 3 Silver Rings (4 Lucins), Belt
Pouch w/ 1 lucin, 3 asterii, 12 denarii.

Chapter 5: Vengeance

Front/Rear Doors: (Strong Wooden; Hardness 5; HP 20; Break DC 25, Open Lock DC 25).
Side Door: (Good Wooden; Hardness 5; HP 15; Break DC 18, Open Lock DC 20).
Light: Darkness (unless otherwise noted).
Stealth and Detection: Normal
Encounter Attitudes: All NPC’s start at Unfriendly (unless otherwise noted).
Encounter Chance: 1 in 6 chance/Turn.

Tavern: Can hire henchmen to aid in the battle. (50% chance for 1d4+1 1st level Warriors, 10% for a 2nd level Fighter).
Antique Dealer: Can buy/sell rare art objects.
Bookseller: Can buy/sell tomes and books.
Run-down Shack: Cultist den (2d4 Initiates and 1 Member, pg 116 Cityscape) of Malcanthet (pg 69 Hordes of the Abyss).
Silversmith: Can buy and sell gems/metal goods.
Residence: Can hide if pursued by the law if occupants can be convinced, attitude starts at Friendly.

Stealth Entry: Climb Check DC (Varies), Hide and Move Silently Checks.
Bluff Entry: Gain control of the wagon of foodstuffs to be delivered, Disguise and Bluff Checks to make it inside.
Maximitus Chrystatarius, Rogue5: CR 5; Medium Humanoid (Human); HD 5d6+10; hp 27; Init +3; Spd 30 ft. (30 Armored); AC 15, touch 15, flat-
footed 13, (+3 Dex, +2 Ring of Protection); BAB +3; Grap +3; Atk Mwk Rapier +7 melee (1d6/18-20x2) or +1 Punch Dagger +7 melee (1d4+1/x3);
Full Atk Mwk Rapier +7 melee (1d6/18-20x2) or +1 Punch Dagger +7 melee (1d4+1/x3); SA Sneak Attack +3d6; SQ Evasion, Trapfinding,
Penetrating Strike, Uncanny Dodge; AL NE; SV Fort +3, Ref +7, Will +1; Str 10, Dex 17, Con 14, Int 13, Wis 10, Cha 14.
Skills & Feats: Appraise +9, Bluff +12, Diplomacy +14, Forgery +9, Gather Information +12, Intimidate +14, Knowledge (Local) +9,
Profession (Lanista) +8, Sense Motive +8; Negotiator, Weapon Finesse, Combat Expertise.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used
only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Penetration Strike (Ex): Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra
damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that
are otherwise denied their Dexterity bonus to AC or flat-footed but not flanked.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She
retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity
bonus to AC if immobilized.
Possessions: +2 Ring of Protection, Mwk Rapier, +1 Punch Dagger

Asterian Chrystatarius, Rogue2: CR 2; Medium Humanoid (Human); HD 2d6+4; hp 11; Init +3; Spd 30 ft. (30 Armored); AC 15, touch 13, flat-
footed 13, (+3 Dex, +2 Leather Armor); BAB +1; Grap +3; Atk Rapier +3 melee (1d6+2/18-20x2); Full Atk Atk Rapier +3 melee (1d6+2/18-20x2);
SA Sneak Attack +1d6; SQ Evasion, Trapfinding; AL CN; SV Fort +2, Ref +6, Will +0; Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 10.
Skills & Feats: Balance +10, Bluff +5, Escape Artist +8, Hide +8, Jump +9, Listen +5, Move Silently +8, Spot +5, Tumble +10; Combat
Expertise, Improved Feint.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used
only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Possessions: Leather Armor, Rapier.

Diocletian Lascaroxenos, Clr3: CR 3; Medium Humanoid (Human); HD 3d8+3; hp 16; Init +0; Spd 30 ft. (30 Armored); AC 13, touch 10, flat-
footed 13, (+2 Leather Armor); BAB +2; Grap +3; Atk Greatsword +3 melee (2d6+3/19-20x2); Full Atk Greatsword +3 melee (2d6+3/19-20x2); AL
CE; SV Fort +3, Ref +2, Will +9; Str 14, Dex 10, Con 13, Int 10, Wis 16, Cha 12.
Skills & Feats: Concentration +11, Spellcraft +6; Combat Casting, Power Attack, Weapon Focus (Greatsword).
Spells Prepared (4/3+1/2+1; save DC = 13 + spell level): 0 – Guidance, Light, Purify Food and Drink, Read Magic; 1st – Deathwatch,
Doom, Magic Weapon, Shield of Faith*; 2nd – Death Knell, Sound Burst, Spiritual Weapon, Bear’s Endurance* (*Domain Spell)
Domains: Hatred (Hate, 1/day one foe gain +2 profane bonus to Attack Rolls, Saving Throws and AC, Duration 1 minute), Retribution
(Strike of Vengeance, 1/day deal maximum if you hit a foe that has damaged you).
Possessions: Leather Armor, Greatsword.

Chapter VI: Conclusion


Elemaledai, Wiz8: CR 3; Medium Humanoid (Human); HD 8d4+10; hp 45; Init +1; Spd 30 ft. (30 Armored); AC 11, touch 11, flat-footed 10, (+1
Dex); BAB +4; Grap +4; Atk Dagger +4 melee (1d4/19-20x2); Full Atk Dagger +4 melee (1d4/19-20x2); SQ Tiny Toad Familiar (+3 HP); AL CN; SV
Fort +5, Ref +1, Will +6; Str 10, Dex 13, Con 10, Int 18, Wis 12, Cha 14.
Skills & Feats: Concentration +15, Escape Artist +6, Knowledge (Arcana) +15, Knowledge (Nobility) +15, Spellcraft +17; Brew Potion,
Combat Casting, Eschew Materials, Scribe Scroll, Spell Mastery (Fireball, Invisibility, Suggestion), Toughness.
Spells Known: 0 – All, 1st – Alarm, Charm Person, Comprehend Languages, Disguise Self, Endure Elements, Friends, Protection from
Law, Unseen Servant; 2nd – Detect Thoughts, Eagle’s Splendor, Invisibility, Minor Image; 3rd – Fireball, Fly, Suggestion, Tongues; 4th – Confusion,
Dimension Door, Emotion, Shadow Conjuration.
Spells Prepared (4/5/4/4/3; save DC = 14 + spell level): 0 – Detect Poison, Mage Hand, Open/Close, Prestidigitation; 1st – Charm
Person, Comprehend Languages, Endure Elements, Friends, Protection from Law; 2nd – Detect Thoughts x2, Invisibility, Minor Image; 3rd –
Fireball x3, Suggestion; 4th – Emotion, Shadow Conjuration x2.
Possessions: Dagger, Alphatia’s Amazing Album, Potion of Detect Thoughts, Potion of Suggestion, Amulet of Proof against Detection
and Location.

Galatio Kelophorios, Rogue2: CR 2; Medium Humanoid (Human); HD 2d6+4; hp 11; Init +3; Spd 30 ft. (30 Armored); AC 15, touch 13, flat-footed
13, (+3 Dex, +2 Leather Armor); BAB +1; Grap +3; Atk Short Sword +3 melee (1d6+2/19-20x2) or Dagger +3 melee (1d4+2/19-20x2); Full Atk
Short Sword +3 melee (1d6+2/19-20x2) or Dagger +3 melee (1d4+2/19-20x2); SA Sneak Attack +1d6; SQ Evasion, Trapfinding; AL CN; SV Fort +2,
Ref +6, Will +0; Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 10.
Skills & Feats: Balance +10, Bluff +5, Escape Artist +8, Hide +8, Jump +9, Listen +5, Move Silently +8, Spot +5, Tumble +10; Combat
Expertise, Improved Feint.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used
only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Possessions: Leather Armor, Short Sword, Dagger
Henchmen (2), War3: CR 3; Medium Humanoid (Human); HD 3d8+6; hp 19; Init +1; Spd 30 ft. (20 Armored); AC 15, touch 9, flat-footed 15, (+1
Dex, +5 Chain Mail Armor); BAB +3; Grap +5; Atk Short Sword +6 melee (1d6+2/19-20x2) or Dagger +5 melee (1d4+2/19-20x2) or Javelin +4
ranged (1d6+2/x2); Full Atk Short Sword +6 melee (1d6+2/19-20x2) or Dagger +5 melee (1d4+2/19-20x2) or Javelin +4 ranged (1d6+2/x2); AL N;
SV Fort +5, Ref +2, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Skills & Feats: Listen +6, Sense Motive +4, Spot +6; Alertness, Point Blank Shot, Weapon Focus (Short Sword).
Possessions: Chain Mail Armor, Heavy Steel Shield, Short Sword, 2 Javelins, Dagger, 1d10 Asterius (sp)

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