There are all
kinds of entertainments available in a sizable port city. While
taverns and brothels are usually the first to catch a sailor's
attention, there are also traveling bards and perhaps even more
organized types of shows. One that appeals to a particular crowd,
however, is the fighting pit. An enterprising young adventurer who
didn't really take to the adventuring lifestyle, Thayer took the gold
that he earned during his brief career and used it to buy a rather
ordinary warehouse close to the docks. That structure he then
refurbished, digging out a basement, building quarters for
competitors and then adding two levels from which patrons can watch
the fights.
The Fighting Pit
Broad double doors
provided access to the warehouse at street level. The building itself
is two stories above ground. Those two levels have been gutted of
everything but support pillars, a railing to prevent spectators from
falling into the pit, and a spiral staircase in each corner that
provides access to the other levels. The pit itself is sixty feet on
a side, with a floor of packed dirt and sand. It is surrounded on the
underground level by sixteen small rooms, where combatants can
prepare for, and recover after, matches.
Running Matches
Entry
for a night's entertainment costs 5 sp. Given that it's standing room
only, positions against the railing are on a first come, first served
basis only. Each bout pits two competitors against each other in
single combat. In game terms, this can be handled in much the same
manner as typical Pathfinder
battles. Matches are fought to incapacitation, so there's usually a
chance that the loser can recover. Thayer keeps a cleric on hand,
too, to provide healing for the defeated. Although the combatants are
permitted to use any magic that they might possess, no outside
participation or interference of any kind is permitted. That rule is
enforced not only by Thayer and his heavies, along with a hired
wizard named Ancalimë,
but also by the spectators, especially those who have wagers on one
combatant or another.
At
the end of the night, Thayer keeps half of the proceeds for
distribution to his employees and profit; the other half is divided
among the competitors.
Betting on
Fights
On the subject of gambling, it is permitted. While there is not
technically a limit on wagers, they don't generally exceed ten gold
pieces per fight. Because Thayer and his heavies don't wish to be
bothered by keeping track of this business, it is standard practice
for the two participants in a bet to have a third party observe the
transaction.
Personnel
At any given time,
Thayer and a dozen or so guards are present to make sure that things
run smoothly.
Sylvio Thayer
CR
4
XP
X
Male human fighter
5
N Medium humanoid
Init
+1; Senses Perception
+0
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp
47 (5d10+10+5)
Fort
+6, Ref +2, Will
+1
Resist
Details
OFFENSE
Spd
30 ft.
Melee
Weapon +12 (1d8+7)
Special Attacks
weapon training +1
STATISTICS
Str
18, Dex 13, Con
14, Int 8, Wis
10, Cha 12
Base Atk
+5; CMB +10; CMD
20
Feats
Cleave, Dodge, Great Cleave, Power Attack, Vital Strike, Weapon Focus
(longsword), Weapon Specialization (longsword)
Skills
Climb +12, Survival +8, Swim +12
Languages
Common
SQ
bravery +1, armor training 1
Combat Gear
Studded leather armor +1, longsword +1, pouch containing 100 gp in
mixed coins
Sylvio
Thayer loves nothing more than a good fight. What he did not love
were the privations that adventurers had to suffer as part of their
lifestyle—sleeping outside on the hard ground, subsisting on trail
rations and limited quantities of ale, and the like. That's why he
retired from that profession, choosing instead to invest his
hard-earned money in this fighting pit. Now he can enjoy as much
fighting as he is able to arrange, while still living comfortably in
town.
Thayer's Enforcers
CR
1/3
XP
135
Male human warrior
1
N Medium humanoid
Init
+1; Senses Perception
+0
DEFENSE
AC
14, touch 11, flat-footed 13 (+1 Dex, +3 armor)
hp
6 (1d10+1)
Fort
+3, Ref +1, Will
+0
Resist
None
OFFENSE
Spd
30 ft.
Melee
Longsword +1 (1d8+2)
Special Attacks
Power Attack
STATISTICS
Str
15, Dex 12, Con
13, Int 8, Wis
10, Cha 9
Base Atk
+1; CMB +3; CMD
14
Feats
Power Attack
Skills
Climb +6
Languages
Common
Combat Gear
Studded leather armor, longsword
These
fellows have a fairly cushy job that lets them show off a little
bravado without actually facing much danger; it suits them well. They
are given to bluster, but can be overwhelmed by a real show of
martial prowess.
Brother Fain
CR
2
XP
600
Male dwarf cleric
3
NG Medium humanoid
Init
-1; Senses Perception
+3; Darkvision 60 ft.
DEFENSE
AC
13, touch 9, flat-footed 13 (-1 Dex, +4 armor)
hp
23 (3d8+6)
Fort
+4, Ref +0, Will
+6
Resist
hardy, stability
OFFENSE
Spd
20 ft.
Melee
Heavy mace +4 (1d8+1)
Special Attacks
None
STATISTICS
Str
13, Dex 8, Con
14, Int 10, Wis
17, Cha 14
Base Atk
+2; CMB +3; CMD
12
Feats
Extra Channel, Selective Channeling
Skills
Diplomacy +7, Heal +9, Knowledge (religion) +6
Languages
Common, Dwarven
SQ
Channel positive energy 2d6
Domain Spell-Like Abilities:
Rebuke Death, Touch of Good
Spells Prepared
1st—Cure
light wounds, deathwatch x3
2nd—Cure
moderate wounds, gentle repose x2
Combat Gear
Chain shirt, masterwork heavy mace, healer's kit, silver holy symbol
Brother
Fain worships the Goddess of Mercy, bringing her blessing to those in
need of healing. Sometimes he struggles with his job as healer for a
fighting pit, given that those who engage in combat aren't doing it
for any cause higher than that of earning some money. For that
reason, he sometimes dreams of finding a band of adventurers and
joining their efforts to dome some real good in the world.
Ancalimë
CR
2
XP
600
Male elf wizard
(diviner) 3
CN Medium humanoid
Init
+3; Senses Perception
+3; Low-light vision
DEFENSE
AC
13, touch 13, flat-footed 10 (+3 Dex)
hp
13 (3d6)
Fort
+1, Ref +4, Will
+4
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +2 (1d6)
STATISTICS
Str
10, Dex 16, Con
11, Int 17, Wis
12, Cha 8
Base Atk
+1; CMB +1; CMD
14
Feats
Greater Spell Focus (divination), Scribe Scroll, Spell Focus
(divination)
Skills
Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history)
+9, Knowledge (local) +9, Spellcraft +9
Languages
Elven, Common, Gnomish, Dwarven, Orcish
SQ
Bonded item (staff)
Spells per Day:
4/3/2
Spells Prepared
0th—Detect
magic x3, read magic
1st—Comprehend
languages x2, identify
2nd—Detect
thoughts x2
Combat Gear
Robes, masterwork quarterstaff, component pouch, spellbook, potion of
gaseous form, scroll
containing mage armor
and shield
At
first glance, it might seem unusual that a wizard (and a diviner at
that) is involved in business like this fighting pit. While it's true
that the half-elf's job is to monitor spectators and competitors
alike to prevent the use of magic in the fights, Ancalimë
also uses the opportunity to pry into the minds of those who are
present. So far he has just done so for his own amusement, but it
won't be long before he learns something really important and decides
to use this tidbit for his own gain.
Using the Fighting Pit in a Nautical
Fantasy Campaign
There
are many ways in which this establishment could become involved in a
nautically-themed Pathfinder
campaign; a few of the possibilities are detailed here.
- First and foremost, one or more of the PC's could participate in the fights in order to hone abilities and earn some coin.
- Indeed, a party might come together for the first time while all are present and something happens to draw them into an adventure.
- Should somebody decide to cheat, perhaps by aiding one competitor or hindering another—the PC's could have a chance to bring that person to justice.
- If Ancalimë ever learned something really important, he might sell that information; that, in turn, could lead to blackmail or perhaps even a murder, and the PC's might be asked to investigate.
- When a young noble decides to participate in the fights, the kid's parents hire the PC's to bring the wayward youth back home. The crowd at the fighting pit doesn't like this intrusion, however, and so the PC's must decide to be forceful or subtle—perhaps even requiring cheating on their part.
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