The Arena

There is a warehouse tucked neatly behind a rug merchant and the Caravansari on Market street. This warehouse holds a secret arena where the criminal underground and wealthy, jaded elite of Rastgoth meets to watch human gladiators fight fearsome monsters, often to the death.

The arena is run by a criminal, Hester Neruk (Hez’ ter Ner ook’) who styles himself as the "Lord of the Underground." His establishment attracts many of the common thieves and street trash, as well as the well-to-do members of the criminal element. It has also become fashionable for some of the more jaded of the upper class to frequent his establishment as well.

Hester is the chief money lender in all of Rastgoth. He runs legitimate money lending, and takes kick-backs from all of the illegal "loan sharks."

Maps for the Arena are available in PDF format. To download the Adobe Acrobat Reader, visit Adobe's Web Site at www.adobe.com.

Maps: Street Level [ ArenaLv1.pdf ] Upper Level [ ArenaLv2.pdf ]

Street Level

1. Secret Entrance

At the end of the alley between the Caravansari and the wall, there is a lone human in a dark cloak leaning on a spear. He notices you as you glance his way, but makes no move to attack or defend himself. He seems bored. Behind him is a back door to the Caravansari.

The guard is employed by Neruk to guard the secret entrance. Because of it’s constant use, the door is not very well concealed, and is found in double the normal chance.

The stairs lead down to the lower level, area 3. This entrance is used to bring on the monsters that serve as opponents. It is possible that many of the daytime denizens of this area of the South Dock have seen strange things coming and going through this secret entrance.

2. Smithy

The alley turns to the left to wind its way toward the side street. In front of is a sturdy wrought iron gate into a small fenced in yard. You hear the ring of a hammer and anvil, and smell the unmistakable aroma of stables.

In front of you is a bell pull. To the right a copper plaque reads "Bleriac’s Smith - Yard Entrance."

The gate is locked. During the day, pulling the bell will summon Bleriac. He has been Neruk’s neighbor for the past two years. He knows about the arena and does work repairing armor, weapons, and iron shackles for Neruk. He currently owes Neruk money, so he will not reveal anything that he knows to the party.

The gate at 2A. Is also locked. Bleriac, the arena master, and Neruk all have keys. This entrance is used by gladiators, and by Bleriac to make deliveries.

The stables have several horses waiting to be shod. The smithy is a normal one, with no outward appearances that there is anything different about the warehouse next door. It has a main workroom, several side rooms, and a low loft, where Bleriac’s two apprentices sleep.

The lower level of the arena is kept separate from the upper level by access. The secrect stairs (1A.) and the stairs at the smithy (2A.) are the only entrance to the lower level. The upper level is only accessed through the secret entrance in the office of the Rug Merchant (21.).

The lower level is mainly for the gladiators, handlers and animals. On this level, all of the beasts are kept in cages. The Sand Pit, and the gladiator’s entrance are all on the lower level as well. The complex includes a practice area (6.), an infirmary (7.) and quarters for the special gladiators. The arena master, and head animal handler is Jergen (yer’ gin) Moltoc. His statistics are listed in area 7.

Hester Neruk , the host of the arena games, is usually only encountered in area 22., or in the Rug Merchant’s shop. The upper level acts as quarters for some the lower level inhabitants during the off hours. The handlers act s the clean-up squad as well.

3. Arena Entrance - Cage Level

The stairs end in a sturdy iron-bound wooden door.

This door is often left unlocked during the day, as the inhabitants go about their business. At night, there is no one to monitor the coming and goings at this door, as the inhabitants are busy with the night’s entertainment. The room beyond is lit by the continual lights of the Sand Pit (area 4.), augmented by torch light in the dimmer corners.

If the party enters this area after mid-night, the combats are in full swing, and one of the gladiators from the fighter’s quarters (see areas 9., 10., and 11.) will be fighting in the sand pit (are 4.) with the troll from cage E.

Once inside the door, you become immediately aware of the strange smells emanating from this large room. To the left a hall way leads some hundred feet or so to end in a dimly lit door. The right hand wall is made up of the bars of three large cages.

Ahead, a wider hallway stretches out before you. Along the left wall there are a few barrels and crates, some marked as foodstuffs. Bars can be seen in the right-hand wall. In the middle of the right hand wall is a recessed set of double doors.

As the party approaches the recessed doors, they pass in front of an opening into cage A. protected by bars.

The doors in the recess are heavy iron-bound doors that are barred on this side. Even thought they are barred on this side, they swing open into the room beyond (area 4.).

The barrels are empties waiting to be returned. They contained the fresh meat that is now stored in the meat storage Locker (area 5.).

At the far end there is an opening into cage D. That cage is also empty.

The hallway at the far end has a similar description as the one near the entrance. It tends to be less well lit than the entrance.

During the day , there will be several "handlers" on duty here. These are large, brutish fighters chosen especially for their strength and their animal handling proficiency. When not on duty, they sleep in the upper level of the warehouse (area 23.). During the entertainment, they are usually in the alcove in area 4. to help gladiators escape, or to put the monsters back in their cages. They are armed with long poles, whips, and cudgels.

Handler [4]

AC7; MV 12: F1; HP: 7; THAC0:20; #AT: 1; DAM: by Weapon; SIZE: M; ML: 12

Weapons: Halberd, whip, club, long sword Treasure: NIL

The Cages

Each cage has a stone floor. There is a grate in each that leads to a main sewer pipe junction under the warehouse. Flea Bite knows the locations of these grates.

Each cage has two doors. The inner door that opens into the Sand Pit (area 4.) is controlled by a large wheel behind the throne on the Dais (area 22.). there are six wheels, one for each cage. The outer doors are padlocked on the outside, and dragged open by hand

Cage A - This cage is currently empty.

Cage B - There is one carnivorous ape in this cage.

Carnivorous Ape

AC 6; MV: 12; HD: 5; HP: 18; THAC0: 15; #AT: 3 DAM: 1-4/-14/1-8; SA: Rending (1d8); SD: Surprise Bonus; SIZE: L; ML: 11

This ape is a bit hurt, and it's hit points reflect this. It has been caged for some time, and it now resents all humans, attacking as soon as the cage is opened. It will ignore the wererats in rat form.

Cage C - There are three wolves in this cage. They are just as likely to attack giant rats as humans.

Worgs

AC 6; MV: 18; HD: 3+3; HP: 16, 18, 20; THAC0: 17; SIZE: M; ML: 11

Cage D - This cage is empty

Cage E - There is one troll in this cage. Chances are that Flea Bites chime will not open this cage, but if the party enters the area at night, he will be in combat with one of the gladiators. If this is the case, play out the combat. The troll will be able to cross through the bars to get to the player characters.

If encountered in his cage, the troll is semi-tame, and will not attack the characters immediately. If not feed soon after the cage is opened, it will become agitated and attack.

Troll

AC 6; MV: 12; HD: 6+6; Hp: 36; THAC0: 13; #AT; 3; DAM: 5-8/5-8/5-12; SD: Regeneration; SIZE: L; ML: 14

The troll has been a part of the arena since the start, and has amassed a small throve of items from fallen gladiators. In the cage, under the stinking pile of bedding are the following: 6pp, 18 gp, long sword with jeweled pommel (450 gp), 8 pieces of quartz (10 gp total), spear +1, and a small, jeweled pocket knife (1,500 gp).

Cage F - this cage has the two giant weasels, newly added to the complex.

Giant Weasel AC 6; MV: 15; HD: 3+3: HP: 21, 18; THAC0: 17; #AT: 1; DAM: 2-12; SA: Blood Drain (2d6); SIZE: M: ML: 12

4. The Sand Pit

This is the gladiators arena. It is open to the second story (street level), where there are wooden benches around an iron railing for the spectators to watch the combats. They show their appreciation for the gladiators by throwing coins into the pit after a victory.

Past the sturdy double doors is a long chamber with a sand pit for a floor. The walls to the left and right are lied with barred cages, a sliding door in each one opens into the sand pit. At the far end, there is an archway, and beyond lies another chamber. This room is brighter than the rest of the chamber. Bright pinpoints of light glow from each corner, and on the walls between each cage. These continual glows a foot above eye level makes it difficult to make out many details above. From the vague shapes and darkness above it appears that this room is open to the level above. Some kind of dais with a what looks like a large chair sits above the archway.

The schedule of events is similar every evening. The entertainment starts out around 10:00 in the evening with comedic tumbling and juggling by a troop of halfling acrobats. This is usually followed by a display of martial skills. Knife throwing and juggling, fencing displays, oriental martial arts, and archery contests have been past crowd favorites. Most of these performers are recruited from the streets, and are usually passing through Rastgoth. None are permanent residents of the complex.

After the preliminaries are completed, the combats get underway. Non-lethal bouts are usually the first order of the evening. Often these involve new "recruits" fighting one another. Contests between humans are rarely "to the death", and often do not involve weapons. Boxing and wrestling matches often begin the entertainment.

By midnight the full crowd has gathered, and the "real" entertainment begins. Preliminary bouts are designed to allow a gladiator to receive mercy. Handlers step in to try and keep the monsters away while he escapes through any exit, even the animal’s cage. Archers from the dais (area 22.) also help gladiators escape from monsters before they get killed. The last match of the evening is usually the death match. The troll from cage F (area 3.) is a crowd favorite for the warm-up fights, and it has learned the hard way not to kill gladiators that surrender.

A careful search of the sand will yield a handful of coins that the gladiators have missed. It will take several turns to search thoroughly and such a search would net 2 pp, 15 gp and 34 sp.

4A. The Alcove

Under the archway there is an alcove, with doors to the left, right, and center. Left and right, the doors are recessed two-and-a-half feet. The floor here is worked stone. The alcove is light by torches and the lights from the pit.The door on the left leads to the Infirmary (7.), and the one on the right leads to the practice area (6.). The door in the center is the gladiator’s entrance. It leads back to their quarters under the smithy.

During the combats, there will be three handlers in this area (see area 3. for statistics).

5. The Meat Storage Locker

These room are made of brick, and have Large metal clad door. Inside are several sides of fresh beef. Some is chopped into small portions, while the rest is hanging whole. In the smaller of the two lockers there is some meat of unknown, and highly suspicious origin (human).

6. Infirmary

This large room is obviously a place for healing. A half-dozen beds are situated in the middle of the room. Beside each is a tall table with cloth bandages, scissors and a needle and tread. Along the right hand wall there is a partition that keeps that quarter of the room private. Along the left, there is an opening covered with bars that looks out into a cage. A tarp at the top can pulled over it.

The infirmary also doubles as the quarters for the healers in this complex.

The opening allows the cleric, Gratul to cure monsters without exposing himself to too much damage. The partition keeps his sleep area private from the infirmary. Gratul was a semi-successful adventurer who was never very good with money. When the Mirvians invaded, he took money to work with them. His addiction to oret, a powerful narcotic, and his collaboration with the Mirvians has led him to this deleted state. He is a worshiper of Gorog, good of luck.

Gratul AC 10; MV: 12; C5; Hp: 17; THAC0: 19; #AT: 1; DAM: by weapon; SA: spell use; SIZE: M; AL: CN; ML: 9

Weapons: Staff, mace Treasure: None

Spells 1st Level: Cure Light Wounds (x3) 2nd Level: Death’s Door, Hold person 3rd Level; Hold Animal

In his sleeping area all his worldly possessions. They include 10 gp, spell components, dice, ivory dominoes in a teak box (450 gp), a small vial (oret), and a potion of extra healing.

Ian has been an "apprentice" here ever since he was taken on the docks. His face is pale and thing from the lack of sunshine, and the pain of his confinement. He has survived thus far because he showed aptitude for the healer’s arts. He has become proficient in first aid, and has learned some of the clerics arts. He is also good with the animals.

Ian knows about much of the inhabitants of the complex, and will share al that he knows. He is anxious to get away from here.

7. Practice Area

There is little doubt what this area is used for. Like the arena area out side this room, there is a sand pit for a floor in the right half of this room. Two racks of weapons form a partition across the left half of the room. There are all manner of wooden and iron weapons in here. Spears, arrow, wooden swords and shields, and axes of various kinds are hanging in the racks. There are posters of human and monster anatomy and padded practice targets as well in here.

Along the right wall there is an opening covered with bars into a cage beyond. A heavy tarp at the top can be pulled down to cover the opening.

Jergen uses this room as his quarters as well as the practice area. Jergen enjoys cruelty, and the domination that his positions brings. He is never happy, rarely smiles, and has crude mannerisms. His chain mail smells horrible, as though he rarely takes it off to bathe.

Jergen AC4; MV: 9; F6; Hp: 41; THAC0: 14 (15); #AT: 3/2 (1); DAM: by weapon +1 (+3 bardiche); SA: specialized bardiche; SIZE: M; AL: LE; ML: 13

Weapons: Bardiche, Battle Axe; Hand axe; Broad sword Treasure: 10pp, 18 gp, 3 gems (x100), potion of healing, ring of mammal control (10)

8. Kitchen

This must be the kitchen. Along the wall with the door there is a large, squat iron stove. Meat hangs in the far corner, and a side board near the beef has other food stuffs. In the corner across from the door, there is a large, sturdy round table with several chairs and stools. Racks along the far wall hold crocks and small barrels. Large barrels are scattered about the room.
Meals in the complex are "fend-for-your-self." The kitchen operates as an dining area and pantry as well. The stove for the chimney vents into the fire pit of the smithy above, and so does not attract any attention. There is a good quantity of fresh meat here, brought in daily, as wheel as hard bread, cheese wheels and dried fruits. All of the food is edible. A young man dressed in a clean white shirts and apron, is curled up, asleep near the large stove, behind the wood box. His name is Duncan, and he is fairly new to the complex. His family is dead, and he was most recently an apprentice to a silk merchant. When he ruined a shipment, he was beaten, and then sold to Neruk . He knows little of the complex except the names of the gladiators.

9. Quarters These are the quarters for two of the gladiators in the complex. There are many of the trappings of warriors here. Parts of studded leather armor, shields, nets and other weapons of the pit.

There are two beds here, and two separate wash basins. On each wash basin there is a ceramic jar of scented oil. This oil has a mild numbing effect and is used to relax sore muscles. There is also a foot locker at the foot of each bed. Neither is locked.
This room is the quarters for Netric and Zornim. They will be the first bouts this evening, and then will be encountered here, or in the infirmary. Each keeps the cash they get in the arena in an iron box in the foot locker. There is a combined total of 17 pp, 1,234 gp and some silver pieces in the boxes.

Netric AC5; MV: 9; F4; Hp: 28; THAC0: 16; #AT: 3/2 (1); DAM: By weapon +1 (+3 flail); SA: specialized flail; AL: NE; ML: 8

Zornim AC7; MV: 9; F3; Hp: 22; THAC0: 17; #AT: 3/2/ - 1/1; DAM: By weapon (+2 axe);

Zornim uses a hand axe in each hand and fights with two-handed specialization, giving him 5 attacks every 2 rounds. Netric uses a flail and a small shield +1.

10. Quarters

On the far wall of this room hangs a painting of a man standing atop the prone figure of a large cat, a tiger perhaps. He is holding aloft a bloodied dagger. In the background there is a large crowd of people. Large claw mars are visible in his rippling chest. The room also has a large charcoal brazier, a battered wardrobe and three target practice dummies. Swords, spears, shields and other weapons hang on the walls. Seemingly arranged in no particular order. A table beside the bed holds a pewter wash basin, scented soap, scrub brushes and a ceramic jar full of a thick scented oil.
Molgar stays in this room. He is the most popular fighter in the complex. If the party enters this room after midnight, he will be recovering from his wounds here, and will have no wish to fight.

Molgar AC6; F5; Hp: 33; #AT: 3/2; THAC0: 13; DAM: by weapon +3 (+5); SA: specialized spetum; AL: NE; ML :15

Weapons: Spetum, net, flail, broad sword, dagger Treasure: Studded leather +1

11. Quarters

This room has been recently emptied of most interesting items. There are two beds in this room. On one bed, there is a prone, bloody human. Observing him for a time, you realize that he is not moving or breathing. The other bed is empty, and appears to be unoccupied at the moment.
The deceased fighter fell recently in combat. Neruk and Jergen haven’t decided whether to have him raised, or feed him the fish.