The Fighting Pit of Azgrul (#5/31; #64/365)
The following description of the Fighting Pit assumes that both it and the Tavern (above) are currently open.
"This large circular chamber is crowded with all kinds of creatures on raised stone seats, all facing down to a central pit, whose rim is surrounded by savage downwards pointing spikes, and from which comes a horrible snarling sound. There is a sudden scream, abruptly cut off, and then all the creatures start cheering and waving coins about, attempting to collect their winnings from a harassed-looking Black Elf in dark robes, standing next to a slate on which are chalked various odds. There is a horrible tearing sound, and a bloody object comes sailing out from the pit to land at your feet, splattering gore everywhere. It is the head of a Goblin, face frozen in a rictus of fear. A Cyclops in spiked armour with a whip tucked at their belt, starts bellowing out: 'Right, that's the last of the fighting bait! Who wants to take on the Beast from the Pit then? How about one of you lot?' He is pointing in your direction..."
Contents: The
Fighting Pit of Azgrul is a gambling arena in which patrons can bet on
unfortunates (the 'bait') fighting the Beast (a GRETCH). Or, fortified
by liquor (supplied by Tan-Kha's Tavern), patrons may attempt the fight
themselves. The winner's purse is 100GP for anyone who lasts a turn of
the hourglass against the Gretch (seven Attack Rounds).
Rules of the Fighting Pit:
- No magic or firepowder weapons
- Any armour or melee weapons can be used, as long as they are not magic
- Use of magic will forfeit the winner's purse.
- There is a weapon rack by the door, if a weapon is needed (usually by 'the bait'), containing a polearm, a handaxe, a sword, a mace, a spear and a warhammer
- The winner must be alive and conscious at the end of seven Attack Rounds to claim the prize
If a Hero accepts the challenger, Azgrul will lower them into the pit on a bamboo platform (the pit is 5 metres deep). When the platform reaches the bottom, the contestant must step off it, at which point the platform is raised again, and the Gretch will attack! The pit itself is sandy-floored and strewn with bones and the decapitated body of the last of the Goblin 'bait'. There is one large cell for the beast, and five smaller cells for 'bait' arranged around the side of the pit and covered with crude iron portcullises (all are currently empty of 'bait').
Should the Hero still be standing after seven rounds, Azgrul will lower himself into the pit, drive off the Gretch into its cell and lock it, and then raise the Hero back to the main area where they can claim their winnings; a bag of 100GP (Vizgrim the bookie is scrupulously honest). If the Gretch is badly wounded, Azgrul will declare the pit closed, to allow the beast to heal; patrons must return to the Tavern.
Should a Hero be captured and sold to Azgrul as 'bait' then they will end up in one of the pit's cells, destined to fight the beast using just a weapon from the rack above. Winning the fight earns their freedom and the weapon as a memento.
Vizgrim takes bets on everything from the fight outcome to things like 'first hit', 'first blood', 'first critical (i.e. decapitation or evisceration), etc. Odds are fair but weighted slightly towards the house (so an obviously powerful hero may be rated as 3:2 to beat the Gretch, but Vizgrim will offer 1:3 for a Gretch victory). The bet limit is 10GP, anyone offering larger sums may be looked upon with interest by the patrons as a target to 'rough up' in the long dark corridor between the Fighting Pit and the Tavern.
Azgrul, CYCLOPS Pitmaster: SKILL 11, STAMINA 14, Whip, Battleaxe, Breastplate, +2 to Damage Roll. Has 3-18GP in change, keys for the Fighting Pit and all the cells and their private chamber, and a Potion of Wound Protection (see Encyclopedia Arcana: Volume 1, p. 118).
Patrons of the Fighting Pit. Roll 4-6 (1d3+3) times on the tavern drinkers table above.
The Beast from the Pit: a GRETCH: SKILL 10, STAMINA 13, Claws do 3 STAMINA damage per hit, Medium Armour (Scales). (See Out of the Pit, p. 63)
If the Gretch is slain, roll a die for the next monster to be placed in the Fighting Pit (this process may take up to a week as Azgrul and Vizgrim source a new beast from the trappers' market of Dust Town):
1. BLACK LION: SKILL 11, STAMINA 11, (see Out of the Pit, p. 21)
2. SHAUCA: SKILL 9, STAMINA 14, Attacks 2, (see Return to the Pit, pp. 166-167)
3. XOROA: SKILL 10, STAMINA 11, (see Out of the Pit, p. 123)
4. TARATOR: SKILL 8, STAMINA 13, (see Out of the Pit, pp. 112-113)
5. NANDIBEAR: SKILL 9, STAMINA 11, Attacks 2 (see Out of the Pit, pp. 86-87)
6. CLAWBEAST: SKILL 9, STAMINA 14, Attacks 2 (see Out of the Pit, pp. 28-29)
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