Gladiator

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As you disembark the boat returning you the the eberron mainland you find yourself i the hamlet

of pitchwall what do you do know?


•work in adderport
•Bounty borde

Encounter one "Bounty"

You awake in a Cell bare of all adornment except for a single human skeleton laying in the corner
further inspection shows this to be the late thom brandice
you also find that you have been relieved of all equipment and clothing and are now clad in only
simpole cloth undergarments "well ,well ,well it seems you have awoken and even better that
shadow monstrosity didnt rough you up to bad the last head he brought in was dead come
morning poor bastard bled out well its not my job to make introductions but just take some advice
from yer old uncle drew theres no use trying to escape the walls and bars are magicked just
get some rest while you still can your gonna need it come morning"

you awake to ten odd strongmen opening your cell


"you come with us quite like and your that mutch closer to surviving this day"
walking through cells arrive at a large room with many other simeraly clad men and women of all
races obviously captives

You notice a richly clad man on a balcony over looking the room
you arrive as he grandly stats" WELCOME TO THE BLOOD GARDENS" for those of you
unaware of the nature of the grand venue in witch you stand this is the largest arena of all
eberron and you are now the gladiators of said arena. it is here you will most likely spend the rest
of your tragicaly short lives, fighting for the entertainment of your betters,now on to business you
are all now legal property of the wizards guild currently operating the arena fight well,fight
hard,win you just may earn your freedom and fame and money lose and you dieOH and youll be
fighting two matches a day as long as your our property

a portal apears in th center of the room go to armory collect gear and prepare armory master zed

encounter two pot o beetles:


fire beetles 3
tangler beetle 1
Fire Beetle Level 1 Brute
Small natural beast XP 100
Initiative +1 Senses Perception +0
HP 32; Bloodied 16
AC 13; Fortitude 13, Refl ex 12, Will 11
Resist 10 fi re
Speed 6
m Bite (standard; at-will)
+5 vs. AC; 2d4 + 2 damage.
C Fire Spray (standard; recharge ⚄ ⚅ ) ✦ Fire
Close blast 3; +4 vs. Refl ex; 3d6 fi re damage.
Alignment Unaligned Languages —
Str 14 (+2) Dex 12 (+1) Wis 10 (+0)
Con 12 (+1) Int 1 (–5) Cha 8 (–1)
Fire Beetle Tactics
A fire beetle uses its fire spray power if several enemies clump
together; otherwise, it relies on bite attacks.
Tangler Beetle Level 5 Controller
Large natural beast XP 200
Initiative +2 Senses Perception +3; darkvision
HP 62; Bloodied 31
AC 19; Fortitude 17, Refl ex 13, Will 14
Speed 6
mBite (standard; at-will)
Reach 2; +10 vs. AC; 1d10 + 4 damage.
R Entangling Spittle (standard; recharge ⚃ ⚄ ⚅ )
Ranged 5; +8 vs. Refl ex; the target is immobilized (save ends).
Alignment Unaligned Languages —
Str 18 (+6) Dex 10 (+2) Wis 12 (+3)
Con 14 (+4) Int 1 (–3) Cha 8 (+1)
Tangler Beetle Tactics
The tangler beetle uses globs of entangling spittle to immobilize
targets. It then uses its reach to bite immobilized prey.

encounter 3 Elfin around


2 elf archers
1 elf scout

Elf Archer Level 2 Artillery


Medium fey humanoid XP 125
Initiative +5 Senses Perception +11; low-light vision
Group Awareness aura 5; non-elf allies in the aura gain a +1 racial
bonus to Perception checks.
HP 32; Bloodied 16
AC 15; Fortitude 11, Refl ex 13, Will 12
Speed 7; see also wild step
mShort Sword (standard; at-will) ✦ Weapon
+5 vs. AC; 1d6 + 4 damage.
R Longbow (standard; at-will) ✦ Weapon
Ranged 20/40; +7 vs. AC; 1d10 + 4 damage; see also archer’s mobility.
Archer’s Mobility
If the elf archer moves at least 4 squares from its original
position, it gains a +2 bonus to ranged attack rolls until the start
of its next turn.
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even
if it’s lower.
Not So Close (immediate reaction, when an enemy makes a melee
attack against the elf archer; encounter)
The elf archer shifts 1 square and makes a ranged attack against
the enemy.
Wild Step
The elf ignores diffi cult terrain when it shifts.
Alignment Any Languages Common, Elven
Skills Nature +11, Stealth +10
Str 13 (+2) Dex 18 (+5) Wis 16 (+4)
Con 14 (+3) Int 12 (+2) Cha 11 (+1)
Equipment leather armor, short sword, longbow, quiver of 30 arrows
Elf Archer Tactics
An elf archer attacks with his longbow and uses archer’s mobility
between attacks. If an enemy engages the elf archer in
melee, he uses not so close and moves away on his next turn.

Elf Scout Level 2 Skirmisher


Medium fey humanoid XP 125
Initiative +7 Senses Perception +10; low-light vision
Group Awareness aura 5; non-elf allies in the aura gain a +1 racial
bonus to Perception checks.
HP 39; Bloodied 19
AC 16; Fortitude 13, Refl ex 15, Will 13
Speed 6; see also wild step
m Longsword (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 + 4 damage.
m Short Sword (standard; at-will) ✦ Weapon
+7 vs. AC; 1d6 + 4 damage.
M Two-Weapon Rend (standard; encounter) ✦ Weapon
The elf scout makes a longsword attack and a short sword attack
against the same target. If both attacks hit, the elf scout deals an
additional 4 damage.
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even
if it’s lower.
Combat Advantage
An elf scout that has combat advantage deals an extra 1d6
damage on it attacks.
Wild Step
The elf ignores diffi cult terrain when it shifts.
Alignment Any Languages Common, Elven
Skills Nature +10, Stealth +9
Str 12 (+2) Dex 18 (+5) Wis 14 (+3)
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Equipment chainmail, longsword, short sword
Elf Scout Tactics
An elf scout often tries to fight an opponent in difficult terrain
where she can shift but an enemy cannot. She tries to flank
opponents to gain combat advantage.

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