The Unseelie Colosseum has seen many thousands of gladiators come and
go. Some are slaves, others are criminals, still others are freemen,
soldiers and mercenaries and yet upon the bloody sands of the Colosseum
they are all just: Gladiator!
A gladiator rarely knows what they will face when next they step onto
the sands. Will they be fighting criminals sentenced to death? Or a
chained wyvern? Will they be fighting alone? Or will they be placed as
part of a team? Will the arena be empty sands? Or will it be rigged with
mechanical and magical traps? Will the gladiator even be armed? Or will
they be expected to improvise? And the most important question of all:
Will the gladiator survive to fight again? DAY ONE:
169 gladiators have entered the Dar Games – they will fight in
matched pairs from sundown to sunrise, assigned by random drawings.
These matches are no weapons barred, magical or mundane. Spell-casting
and magic item use is permitted and unrestricted during the bout but no
magic may be prepared beforehand and all participants are screened by
the King’s Templar’s before entering the arena.
Gladiators must remain within the confines of the arena (or no more
than 40 feet above it), but no rules infringe upon the combat itself. A
match ends when any gladiator cries “Mercy” of their own free will. An
entire team, or a matched pair will lose if just a single member of
their team surrenders. A gladiators may fight to the death, if they
choose, and the fight is not lost simply because your partner was
killed.
The winners may choose any single item, each, from the losers. This
might be a weapon, item, armor, magical or mundane, or they might claim
the loser’s money pouch. By the morning, 13 gladiators must have been
eliminated, either by their consent or their death.
If less than 13 gladiators have been eliminated, the requisite number
of under performers (as decided upon by the Arena Templars) will remain
in the arena, under the rising sun, until only one is left standing.
The Dar Games will continue for 13 days until, during The Closing
Ceremonies, the City of Yhakkoth will return to the Sand King his
long-missing Royal Airship, the Princess Parizade.
At these celebrations the sole Dar Champion will be granted a public
audience with King Maloc and be permitted to take the Champion’s Plea
(whereupon, they are allowed to name their own reward: riches, titles,
power or a unique request of The Sand King. If the King is pleased, he may even grant your wish).
DAY ONE: MATCHED PAIRS
1800 –
Drusilla the Unblooded & Rikard the Bull (VICTORS)
VERSUS
Cpt Doud & Hagga the Howler
1830 –
Reka the Snake & Rikard the Bull (VICTORS)
VERSUS
Amarta the Swift-Legged & Gondric the Spear (DECEASED)
1900 –
Reka the Snake & Smith Khalid (VICTORS)
VERSUS
Timor the True & Sgt. Zalcoor
1930 –
Cpt. Doud & Smith Khalid (VICTORS)
VERSUS
Engra the Strong & Master Sintha (DECEASED)
2000 –
Reka the Snake & Chron Velitus
VERSUS
Jaqueel the Swimmer & Tithian Mericles (DECEASED)
2030 -
Etthuul the Crone & Chron Velitus (VICTORS)
VERSUS
The Fisherwoman & Rhona
166 gladiators remain on The Rolls, 10 more need to be eliminated before sunrise… <a href="https://app.roll20.net/campaigns/details/2110/the-" rel="nofollow">https://app.roll20.net/campaigns/details/2110/the-</a>... <a href="https://the-world-of-llowellen.obsidianportal.com/" rel="nofollow">https://the-world-of-llowellen.obsidianportal.com/</a>...