- The tournament is fought in four successive rounds of elimination. The first round consists of six battles of free-for-all combat between four teams (24 teams total). The six winners of the first round of battles are paired off into three team-versus-team battles. The next round, two of the three remaining teams fight each other, while the third team fights a special exotic monster. The final round is a face-to-face battle between the two remaining teams. The winners of each round is awarded a generous prize (trophy plus 2000-10,000 gp). The winner of the Champion's Games wins the right to wear the Champion's Belt (worth 2000 gp) for a year, along with a cash payout of 20,000 gp.
- All battles are potentially lethal, but a gladiator always has the option of surrender. To surrender, a gladiator must drop his weapons, kneel, and hold both hands in the air. A gladiator who attacks a surrendering foe is disqualified (and likely arrested for assault or murder). A gladiator who surrenders and then attacks anothr foe is also disqualified.
- Gladiators that can fly or levitate may do so up to a height of 40 feet. A gladiator that flues any higher is disqualified. Burrowing into the arena's floor is forbidden.
- A match persists until one team is victorious, either through the death or the surrender of all opposing teams.
- Winning gladiators have no right to the spoils of the fallen. A defeated foe keeps his gear, or in the case of death, ownership of gear reverts to his team.
- Any tactic that endangers spectators is grounds for immediate disqualification and possible legal action.
- A disqualified gladiator must cease fighting at once and must move to the edge of the field of battle. Failure to comply results in the disqualification of the entire team. Once a gladiator is disqualified, he may no longer take part in any remaining battles.
Sunday, October 22, 2023
Greyhawk City: Champion's Games
Saturday, October 14, 2023
Dark Greyhawk Forum Letter
Well met Greyhawkers! Today I was reminded that way back in 2000, at the turn of 2nd Edition to 3rd Edition, before the internet became an everyday means of communication, I wrote a letter to the Forum page that was published in Dragon #273. This was in response to the Question of the Month" in issue #270: “Does your campaign have a particular theme? Is it swashbuckling, epic, gritty, or wahoo? Tell us all about your campaign style!”
Here is my response. Enjoy!
Dark Greyhawk
I wrote this in response to the "Question of the
Month" and also to add to the discussion in #264 through #270 about evil
characters. The campaign I run is set in the northwest of the Greyhawk campaign
setting and uses heavy Al-Qadim sources. The Arabic feel is very refreshing.
All the characters are foreigners and have had a wonderful time trying to blend
in by learning new customs, dress, and especially language. They have adopted
new names and even acquired their hirelings from this area. New and exotic
locales always liven a static campaign. The land is full of mystery and
intrigue, but the PCs fit in perfectly because they are all schemers and shady
fellows as well. They always parlay or even deal with villains rather than just
outright slay them. Every monster or encounter is assessed for its benefit, not
just used as a stepping stone for the next encounter. Their motto is, dealing
with evil is better than a pat on the back. Then, if necessary, you can always
turn on evil and side with good in the end.
I do not rigidly control alignments, except in the
case of priests. All the characters are decidedly shady but not evil. As long
as the PCs can at least trust one another, then it doesn't matter what their alignments are. The lawful evil fighter in my group has shown many instances of
paladinlike behavior toward the common man and even his foes. You don't wear
alignment like a badge; your actions define your character.
In fantasy literature, the greatest heroes are what I
term "shady." Elric, Conan, Fafhrd, and the Grey Mouser are all shady
characters. Alignment never stopped any of them from doing the right thing in
the end. The only recent characters from literature I can imagine fitting this
description are Raistlin or Drizzt. Why are the shady ones the favorites? They
have more fun.
It seems to me the only classes purely concerned with their alignment are the religious ones (cleric, druid, and paladin). They are the ones who have their beliefs dictated by a higher power. I am not saying you shouldn't play good guys, but some campaigns could use a change in locale and attitude.