516605-The_Mokron_Toch_Gladiators
516605-The_Mokron_Toch_Gladiators
516605-The_Mokron_Toch_Gladiators
GLADIATORS
AAA tier
tier 111 adventure
tier adventure for
adventure for aaa group
for group of
group of 1-6
of 1-6 players
1-6 players
players
THE MOKRON TOCH
GLADIATORS
The
The DAR
DAR Menace
Menace
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2 THE MOKRON TOCH GLADIATORS
Credits Last Lighting Rail
Last Lightning Rail Founders: Welcome aboard the Last Lighting Rail!
Dimitri "Senhull", The idea behind this publishing project started as a joke.
Giovanni "Graham_89". We found ourselves on Dragons' Lair to eagerly share
various content on Eberron.
Last Lightning Rail Members: Giovanni had the initiative to create a collaboration and I
Dimitri "Senhull", could not help but accept with excitement.
Giovanni "Graham_89", Shortly thereafter, I had the audacity to bring Diletta on
Diletta Poledra. board for her undoubted artistic talents.
Lead Designer. Dimitri "Senhull" In a flash, October 7, 2020 arrived. And at 11:50 a.m. the
Editor. Giovanni "Graham_89" Last Ligting Rail whistled for the first time.
Maps. Dimitri "Senhull" And now here we are, aware of the arduous task of
Images & Graphics. Diletta Poledra guiding this marvel to lead you on an adventure into an
extraordinary world called Eberron.
To Keith Baker, father of Eberron, without whom, what
you are reading would not exist.
A special and unique thank you to all the members of the
Chariot Company, who contributed greatly to the creation
of this adventure, shaping the events with their choices,
and inspiring me in the writing of the plot. So, my friends,
those who lived this campaign first, loving and hating
everything I created: Thank you!
Tommaso “Zenelly” (Marsh Sandersky)
Riccardo “Nanobud” (Chronicle)
Simone “Sixnom” (Horo)
Francesco “Damio” (Talon)
Davide “Haist” (Cask)
Diletta “Poledra” (Polgara Silverhop)
Manuel “Minum” (Caleb Coppershield)
Francesco “Khitan” (Mr. Biggs) Breathing heavily from the ride, you finally find
Ruggero “QLO” (Mox Cornarosse) yourself in the hallway that leads to the tracks.
Nicolò “Talantyr Wakabayashi” (Felix)
Frantically, you look for the station clock.
Additional thanks go to Dragons' Lair, who with their There it is!
community of d&d fans and experts allowed us to review
monsters, magic items, and encounters It is 13.12 and, in exactly one minute, the last
lightning rail will be ready to leave the city.
You rush to board and as you take a seat, a thought
crosses your mind.
You have only a vague awareness of what you are
doing. You don't know where this Last Lightning
Many of the ideas, character names, and parts of the Rail will take you.
adventures were inspired by other people's work. Below But you have the spirit of the adventurer. And you
you will find all the sources of inspiration we drew on. Also,
here you will find all the original sources we used for the know it's not the destination that really matters.
illustrations and maps.
The most important thing is the journey that awaits
Cover: The great arena fight property of Sophie- you.
Elisabeth Martinez Nightingale.
http://keith-baker.com/ Have a nice journey!
http://mephitjames.wikidot.com/
https://dmdave.com/
Some threads posted on the Eberron channel on
Reddit: https://www.reddit.com/r/Eberron/
5
THE MOKRON TOCH GLADIATORS
Useful Tips
Setting. The Mosaic Shards adventures are designed to Customize. In designing, writing and revising each
be played on Eberron. If you intend to use them in other Mosaic Shards adventure, we tried to alleviate any
settings, we recommend that you draw on the published possible narrative discrepancies and correct any flaws
material and what has been made available by the in the game mechanics. This may not be enough for
various communities (dragonslair.it for Italy or your campaign or the way you play. For this reason, we
reddit.com for the rest of the world) especially to invite every DM to free their creativity by customizing
deepen the aspects related to organizations and the plot and the events shown here as they see fit. We
geography, so as to best adapt them to your game. have described in detail some characters - such as, for
example, the four elves Tail, Vaelin, Tairil and Shearan -
Relative Alignments. Among the most evident features who, however, play marginal roles in this adventure. We
of each Mosaic Shards adventure is the management of did this because we want to provide tools that allow you
alignments related to non-player characters, monsters to expand your quests and at the same time allow you to
and religions. The general rules are obviously respected, fully develop a theme that is dear to you.
with particular reference to the actions of the players.
However, what the dungeon master must manage very Balancing Encounters
well is the total abandonment of the stereotypes
indicated in the D&D canon. This adventure was designed for a group of four level 1
In this adventure, for example, Tuura Dhakaan is a characters. If the group of player characters is higher or
hobgoblin bard whose alignment is neutral good rather lower, where required, you will find the reference to adjust
than evil. Other adventures describe Krozen, the High the level of the encounter.
Cardinal of the Silver Flame of evil alignment while his First of all you will need to calculate the Average Party
religion is lawful good. To better manage the sessions, Level (APL). To get it, add all character's level then divide
the DM must understand that each monster or NPC is a by the number of characters in party.
piece of a large narrative mosaic, which has been Then consult the table below to determine the Party
shaped in order to keep the story compelling. Strength and, based on this parameter, follow the tips (in its
specific boxes) you will find in the adventure.
Nothing is what it seems. One of the most important
rules to follow when playing in a Mosaic Shards Balancing by APL
adventure is: nothing is what it seems. Party APL Party Strength
Many of the characters described in this adventure - 2-3 PCs 1st level Very Weak
such as Theles d’Thuranni, Ruus Dhakaan or Aylen -
are figures who, at some point in the narrative path that 2-3 PCs 2nd level Weak
players will live, will change dramatically. 2-3 PCs 3rd level Average
As in the last page of a detective novel, a character 4 PCs 1st level Weak
who for most of the game is believed to be an ally, could
prove to be the real enemy to face in the last, epic battle. 4 PCs 2nd level Average
The reasons he has been staging a farce for so long lie 4 PCs 3rd level Strong
in the Machiavellian desire to achieve a greater, noble or 5-6 PCs 1st level Average
wicked goal.
So don't be surprised if in these adventures you 5-6 PCs 2nd level Strong
discover that some of the choices that players believe 5-6 PCs 3rd level Very Strong
they have made for good have instead brought them
ever closer to the abyss.
Hero Points
Rhythm and Atmosphere. To make the adventure more This adventure was designed to use the optional “Hero
compelling and much more engaging, we suggest the Points” rule described on page 264 of the Dungeon
DM to keep a fast pace, managing the change of Master's Guide. If you do not wish to use this rule, we
situation - for example, from investigation to combat - recommend modifying the monster statblocks, eliminating
with sudden and unexpected events. any Additional Traits indicated in the paragraphs relating to
A Great Saga. This one you are about to start is just the encounters.
first of a series of adventures, carefully intertwined, to
give the player the feeling of being the protagonist of a
great fantasy saga. Some of the characters featured
here can become important allies or fearsome enemies
in other higher level adventures. Mosaic Shards is a set
of adventures designed to be played multiple times,
giving life to narrative turns freely chosen by the players
or decided by the DM, so that each adventure
conclusion is always different.
7
THE MOKRON TOCH GLADIATORS
Chapter I
First Round
Sand and Blood The colossal arena in which the characters are located has
When you're ready, read or paraphrase the following to an oval shape, the ground is sandy and in the central part
your players: there are four huge columns made of shale stone 20 feets
high, they have a circular base of the same diameter,but
It is Sar 14 Lharvion 998 AR and you are in the capital of reached three feet of height the section is reduced to the
Darguun: Rhukaan Draal. On the holiest day in faith, the top, flat and walkable, by just three feet. The arena is
Purified commemorate the sacrifice of Tira Miron and the surrounded by a twenty-foot high wall, beyond which the
birth of the Church of the Silver Flame. You understand that
stands made up of large stone steps begin. To the north
there is the tribune of honor intended for Lhesh Haruuc
the shouting of the crowd around you is not due to the
and the twelve war chiefs of the clans who are part of the
village rites commemorating the Silvertide. War Council; while to the south, the retaining wall leaves
You are in fact in the bare entrance hall of the Arena of room for the gladiators' entrance, closed by a metal railing
the Twelve Skulls and the public is waiting for the fighting that can be raised using a winch.
to begin. There are eight cages in the arena and each contains two
The time has come to fight! gladiators ready to challenge each other. The table below is
designed to allow the DM to randomly match each PC to
an opponent. Each challenge is calibrated for level one
The PCs are gladiators in the Mokron Toch Arena (Twelve PCs, but in the Balancing Encounters box the DM will be
Skulls in goblin), which is located between the palace of the able to find all the information necessary to balance the
Lhesh Haruuc, a ten-story tower of crimson granite known matches based on the APL.
as Khaar Mbar'ost, Red House in common and seat of the It is possible to make the matches by rolling for each of
political power of the Darguun, and the Blood Market. the players on the First Round Table below (the result is
valid only once), or at the discretion of the DM.
The encounters that the players will have to face are of Now describe the opponents each player faces, then set
increasing difficulty: first they will have to face an enemy in the initiative turns and let the fight begin.
a single fight, then they will have to pair up and challenge
more dangerous enemies and finally they will have to form First Round Table
a team to face the final spectacle of the games: a deadly D8 Opponent Reference
duel against a monster never defeated before. Lhesh 1 Kazarin BanditMM P343
Haruuc, the undisputed lord of the Darguun, also attends
the Midsummer Games, seated on his throne in the tribune 2 Adrik GuardMM P347 (A)
of honor. 3 Arviel d’Medani GuardMM P347 (B)
4 Kobolds x2 KoboldMM P195
The sun is at the highest point of its trajectory and it burns
your skin slightly, the sandy ground under your feet 5 Hyenas x3 HyenaMM P331
amplifies the sun's rays while the din of a multitude of 6 Rashard AcolyteMM P342 (C)
people echoes in your head, confusing you slightly. You are 7 Convict Goblin GoblinMM P166
in the center of an arena, each closed inside a metal cage.
8 Yedri ir’Korran AcolyteMM P342 (D)
Your opponent is in front of you ready to fight and suddenly
the crowd falls silent: the Lhesh Haruuc appears in the
grandstand. Surrounded by his faithful Warchievers, he sits (A): Replace Spear with Battleaxe. Melee Weapon Attack:
on his throne and with a nod of his scepter, orders the Liege +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
of the Arena to kick off the Midsummer Games. damage or 9 (1d10 + 4) slashing damage when used with
The hateful goblin known to you as Zakuul stands up. He
two hands.
takes a couple of steps forward to show himself to everyone (B) : Add these in actions: Multiattack. Arviel makes two
and with his shrill voice yells: sword attacks. Also, replace the Spear with: Short Sword.
“WELCOME TO THE THIRD EDITION OF MID-SUMMER Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
GAMES!!! LET THE BLOOD START TO FLOW!!! ". 5 (ld6 + 2) piercing damage.
The roar of the crowd returns to fill your head.
(C) : Replace Club with: Dagger. Melee or Ranged Weapon
Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (ld4 + 2) piercing damage.
Balancing Encounters (D) : Replace Scimitar with Rapier. Melee Weapon Attack:
In case of level 2 characters, we recommend +3 to hit, reach 5 ft., one target. Hit: 5 (ld8 + 1) piercing
adding a CommonerMM P345 to each encounter. damage.
8
THE MOKRON TOCH GLADIATORS
Tips for DM
As the players fight, emphasize the danger of
what is happening and describe the crowd
cheering on their favorite gladiator: it's still a
fight to the death in a hostile environment, none Passing the gate of
of the fighters will be easily overwhelmed. Since the Eternal Night
the fights all happen together, we suggest that
you handle this phase like a normal group fight.
Extinguishing the flames
of the prison,
After the first series of fights, two hobgoblin soldiers and
two goblin guards will enter the cage. Soldiers (VeteranMM Death cannot claim,
P350 ) will order the winning fighter to remain motionless.
When the fighter has obeyed, the two goblins will remove
the body. Freeing the holy scribe.
You are now ready for the next round of fighting.
Waiting for the threshold
among the ruins of Chainspire,
Draconic Prophecy Shard
This adventure is part of the Mosaic Shard The
Dar Menace, but it can be intertwined with the along the road of knowledge.
Mosaic Shard titled Xen'drik Empress.
If you are interested in giving this option in
carrying out your campaign, follow the events
described below.
Aylen is an NPC who is destined to die. When
this happens, before taking her last breath, she
will utter the following words audible to the PC
that she killed her:
9
THE MOKRON TOCH GLADIATORS
Second Round
As for the first round, it is possible to make the matches by (F) : edit as follows. Challenge 1/2, Hit points 20 (4d8 + 2),
rolling the dice for each player on the Second Round table replace Heavy Crossbow with Greatsword. Melee Weapon
(each result is valid only once), or at the discretion of the Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
DM. Now describe the opponents each player faces, then slashing damage.
set the initiative turns and let the fight begin.
(G) : edit as follows. Challenge 1/4, Hit Points 16 (3d8 +
Second Round Table
3), Multiattack. Aylen makes two attacks with her dagger.
D8 Opponent Reference Replace club with Dagger. Melee Weapon Attack: +4 to hit,
1 Horrid Wolf WolfMM P341 (E) reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
2 Gavrin KnightMM P347 (F) (H) : edit as follows: Size Large, Challenge 1/2 AC +1, Hit
3 Drow of Xen’drik DrowMM P128 points 24 (5d8 + 2), Strength +5, Constitution +3, Fangs.
4 Dhakaani Mastiffs x2 MastiffMM P332 Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
5 Idozin and Gover Tribal Warrior MM P350
5 (ld8 + 1) slashing damage.
6 Convict Hobgoblins x2 ThugMM P350 You are now ready for the last challenge of the day.
7 Aylen CultistMM P345 (G)
8 Horrid Boar BoarMM P319 (H)
Balancing Encounters
For very weak APL, reduce AC by 2 and decrease
monster attack bonus by 3. Remove the options
(E) : edit as follows. Size Large, Challenge 1/2, AC +1, Hit to fight with the horrid animals.
points: 24 (5d8 + 2), Strength +5, Constitution +3, Bite. For weak APL, reduce AC by 1 and decrease
Melee Weapon Attack: +4 attack to hit, reach 5 ft., one monster bonus attack by 2.
target. Hit: 9 (2d6 + 2) piercing damage. If the target is a In the case of a strong or very strong APL, we
creature, he must succeed on a DC 12 Strength saving recommend adding a BanditMM P343 to each
throw or be knocked prone. encounter, with the exception of horrid beasts.
10
THE MOKRON TOCH GLADIATORS
Third Round Table
Tips for DM D6 Opponent Reference
In case of a result of 1 or 8 (the two horrid 1-2 Mognyr GnollMM P163
beasts) the fight will be very hard and risks being
deadly. Consider giving the PCs confidential 3-4 Tail ScoutMM P349
information that a horrid beast is deadly in 5-6 Zakuul Hen CockatriceMM P42
melee. So allowing the PCs to climb and strike
from a distance would be a good tactic to win
the fight.
We also advise you to place the horrid animals in
one of the cages in the center of the arena, so as Balancing Encounters
to allow for any ranged attacks from PCs that are In case of APL Strong or Very Strong, we
found in other cages. In the event of such recommend replacing the Gnoll with Gnoll flesh
attacks, the target is considered in half cover. Gnawer VGM P154 , which also has the following
trait:
For a four-player party, ignore the two side cages and divide through the corridors the screams of the crowd go away,
the central cage in two. As previously done, made the muffled by the thick walls of the arena.
pairing by rolling the dice for each group on the Third
Round Table (each number is valid only once), or at the
discretion of the DM then describing the drawn opponents.
Once the initiative turns have been established, we can
proceed with the second fight.
Tips for DM
Duo Combat is designed to create an
opportunity for players to bond between their
characters.
However, consider having some of the
gladiator or prisoner NPCs described in the
appendix fight as allies. This gimmick could lead
to interesting plot developments in your
gameplay experience.
In the room are Vaelin, Tairil and Shearan, the three older Underground Arena
sisters of Tail, dead in the arena. They are clearly hostile Below the arena there is a tangle of corridors and rooms
towards the group and especially towards those who have much more alive than one might think: gladiators,
kill their younger brother. If they were provoked the prisoners and monsters coexist in a perfectly functioning
situation could degenerate, but some guards are positioned ecosystem.
outside the room, so if it were necessary they would
intervene to quell the fight.
General Traits Armory door. During the day it is closed, but not locked.
Unless otherwise specified, the following sections apply to Listening further it is possible to hear the muttering of a
all underground areas. hoarse voice alternating from time to time with dry metallic
hammers. When the sun goes down, a chain with a lock
The temperature below the arena is hot, as the sun secures the contents of the room. The massive chain can
constantly beats down on it. be broken on a DC 30 Strength ability check, or by
Floors and walls are made of carved red stone; the successfully passing a DC 25 Dexterity (Sleight of Hand)
walls are 5 feets wide and a thin layer of sand covers the check.
entire floor.
The corridors are 10 feets wide and the ceiling is as 2. Armory
high. The one of the rooms instead reaches 15 feets.
The doors are constructed of durable wood reinforced
with metal beams. They are 6 inches thick and in good
repair.
The lighting in the corridors is guaranteed by oil A rectangular room has a large metal work table in the
lanterns attached to the walls which are occasionally center, behind which a muscular bugbear works with an
replaced by those in charge of maintenance. Inside the equally large hammer. Marghaal deals with the repair of
rooms there are generally also very small high windows, armor and maintenance of the weapons supplied to the
closed by grates that face directly outside. guards, as well as those used by the gladiators who will fight
Unless otherwise noted, the guard stats are that of the
GuardMM P347 and the race is 70% hobgoblin, 20% inside the arena. Behind him, at the back of the room, there
bugbear and 10% goblin. are various trunks, racks containing weapons and shelves on
which there are also objects of various kinds.
Arena Underground Summary
Ref. Area Weapons are not accessible to gladiators, unless just before
1 Main Hall a fight in the arena. Weapons, armor, shields and other
items are normal items and a character who is about to
2 Armory fight in the arena can choose the equipment he prefers
3 Arena Access Hatches (ArmorPHB P144 and WeaponsPHB P146), but at the end of
4 Zakuul Office **
the fight he will have to give everything back to Marghaal.
With a careful analysis of the room, a wooden cup
5 Training Rooms containing game dice may be seen resting on the table.
6 Prisons Marghaal is an inveterate gambler and this information is
also known to the other guards, so he would hardly resist if
7 Refectory and Kitchen he were offered to bet a few gold coins, or maybe
8 Dormitory something else!
9 Latrine The Game Reward. Marghaal has 500 gp. In the event
that the players manage to steal all the coins in his
possession, causing him to get into debt up to a total of
1,000 gp, he could consider exchanging the most precious
object inside the armory. Inside one of the trunks, closed by
a steel padlock whose key is tied to his neck, there is an
object chosen from the following table (the descriptions are
in the appendix). We remind you that no gladiator can carry
weapons with him, except before an arena fight.
D4 Item
1 Templar Shield of the Silver Flame
2 Ranged weapon +1(I), uncommon
3 Melee weapon +1(J), uncommon
4 Valenar Double Scimitar
13
THE MOKRON TOCH GLADIATORS
Treasure. Inside the room there is a small treasure
(I): Weapon (any melee), uncommon. The character gains a contained in several chests, consisting of 1,000 gp, five
+1 bonus to attacks and damage done with this magical pouches of precious stones worth 400 gp each, a pair of
weapon. daggers inlaid with gold and precious stones valued at 650
gp each.
(J): Weapon (any ranged), uncommon. The character gains
a +1 bonus to attacks and damage done with this magical 5. Training Rooms
weapon. Just by approaching this wing of the basement it is possible
3. Arena Access Hatches to hear, practically at any time of day and night, the
screams and groans of individuals who are trained in the
art of fighting. The training room is divided into two
In the central area under the arena, a corridor has been distinct but identical rooms and have a circular shape with
created that draws a closed ring, passing through four
a pair of square niches placed at the bottom. Inside there
are weights, wooden weapons and gloves as well as any
square rooms. During the fighting, each of these is manned
other equipment necessary for training. On the floor in the
by a pair of fully armed guards; soldiers guard the stairs central area nailed to the ground a large hemp rope, which
leading up to the ceiling. Looking up, you can easily see the represents the fighting ring.
wooden hatch reinforced with steel grafts that leads directly
Sweat stains and dirt stains are everywhere in this room,
into the arena.
accompanied by the characteristic smell of dried blood.
To reach this ring there are two corridors that branch off
from the main line to the north. The end of the corridor of Unexpected
both passages is closed by a steel gate which, during the Consult the following table of unexpected to
day, is manned by an armed guard each. Nobody is present assess what could happen in this area when the
at night and the keys are kept by the soldier who remained PCs arrive.
inside. D100 Situation
The room located to the west houses a further corridor
directed to the east, constantly closed by a steel gate never 1-60 Some gladiators are training.
left by the guard of an additional soldier. This leads to the 61- Several people surround the ring and
room that houses the largest trap door, from which you can 100 among them you can see Zakuul
get to the center of the arena. announcing the start of a clandestine
Gates. The closed railings are in a good state of fight between a gladiator and a prisoner.
maintenance and the lock is not easy to force. A DC 20 And they shout to place their bet on the
Dexterity (Sleight of Hand) check is required to open it. winner.
Guard. The guard manning night and day the entrance to
the central area changes every eight hours. Whoever is on
duty knows that it will be a deadly bore, because there have
been no more accidents for months. This is the reason why 6. Jails
it is frequent that in the night hours, the soldier on duty Inside this large room are held the various prisoners,
decides to take a nap by resting on his chair. slaves or simple villains who sooner or later will have to
fight in the arena, for the grim amusement of the public
4. Zakuul Office who loves to hear their screams and enjoys seeing the
In the southwest area is the Zakuul office, a square room agony. Often the individuals inside the cells are injured and
furnished in a very basic way with some animal skins used poorly fed, without possessions and too weak to be able to
as carpets. The first part of the room, rectangular, houses get out of those cages. But sometimes…
various bookcases and a table behind which welcomes the
people who enter the room; through a side corridor it is
possible to reach the bedroom, where there is a bed, and
the private toilette.
There are various guards who control this entire area at
night: to reach the office, the beginning of the corridor is
manned by two guards, moreover the entrance door is
strictly locked and these are always tied to the neck of
Zakuul with a metal chain.
Secret Room. On the south wall of the bedroom there is
a secret door completely camouflaged with the rest of the
wall. A character who successfully makes a DC 20 Wisdom
(Perception) check can notice its presence: it is closed and
can only be opened by saying the password known to the
owner of the room or by successfully passing a DC 20
Dexterity (Sleight of Hand).
The cells placed at the corners can instead 1d4 creatures, The comings and goings of gladiators and guards is very
chosen from these: intense but you can find some free chairs where you can
possibly take a seat.
D4 Prisoner
1 Dhakaani Mastiffs or Hyenas Here it is possible to meet anyone among the gladiators
2 Horrid Boar (not prisoners) fighting in the arena, as well as the
3 Zakuul Hen
surveillance personnel, the kitchen staff (goblins) and the
human cook called Gaster Umberwood aka "Gath'kaas"
4 Horrid Wolf (literally "Handless”, “Maimed”), due to the mutilation of
the left forearm. We propose to roll on the following table
In addition to Moggal, 2d4 guards and 2d4 hobgoblins to determine at least three NPCs. In case one of the NPCs
roam the dungeons. died in combat, reroll.
D10 NPC in the room
1 Zakuul
2 Gavrin
3 Moggal
4 Garon
5 Daavn or Theddan
6 Vaelin, Tairil, Shearan
7 Dhogec, Draar or Durrn
8 Arviel d’Medani
9 Gaster Umberwood
10 Kashta Dhakaan
16
THE MOKRON TOCH GLADIATORS
Chapter III
More Blood (M): add the following trait: Three-dimensional
movement. The elf wears a particular harness attached to
a device placed on the sides and ceiling of the cage. As long
And here we are once again having to fight for life and glory! as the device is functional and the elf is inside the cage, it
The crowd's screams are muffled, but they are much can fly and CA gains +4. A device consists of three
more intense than the previous day. Zakuul's shrill voice carriages and three bungee cords. The device is functional
incites the crowd, which reacts with bellowing and stamping as long as at least one rope and one trolley are intact. Each
their feet on the stands, creating a sound like the sea
rope has 7 (2d6 + 1) hp and AC 18. Each cart has 16 (3d8 +
3) hp and AC 14. Each time a cart or rope is destroyed, the
crashing on the reef.
elf's AC decreases by 1.
In the grandstand are several high-ranking officers
representing the military elite of the Darguun. Some of them
are standing intent on talking to each other, others are Tips for DM
enjoying the view by carousing, others are sitting on their These opponents are challenging, but each has
its weaknesses. In the event that the interactions
chairs and watching with interest the gladiators of the arena.
of the past night did not allow the PCs to
Enemies far more dangerous than those you have discover such information, we recommend that
defeated await you. clues emerge during the fights, especially if the
Let the fight begin! situation turns for the worse.
Garon always harnesses the power of his
For a party of four players, stage two cages, within which brand and this actually makes him very slow
you divide the party equally. There are two alternatives to in his movements. If kept at a distance, his
make the split: by rolling a d6 or at the complete discretion advantage will be nullified.
of the DM. As previously done, make the matches by having
one player per group roll on the Fourth Round Table (each Lizards are vulnerable to fire and cold
result is valid once), or at the discretion of the DM, then damage.
describing the drawn opponents. Once the initiative turns Elves are deadly because they can fly and have
have been established, we can proceed with the forth fight. a very high AC. But if the PCs destroy the
devices that allow three-dimensional
Fourth Round Table movement, the elves will surely be simpler. In
D6 Oppponent Reference addition, there is the possibility that they will
1- Garon Bandit CaptainMM P344 (K) suffer fall damage.
2
3- Q’barra Lizardfolks Lizardfolk ScaleshieldGoS
4 P242 (L)
Akalkaal, the Beast Poisonous Blood Cloud. When Akalkaal first drops to
86 and 43 hit points, one of his heads die. At the
Great monstrosity (Hydra), neutral evil
beginning of Akalkaal's next turn, after a head is
Armor Class 14 (natural armor) dead, a cloud of poisonous blood spreads over an
Hit Points 129 (7d10 + 59) area 50 feets from the wound. Each creature in the
Speed 30 ft., swim 30 ft. area must make a DC 13 Constitution saving throw.
On a failed save, the target take 9 (2d6 + 3) poison
damage, or half if successful.
STR DEX CON INT WIS CHA Fury of the Wounded Hydra. When Akalkaal first drops
20 (+5) 12 (+1) 20 (+5) 5 (-3) 10 (+0) 6 (-2) to 86 hit points at the beginning of Akalkaal's next
turn, the skin thickens, turning dark green in color.
Skills Perception +3 His AC gains a +2, damage taken is reduced by 2, and
Senses darkvision 60 ft., passive Perception 13 successful attacks deal +2 additional damage.
Languages - Fury of the Dying Hydra. When Akalkaal first drops to
Challenge 7 (2.900 PE) 43 hit points at the beginning of Akalkaal's next turn,
the skin becomes covered with thorn-like quills,
Multiple Heads. Akalkaal has five heads . While it has turning a deep green color. Whenever an attack
more than one head, the hydra has advantage on against Akalkaal is successful, a random target must
saving throws against being blinded, charmed, make a DC 15 Dexterity saving throw; Hit: 6 (1d6 +
deafened, frightened, stunned, and knocked 3) percing damage and the target is poisoned: 3
unconscious. Whenever Akalkaal takes 43 or 86 (1d4 + 1) poison damage each turn. At end of his
damege, one of its heads dies. When this happens, turn, the creature can make a DC 13 Constitution
Poisonous Blood Cloud is activated. If all its heads saving throw. If he succeeds, the effect ends for him.
die, Akalkaal dies.
Actions
Kill the weakest. Akalkaal has advantage on melee
attacks against the attacking creature that has the Multiattack. Akalkaal makes a Bite or Paralyzing Spit
least hit points. attack for each living head.
Hold Breath. Akalkaal can hold its breath for 1 hour. Bite. Melee Attack: +7 to hit, reach 15 ft., one target.
Reactive Heads. For each head Akalkaal has beyond Hit: 7 (1d6 + 4)piercing damage.
one, it gets an extra reaction that can be used only Paralyzing Spit. Ranged attack: +7 to hit, reach 40 ft.,
for opportunity attacks. one target. Hit: 7 (1d6 + 4) and the target is
Wakeful. While Akalkaal sleeps, at least one of its paralyzed (at end of its turn, a DC 13 Dexterity or
heads is awake. Strength saving throws, ends).
25
THE MOKRON TOCH GLADIATORS
Valenar Elves Haftak ir' Clarn
Vaelin, Tairil and Shearan are the older sisters of Tail. Haftak ir 'Clarn is the publisher of Sharn Inquisitive,
They are all Valenar elves who were ambushed while which each Sul publishes the local Sharn city chronicle. He
serving in Captain Vylae Taeri's warband. Tail is the is officially in Rhukaan Draal for a journalistic investigation
youngest and most inexperienced. For this reason the aimed at documenting the customs and traditions of the
sisters have a very protective attitude towards him. On the Darguun. Haftak is a guest of Zakuul, but he doesn't look
other hand, the three sisters are skilled warriors who, in favorably on him, due to his insistent questions.
addition to knowing how to wield the traditional Valenar
double scimitar, have also learned to fight in the cages of Champions of the Mokron Toch
the arena, using special harnesses that allow them to move Dhogec, Draar and Durrn are the undefeated champions
in any space of the arena, such as if they knew how to fly. of the Mokron Toch.
Zakuul treats these elves with care, because their fighting
art constitutes a spectacle that attracts a lot of crowds and, Dhogec Fury of the Scourge is a hobgoblin who wields
consequently, a considerable round of betting. a spiked chain particularly adept at immobilizing
Tail's stats are those of the ScoutMM P349. opponents.
The statistics of Vaelin, Tairil and Shearan are those of Draar Harrowing Death is a bugbear who fights with a
the Wood ElfSKT 28 to which to add the following trait: battleaxe and a shield.
Three-dimensional movement. The elf wears a particular
harness attached to a device placed on the sides and ceiling Durrn Blade in the Night is instead an assassin who
of the cage. As long as the device is functional and the elf is uses sneak attacks to stab enemies with his rapier.
inside the cage, it can fly and CA gains +4. A device
consists of three carriages and three bungee cords. The They are known as the Korluaat (Blood of heroes -
device is functional as long as at least one rope and one which is also a strong alcoholic goblin drink) or as they
trolley are intact. Each rope has 7 (2d6 + 1) hp and AC 18. called themselves during the war: Kurar'kor (The Scarlet
Each cart has 16 (3d8 + 3) hp and AC 14. Each time a cart death).
or rope is destroyed, the elf's AC decreases by 1. Zakuul was also part of this group and his warname was
Torment of Enemies for his abilities as a torturer.
High Marshall ir’Quent Dhogec's stats are those of BerserkerMM P344 replacing
Grand Marshal Marzio Hadrius Tyndarus ir’Quent is the the Greataxe attack with: Spiked Chain. Melee Weapon
commander of the Deneith fortress built east of Gathering Attack: +5 to hit, range 10 ft. , one target. Hit: 10 (2d6 + 3)
Stone and leads the Blademarks garrison based there. slashing damage. In addition, the creature must succeed on
He comes from a very ancient and noble family, he was a DC 13 Strength or Dexterity saving throw. If it fails, it is
born in Atur, in Karrnath. When he was very young he grabbed (DC 13 to escape). As long as Dhogec grabs the
moved to Rekkenmark to begin a military career in the target, he can only hit the grabbed creature and has
prestigious academy. Having become an officer of the Royal advantage on attack rolls to do so.
Swords, under pressure from his father who did not want
to see him leave for the front, he took leave of the army and Idozin and Gover
joined the Guild of Defenders of the house Deneith. Due to Idozin and Gover are two Talenta halflings captured three
a mission assigned to him, which unfortunately failed, he months ago in the Blade Desert by a group of Darguun
risked being executed. Also thanks to the influence of his raiders. These halflings are dino-riders barbarians
family, the chiefs of the house Deneith decreed the (Clawfoot Raptor). The stats are those of the Tribal
expulsion from the Defenders and reassignment to the WarriorMM P350.
Blademarks Guild. Distinguished by his military skills and
his prowess as a trainer, he was stationed in the Darguun,
and successfully led the mercenaries of the house in
numerous battles. At the end of the Last War, he was
permanently assigned to Gathering Stone, with the dual
goal of recruiting mercenary goblinoids for the guild and at
the same time controlling the situation in the turbulent
nation.
He is a war veteran and a formidable fighter, thanks also
to his magical shield. The Blademarks Guild of all ranks
(Black, Gray, White and Golden), who serve at the fortress
he commands, revere and fear him at the same time.
His character, like his physical traits, confirm his
karrnathi nationality. He is in fact a man of few words and
with a hard look.
He is often accompanied by Captain Onder d’Deneith,
White Blade of Blademarks and bearer of the Dragonmark
of the Sentinel, and by the mysterious cyran barbarian
Eryn.
He stands in Rhukaan Draal because he was invited to
the Midsummer Games by Daavn, who intends to
transform relations with the Blademarks from
collaboration to alliance.
26
THE MOKRON TOCH GLADIATORS
Kashta She is bound to Goresh, with whom she shared many
battles during the Last War. With a highly developed
Kashta Dhakaan is a female bard, which the Dhakaans survival instinct, she has been leading the Sicta Menlogit
define duur'kala, literally Dirge Singer but translatable into for over seven years. She resorts to violence, only if forced.
common with “storyteller”. Kashta is the leader of the Sicta She uses her skills as a diplomat and mediator, because
Menlogit, a group of dar adventurers and relic seekers. she is convinced that bringing the voice of reason and
Usually, in combat, she provides the group with guidance intimidating is a more honorable and wiser way these days.
and magical support, but to this are added her talents as a Of course, violence is often necessary, but sometimes it is
healer. more useful to know how to use words better than the
She also has diplomatic and espionage skills. Kashta sword. Kashta is in Rhukaan Draal because she has to
Dhakaan is well known among the inhabitants of Darguun confer with Tuura Dhakaan.
and it is said that imperial blood flows in her veins.
Kashta Reactions
Medium humanoid (hobgoblin, Sicta Menlogit),
chaotic neutral Parry. Kashta adds 3 to its AC against one melee
attack that would hit it. To do so, Kashta must see
Armor Class 16 (studded leather armor) the attacker and be wielding a melee weapon.
Hit Points 72 (16d8)
Speed 40 ft. Actions
Multiattack. Kashta makes two attacks with her
STR DEX CON INT WIS CHA Greatsword.
12 (+1) 17 (+3) 15 (+2) 12 (+1) 12 (+1) 15 (+2) Greatsword. Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Saving Throws Dex +3, Cha +3 Sicta Menlogit Cry (Recharge 5-6). If Kashta can speak,
Skills Acrobatics +7, Athletics +5, History +5, Insight she utters a cry of encouragement to his comrades.
+3, Perception +5, Performance +7, Religion +3 Any creature within 30 feet of Kashta can use her
Senses Darkvision 60 ft., passive perception 13 reaction to make a melee, ranged attack, or cast a
Languages Common, Goblin spell. The creature must be able to hear Kashta and
Challenge 6 (2300 XP) possess the Sicta Menlogit trait.
Power of the Blade (3/Day). When Kashta hits a target
Spells. Kashta is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +3 with the Greatsword on her turn, she can use one of
the following options.
to hit with spell attacks). Kashta has the following
bard spells prepared: Defensive blade. Kashta rolls 1d8 and adds the
result to the damage of her attack. He also adds
At will: dancing lights, true strike, vicious mockery this value to his AC until the start of his next turn.
1st level (4 slots): bane, heroism, disguise self, faerie Moving blade. Kashta rolls 1d8 and adds the result
fire to the damage of her attack. Additionally, Kashta
pushes the target a number of meters equal to 5 ft.
2nd level (3 slots): phantasma force, cloud of + the result rounded up. Kashta can then move to
daggers, see invisibility the target, even if he has already exhausted his
3rd level (2 slots): fear, dispel magic, bestow curse move action.
(without needing to touch the target) Slashing blade. Kashta chooses another creature
within 5 feet of the original target. Both targets
Greater agility. Kashta moves up to its speed without take an additional 4 (1d8) slashing damage.
provoking opportunity attacks.
Reactions
Burning Staff Aura. Each time a creature that is
first 10 feet from the monk must make a
Dexterity saving throw (DC 13), taking 14 (4d6)
fire damage on a failed save, or half as much
damage on a successful one.
Actions
Multiattack. The monk makes two melee attacks.
Rotating Kick. Melee Weapon Attack: +4 to hit,
reach 10 ft., one target. Hit: 11 (2d8+2)
bludgeoning damage. If the target is hit twice in
the same turn by Rotating Kick, he must succeed
on a DC 13 Constitution saving or be knocked
prone.
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+4) bludgeoning damage.
Theddan
Theddan is the Bugbear warchief of Rhulaac Toch, the
Shattered Skulls. He is convinced that the Guul'dar (the
bugbear) are the slave-warriors of the Ghaal'dar (the
hobgoblins). He respects the Lhesh Haruuc because he has
often proved himself fair towards those of his race, but he
is sure that sooner or later he too will prove oppressive like
everyone else. He is occasionally a guest of Zakuul,
because the bugbear champion named Draar is an honored
member of his clan and they both like to spend an evening
in the refectory getting drunk with other bugbears.
32
THE MOKRON TOCH GLADIATORS
Battle Maps
Mochron Toch Arena - Round 1
Darguun
Darguun isis aa dangerous
dangerous land,
land, led
led by
by
monsters
monsters who who celebrate
celebrate violence
violence inin
all
all its
its forms.
forms.
The
The Twelve
Twelve Skulls
Skulls arena
arena -- thethe
infamous Mokron
infamous Mokron Toch
Toch -- opens
opens the
the
cruel
cruel Midsummer
Midsummer Games.
Games.
And
And you
you are
are there!
there!
TO
TO FIGHT
FIGHT FORFOR YOUR
YOUR LIFE!
LIFE!
Defeat
Defeat any
any enemy
enemy that
that stands
stands before
before
you
you or
or die
die to
to the
the delight
delight of
of the
the
crowd.
crowd.