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THE MOKRON TOCH

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

DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, FORGOTTEN REALMS, THE DRAGON AMPERSAND,
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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/

THE MOKRON TOCH GLADIATORS


3
Indice
Appendix
Introduction
Notable characters and Monsters .......................................21
Background ................................................................................5 Adrik .......................................................................................21
Adventure Synopsis ..................................................................5 Akalkaal, the Beast ..............................................................21
Conclusion ..................................................................................5 Alarich Kraal ........................................................................ 22
Characters Hooks ..................................................................... 5 Arviel d’Medani ....................................................................22
Balancing Encounters ..............................................................6 Bladebearer Hitman ...........................................................22
Useful Tips ................................................................................. 6 Aylen ...................................................................................... 22
Hero Points ................................................................................ 6 Bronk ..................................................................................... 23
References to manuals ............................................................ 7 Daavn .....................................................................................23
Midsummer Games ..................................................................7 Draar and Durrn ..................................................................23
If a character falls into a fight? ...............................................7 Garon .....................................................................................23
Gaster Umberwood ............................................................ 23
Mosaic Shards Gavrin .................................................................................... 23
Gharthaan .............................................................................24
Chapter I Valenar Elves ........................................................................26
Sand and Blood .........................................................................8 High Marshall ir’Quent ...................................................... 26
First Round .............................................................................9 Haftak ir' Clarn ....................................................................26
Second Round ..................................................................... 10 Champions of the Mokron Toch .......................................25
Third Round .........................................................................11 Idozin and Gover .................................................................26
Kashta ....................................................................................27
Chapter II Kazarin ..................................................................................28
Deserved Rest ......................................................................... 12 Lhesh Haruuc ...................................................................... 28
Underground Arena ...............................................................12 Moggal ...................................................................................28
General Traits ...................................................................... 13 Mognyr ...................................................................................28
1. Main Entrance ..............................................................13 Rashard .................................................................................28
2. Armory ...........................................................................13 Ruus Dhakaan ..................................................................... 28
3. Arena Access Hatches ................................................14 Seerhak .................................................................................29
4. Zakuul Office ................................................................ 14 Shaartat'khesh .....................................................................29
5. Training Rooms ............................................................14 Shaartat'khesh Disciple .................................................29
6. Jails ................................................................................. 14 Shaartat'khesh Monk ......................................................30
7. Refectory and Kitchen ................................................15 Theddan ................................................................................ 30
8. Dormitory ......................................................................16 Theles d’Thuranni ...............................................................30
9. Latrines ..........................................................................16 Tokhaal ..................................................................................30
Random Encounters .......................................................16 Tuura Dhakaan .................................................................... 30
Random Events .......................................................................16 Yedri ir’Korran ..................................................................... 31
Arena Dungeon Map ..............................................................16 Zakuul ....................................................................................31
Magic Items ............................................................................. 32
Chapter III Templar Shield of the Silver Flame ................................ 32
Valenar Double Scimitar ................................................... 32
More Blood .............................................................................. 17 Battle Maps ..............................................................................33
A Lively Night .......................................................................... 20 Mochron Toch Arena - Round 1 ....................................... 33
The Arena Champions .......................................................... 18 Mochron Toch Arena - Round 2, 3 and 4 ........................34
Akalkaal, the Beast .................................................................19 Mochron Toch Arena - Underground ..............................35
Mochron Toch Arena - Against the Champions ............36
Chapter IV Mochron Toch Arena - Against Akalkaal ........................37
Attack on Power ......................................................................20 Mochron Toch Arena - Award ceremony ........................38
Conclusion ............................................................................... 20

4 THE MOKRON TOCH GLADIATORS


Introduction
Background Characters Hooks
Darguun , literally "Land of the Dar", is a nation that Below we describe a series of hooks for the characters'
gained its independence at the end of the Last War. It arose backgrounds, so as to allow players to place their hero at
in blood when the goblinoid mercenaries (Dar fact) led by the beginning of this adventure.
Haruuc Shaarat'kor betrayed the humans of Cyre and
conquered the region. The nation became a refuge for Slave. Slavery is illegal throughout Khorvaire, but in
many members of the Dar race in search of a homeland, Darguun it is a widespread practice. A character may
thereby attracting goblins, hobgoblins, and bugbears from have been captured and sold as a slave in the Twelve
across the continent of Khorvaire. Skulls Arena. Now, the only way to get free is to win the
This adventure takes place entirely in Rhukaan Draal, Midsummer Games.
the capital of Darguun and more precisely in the Arena of Craving for Power. Characters with the most
the Twelve Skulls (Mokron Toch in goblinoid). Here, indomitable characters may have heard of the Mokron
prisoners, slaves and those sentenced to death, fight for the Toch Arena and voluntarily joined Rhukaan Draal eager
pleasure of the public in the stands. Established a few to participate in the Midsummer Games. Winners gain
years ago by Lhesh Haruuc in memory of the Glory fame and glory among the Dar people!
Tournaments of the ancient Dhakaan Empire, the
Midsummer Games attract thousands of goblionids from Fallen Soldier. The Last War was a tragedy of global
every clan of the nation. Considered gory and exotic, but proportions for everyone and a character with an
above all fun and profitable, they attract wealthy foreigners appropriate background could have lost the most dear
to Rhukaan Draal to try their luck by betting on the shows. to him: family, country or comrades in arms. The
This adventure is part of the Mosaic Shards and is the Midsummer Games could be a way to redeem yourself
first adventure of the The Dar Menace cycle. from your unfortunate fate, to try to start a new life with
pay or simply the most honorable way to die.
Adventure Synopsis
The adventure unfolds in four chapters: Affiliated to the House. A character who is related to
Chapter I. The heroes are catapulted into the arena of the Houses carrying the Mark of the Dragon, may have
the Twelve Skulls, where they will have to fight for their several reasons to participate in the Midsummer
lives. They will be the protagonists of a series of cruel and Games.
bloody clashes, in which they will have to face opponents The Blademarks guild of House Deneith may
willing to do anything to survive. send a Black Blade1 (if the character is 1st level)
Chapter II. As the gladiators await a new day of games, or a Gray Blade2 (if the character is 2nd level) to
it will be possible to explore the underground structure of the Mokron Toch to demonstrate your level of
the Mokron Toch. Prisoners with a mysterious past, vile martial training.
raiders, noble guests visiting gladiators, and more await
players in this chapter of interpretation and investigation, Thuranni or Phiarlan could instead send an
which may also provide hooks for future campaigns. agent to investigate the situation in the capital of
Chapter III. The Midsummer Games are drawing to a Darguun and taking advantage of the best
close and only a group of champions can rise from the possible coverage, spy on the noble spectators
Twelve Skulls Arena. Stronger and stronger opponents will and famous people present at the show.
contend the heroes for victory, while something frightening
awaits them at the end of it all. A dwarf affiliated with Kundarak House or
Chapter IV. The Games are over, the longed-for freedom Aurum could fight for the copious reward and at
is literally one step away, but as the characters wait for the the same time steal the secret behind the success
Lhesh Haruuc to crown them victors, something of this event, to control it or replicate it in other
unexpected takes place. One last big challenge to face! locations.

Conclusion Goblinoid Power. Characters belonging to goblinoid


At the end of this adventure the situation will appear races (goblin, hobgoblin or bugbear), could be linked to
dramatic: the Lhesh Haruuc is in serious condition, the a clan that intends to make their champion triumph, so
rumor will spread that Haruuc is dead and panic will take that they can rise above others.
hold on the streets of the capital. Redemption of Monsters. A character who belongs to
Raids and violence will turn Rhukaan Draal into a den of a monstrous race (such as ogres, medusas or
unscrupulous bandits, but in the meantime, in the Red minotaurs) may have come from Drooam and have been
House, some of the warlords will claim the right to succeed sent to represent this nation not recognized by the
the Lhesh and lead the Darguun, while others will oppose Treaty of Thronehold. An important political move by
it because they firmly believe that the their leader will the Daughters of Sora Kell to gain visibility in an event
recover. with great media coverage.
There are many questions still to be clarified and the
same paths that the Mokron Toch Champions will be able 1 2: these titles represent the member's hierarchical
to take. Roads that the Dungeon Master can find in the position within the Blademarks Guild.
next adventure of Mosaic Shards.

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.

6 THE MOKRON TOCH GLADIATORS


Abbreviations If a character falls in a fight?
Several abbreviations are used in this adventure. Here you One of the characters is likely to drop to zero hit points
will find the abbreviations and the meaning of the terms. during a fight.
In this case we advise you to avoid the death of the
Abbreviation Meaning character. Here are some tips for handling this particular
DM Dungeon Master case:
PC Player Character
NPC Non-Player Character The enemy could gloat over the body of the fallen and
allow him to recover or even regain consciousness.
XP Experience Points
APL Average Party Level
The opponent may refuse to kill the character. He may
have made friends, or used the opportunity to make a
striking gesture against the tournament, or for a reason
only he knows.
References to manuals
To play this adventure it is advisable to have several 5E If it is one of the first matches, one of the other players
D&D manuals. If letters appear in superscript after a word could intervene, trying to hit the opponent through the
(for example: CommonerMM P349), they refer to the manual bars. In the event that no PC intervenes, an NPC could
do so and in this case you will then have to develop the
in which to find the description. In this table we report all reason that led to this gesture.
the abbreviations relating to the manuals.
If the character falls late in the Midsummer Games, the
Abbreviation Book crowd may roar to encourage him to be spared.
DMG Dungeon Master's Guide
Zakuul could intervene to ask for the opinion of the
PHB Player's Handbook public to match a bet on the outcome.
MM Monster Manual
ERLW Eberron: Rising from The Last War
Mosaic Shards
EXE Exploring Eberron
This you are reading is one of the many adventures of the
XGE Xanathar's Guide to Everything Mosaic Shards .
TYP Tales from the Yawning Portal The Mosaic Shards is a huge collection of adventures set
on Eberron designed to be intertwined with each other.
GOS Ghosts of Saltmarsh The content has been designed to let you play "one-
GGR Guildmaster’s Guide to Ravnica shots" or, if you wish, accompany you in epic campaigns
KKW Krenko’s Way from level 1 to level 20.
This is an introductory adventure, designed for those
SKT Storm King’s Thunder who are recently playing D&D 5E or those who want to get
VGM Volo's Guide to Monsters closer to the setting of Eberron, but in the appendix you
MTG The Mokron Toch Gladiators
will find magic items, NPCs and some monsters with a
rather elaborate story.
These are the "tiles" (shards precisely) of the mosaic of
Midsummer Games stories that you can weave together as you like, play them
You who are the DM know that every unproposed one is over and over again, creating an ever-changing ending.
balanced considering the APL. However, players may find With this adventure you can start the campaign of The
some of the proposed matches unbalanced, finding the DAR Menace , which focuses on the goblinoids and their
tournament structure inconsistent. A player might wonder: enemies. But in this adventure there is an explicit hook to
Why does my character have to fight three enemies? another Mosaic Shard called Xen'drik Empress and other
Why are we two against four? hooks deliberately veiled for other Mosaic Shards.
To help you deal with this possible situation, remember You can continue to follow the stories of the ancient DAR
that the Midsummer Games are not meant to make every people by discovering the mysteries of the ancient
match fair and sporty. Dhakaani, or you can find yourself preventing an
This is a tournament set up just for the pleasure of extraplanar invasion in the city that was the cradle of
seeing prisoners and gladiators fighting for the pleasure of humanity on the eastern continent, or you will have to
the crowd. Zakuul, the majority of the arena, runs a huge prevent the Overlord Katashka from coming released from
betting-based business. How would he behave if his sealed prison.
challengers jeopardized the outcome of some of the fights There are many adventures that await you. You will
he had predetermined? decide the shards of the mosaic of your story.

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:

Mokron Toch Arena - First Round

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.

Mokron Toch Arena - Rounds Two, Three and Four

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:

Beyond Death. The first time Gnoll flesh Gnawer


Third Round hit points down to 0 or lower, the gnoll's remains
decompose in a few seconnds and 2x Gnoll
After the first series of fights, two hobgoblin soldiers and WitherlingVGM P155 arise from its bones.
two goblins will enter the cage. The soldiers (VeteranMM
P350) will order the winning fighter to remain motionless.
Double hit points and add a +2 bonus to
When the fighter has obeyed, the two goblins will remove Cockatrice and Tail's AC.
the body.
The cages will then be assembled becoming three. You Then assign 900 XP to the party.
must now organize fights in pairs. Three fights for couples
of fighters.
After the battle, the din of the crowd is deafening. You don't
even have time to rest when the cages open and you are When the fights are over, read or paraphrase the following
escorted by two guards each to the edge of the arena, near to the players:
the huge grate you entered. Other individuals, presumably
When the body of the last enemy falls to the ground lifeless,
slaves, endeavor to disassemble the cages and reassemble
yet another roar rises all around you from the cheering
them to form a smaller but larger number.
crowd.
You are perfectly aware of what awaits you: you are
The smell of blood and sweat mixes penetrating deeply
divided and distributed in the cages that are now
into your nostrils, while once again the soldiers you know
completed, while other opponents are escorted in front of
well come to get you, opening the cages behind you.
you. Only the winning group will be able to leave the arena.
You are escorted out of the arena and as you proceed

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.

THE MOKRON TOCH GLADIATORS


11
Chapter II
Deserved Rest
Garon the half-orc, bearer of an aberrant dragonmark,
Follow the last stretches of the corridor that separate you stands aside. It is very hard for him to be willing to speak to
from the dormitories, then pass a heavy wooden door one of the characters, unless he has a marine or criminal
reinforced with steel bands, enter a large room whose walls background. He certainly wouldn't intervene if a fight broke
are occupied by severals single beds.
out.
The human Gavrin of the Defenders Guild (House
After the door closes behind you, observe your
Deneith), has a very resigned attitude: he is convinced that
surroundings: the walls of the room are made of thick stone he will never be able to return to freedom and fulfill his
and the light filters through some thin windows placed very oath. If approached in the right way he could reveal some, if
high, reinforced with steel grates not all, parts of his story about him, and could be a valuable
The dormitory is not empty and near some beds you ally in the event that help is promised. In the event that a
notice some individuals: three girls very similar to each
fight breaks out in the dorms, he would be the first to call
the guards, minimizing the risk of collateral damage.
other mutter in a low voice, confabulating, occasionally
Let the characters interact with each other and with the
throwing a few angry glances at you, an imposing half-orc is NPCs inside the room. They will certainly have a lot to talk
sitting on the ground in a corner cross-legged, brooding, about, so try to bring out their personalities without
and finally a human with a martial bearing is leaning against forcing. Also remember that everyone present is unarmed,
a wall, arms folded. so if the conversation turns into a fight, it cannot be deadly.

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.

Mochron Toch Arena Underground

12 THE MOKRON TOCH GLADIATORS


1. Main Entrance
If you wish, this is the best time to allow the characters to
visit these places. However, the time available to them is
not much, so we recommend having them select only a A very large rectangular room houses the main entrance to
couple of options, within which you will have to manage the arena, consisting of three flights of stairs with light
random and unexpected encounters. In the following stone steps. On both sides of the staircase, two square
chapters, you will find descriptions of the various areas that niches have been created inside which some guards
make up the undergrounds of the Mokron Toch Arena and
their respective tables of random encounters. monitor the whole area, including the door on the east wall.

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).

14 THE MOKRON TOCH GLADIATORS


A strong smell of dirt mixed with sweat enters deeply into
your nostrils.
Unexpected
Consult the following table of unexpected to
The brightness in the room you entered is guaranteed
assess what could happen in this area when the
only by a few torches attached to the walls, but this is PCs arrive.
enough to notice that the space, very large, is almost
D100 Situation
completely occupied by cages.
These consist of vertical iron bars placed side by side, 1-50 Moggal is busy, arguing or talking to one
of the guards.
stuck to the ground as well as to the ceiling, 15 feets high.
A huge orc is resting on a chair at the back of the room, 51- Moggal is not there and 1d4 guards on
70 duty are drunk.
with his hands folded on a very pronounced belly. This is
Moggal the jailer, always accompanied by his huge battleaxe 71- Moggal lies stunned and 1d4 prisoners
80 are attempting to escape.
very similar to a cleaver with a particularly long handle, There are no guards around.
leaning vertically against the wall behind him.
81- Moggal and the guards are engaged in a
90 fight against some prisoners who are
This area is under the responsibility of the orc called trying to escape.
Moggal. The central cells are occupied by 4d4 prisoners 91- Moggal and the guards are busy trying to
destined for the arena, chosen from among them. 100 get one of the beasts back into the cage.
2D8 Prisoner
2-4 Convict Goblinoid
5 Q’barra Lizardfolk
6-8 Sauriv 7. Refectory and Kitchen
9 Xen’drik Drow
The voices of the many people who crowd the large room
10 Kobold
make their way into your ears; this has high ceilings and is
11 Rashard mostly occupied by long wooden tables surrounded by
12 Aylen or Mognyr chairs.
13 Yedri ir’Korran The cooks are preparing food in the kitchen and the smell
14 Arviel d’Medani of food makes your mouth water. In the northern part of the
room there is an opening from which some waiters come
15 Idozin
and go with the dishes of the day: a very thick brown slop
16 Gover
containing vegetables and meat.

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

THE MOKRON TOCH GLADIATORS


15
We also suggest using the following table to determine the
topics that may arise in an interaction with the NPCs. 9. Latrines
D100 I heard that... Connected to the dormitories are rooms containing simple
1-10 ...clandestine fights are held with bets in the floor latrines. These are shared between gladiators and
training rooms. guards. Given the nature of these rooms, there are no
11- ...Marghaal, the bugbear in charge of the armory,
interaction encounters.
20 loves gambling too much.
21-
30
...in the prisons dangerous beasts, criminals and
political prisoners are kept.
Random Encounters
31- ...Zakuul has a secret room in which he keeps a
As the party moves inside the basement, encounters with
40 huge treasure hidden. some NPCs may take place. Use the following table to
determine which Zakuul guests roam the arena's
41- ...weapons with remarkable magical powers are dungeons. We remind you that guests are always
50 kept in the armory. accompanied by Zakuul and his escort, consisting of three
51- ...the three elven sisters fight so deadly that they Hobgoblin guardsMM P186 and a the Hobgoblin Captain
60 seem to be able to fly. They use special guardsMM P186</ sup>.
mechanisms that slide along the bars of the
cages. Without those devices they would be D10 Guest
fighters like so many others. 1 Zakuul alone
61- ...Garon has a magical power that can inflict pain 2 Theles d'Thuranni
70 on his enemies, but every time it uses it it loses a
lot of its agility. 3 Haftak ir' Clarn
71- ...among the prisoners there are some Q'barra 4 Daavn
80 lizardfolks, including one with a terrible power.
There are those who say that he cannot die. 5 Theddan, accompanied by Draar
6 Kashta
81- ...Zakuul was an arena fighter, along with three
90 other goblinoids and they were called Hero Blood. 7 High Marshall Marzio ir’Quent, with Eryn
91- ...in the center of the arena there is a monster 8 Alarich Kraal
100 that is impossible to beat and which Zakuul calls
Akalkaal, the Beast. 9 Seerhak
10 Gharthaan
8. Dormitory
The first time PCs arrive in their rooms after completing Random Events
the first day of games, read or paraphrase the following: Some areas of the dungeon may not have particular
situations to propose to the players. This paragraph
The stale smell of a badly ventilated environment presents a small table that can be used freely by the DM to
accompanies you as you enter what you have been told is create unpredictable events that the characters will have to
the dormitory assigned to you.
face.
Simple beds arranged along the walls one and a half D10 Situation
meters away from each other, have worn out blankets and 1 The corpse of a gladiator lies on the ground.
sheets, even if they seem to have been recently washed.
2 A prisoner has escaped.
A tub with cold but clean water is available, along with oil
3 A guard lies stunned on the ground.
and grease for cleaning. At the door, the two burly soldiers
who guard the room are an excellent disincentive to any 4 Two guards are escorting a visiting noble.
discussions that may escalate. 5 One of the beasts destined for the arena has freed
itself and is in front of you.
From the refectory, a series of corridors lead to the 6 Two guards are violently beating a prisoner.
dormitory area: a total of six rooms in which beds, dull 7 Zakuul suffered a theft.
cots, trunks and lockers have been placed at the disposal of
the numerous gladiators and guards who inhabit this place, 8 A gladiator exhibits symptoms of a disease.
who by choice or who by necessity. We suggest placing the 9 Two guards are fighting.
PCs' quarters in the northwest room. 10 An argument has degenerated and 1d4 + 1
These rooms are assigned to homogeneous groups and gladiators are fighting each other.
intended for rest. Normally there are no interaction
encounters, also because starting from 22.00 the lights are
turned off and silence is mandatory.

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)

5- Tairil, Shearan and Wood ElfSKT P28 (M)


6 Vaelin

(K): replace CA 18 (studded leather armor); Challenge 3;


replace the dagger attack with the following attack Mark of
the Aberrant Dragon - Pain (Recharge 5-6). Garon casts
the Pain curse on a creature within 15 feet that he is able
to see. The creature must succeed on a DC 13 Constitution
saving throw. If the creature fails, at the start of its turn, it
takes 3 (ld6) psychic damage. In addition, the Pain curse
deals 3 (ld6) extra psychic damage to the target each time
Garon hits it with an attack. A cursed target can try the
saving throw at the end of each of his turns, with
disadvantage if Garon is within 15 feet of him; if he
succeeds, the effect ends for him. As long as the curse's
effect is active on a target, Garon's speed is halved.
(L): add the following trait: Vulnerability fire and cold.
A Lively Night The Arena Champions
A group of hitmen sneak into the dormitory during the
night. Today is the last day of the Midsummer Games and the
The mandators could be different: Zakuul who sees in Twelve Skulls arena is packed with spectators.
the characters a risk for the betting round; a racist warchief
who does not intend the Midsummer Games to be the As you enter, a furious roar greets you. Numerous guards
preserve of non-Dar races; a wealthy gambler who has seen are busy keeping the crowd at bay, which clearly seems to
his earnings fade due to the heroes' victory. be exalted by the abuse of alcohol or other substances.
The group of assassins can operate in any of the areas The stands to the north, to the side of the tribune of
under the Mokron Toch arena. honor, were occupied by many gath'dar (the non-
Depending on how the characters have been distributed, goblinoids), also excited by your presence.
we propose the following challenges, divided by APL and
the number of characters that are together. Monsters are The cages that occupied the arena have been removed
all of the goblinoid race (goblin, hobgoblin or bugbear). and now the field gives you confirmation of the immensity
of the Mokron Toch. On the other side of the arena, to the
APL PCs Party Challenge
north, your challengers scrutinize you with a menacing gaze.
1 1 ThugMM P350 Three drum beats, followed by a war horn, silences the
1 2-3 2x ScoutMM P349 crowd in the stands.
2 1 HobgoblinMM P186 An imposing figure, wearing full armor and a purple cloak,
emerges from the stairs leading to the stage on the
2 2-3 4x Goblin CommonerTYP P24
grandstand. The high goblinoid officers who stood on the
1 4 Bugbear LiutenantTYP P173
dais jump to their feet and with a military gesture greet their
2x HobgoblinMM P178
supreme commander.
2 4 Shaarat’kesh DiscipleMTG
Lhesh Haruuc Shaarat'kor reaches his place and sits on
1 5 Shaarat’kesh DiscipleMTG the throne. After a few moments of silence, the Lhesh nods
3x ScoutMM P349
to an old bugbear seated to his right. At his command, he
2 5 ThugMM P350 gets up and with a powerful voice announces:
Bugbear LiutenantTYP P173
Shaarat’kesh MonnkMTG
“MAY THE GLADIATORS FIGHT!
AND ONCE AGAIN CHAMPIONS ARISE!
FOR LESH HARUUC!
FOR THE DARGUUN!"

Mochron Toch Arena - Against the Champions

18 THE MOKRON TOCH GLADIATORS


The cages have been removed and three Dar champions
descend into the arena to challenge the heroes. The party Akalkaal, la Bestia
met for the occasion. They are known as the Korluaat
(Blood of heroes - which is also a strong alcoholic goblin Suddenly, from the base of the columns that are located in
drink) or as they called themselves during the war: the center of the arena, huge jets of water pour onto the
Kurar'kor (The Scarlet death). ground. In a short time the ground is covered with half a
meter of water, turning the ground into a mud trap.
Dhogec Fury of the Scourge is a hobgoblin who wields From the center of the arena, a large vortex portends that
a spiked chain particularly adept at immobilizing the large trap door has been opened.
opponents. Hear a monstrous roar erupt from the depths of the
Draar Harrowing Death is a bugbear who fights with a whirlpool and within moments you see three screaming
battleaxe and a shield. serpentine heads emerge.
Durrn Blade in the Night is instead an assassin who The body of this large monster is that of a horrendous
uses sneak attacks to stab enemies with his rapier. reptilian creature and from its appearance, it seems at ease
on this terrain.

Balancing Encounter Akalkaal, the Beast is now the monster to defeat.


Captured in Q'Barra jungles, this three-headed creature
The PCs should be advanced at least one level, is an extremely dangerous opponent.
compared to the beginning of this adventure. For
this reason, the data relating to the APL level,
The arena is flooded and the ground becomes swampy.
must be increased by 1. This is considered difficult terrain: each player moves at
In case of characters with Weak or Very Weak half their speed.
APL, we recommend lowering all ACs by 2
points.
Balancing Encounter
In case of Strong APL add: In case Weak or Very Weak APL, we recommend
lowering Akalkaal's bonus attack by 2 or 3 points.
Zakuul, Torment of Enemies
For characters from Strong APL, increase
In case of Very Strong APL add the following Akalkaal's AC by 3.
reaction to each NPC opponent:
In the case of Very Strong APL, increase
Coordinated Attack. If an ally within 15 feets is hit Akalkaal's AC by 4 and add Damage Resistance:
by a creature attack, the character can make a full bludgeoning, piercing, and slashing from non-
move towards that creature and can make an magical attacks.
attack against it. If he made the movement, the
speed will be halved on his next turn.

Mochron Toch Arena - Against Akalkaal, the Beast

THE MOKRON TOCH GLADIATORS


19
Chapter IV
If the Hitman is captured while still alive, he will commit
Attack on Power suicide using a poison that he kept hidden, in order not to
reveal any information.
Watch the beast collapse to the ground and take its last
breath.
For a moment, a silence of pure amazement falls for a few
interminable seconds on the Mokron Toch Arena.

And now a roar explodes all around you!

The crazed crowd screams your names, some hailing you as


new champions, others cursing you as unworthy of the title.
But that doesn't matter to you.
You have won your freedom and no one can deny you
this.

While the heroes restore themselves, they will be able to


observe teams of goblins carrying equipment and materials
to set up a stage, while others will be busy activating the
exhaust system to remove the arena from the water.
The time to set up the structure is about an hour and in
this period it will be possible to take a short rest.
Lhesh Haruuc rises from his throne and steps onto the
stage structure. The Lord of the Darguun is escorted by the
Crimson Guard, assigned to protect him. Place the
characters on the stage and the Lhesh with its escort at
least 20 feet away.
As the Dar Lord prepares to proclaim you victors, on a
DC 15 Wisdom (Perception) check, a character may hear a
faint hiss-like noise.
An instant after being elected winners of the Midsummer
Games, a powerful 40-feet-diameter explosion, centered on
the Lhesh Haruuc, will tear the stage apart.
Characters must succeed on a DC 20 Dexterity saving
throw. If they fail they will take 3 (1d6) fire damage, be
thrown away from the center of the blast for 15 feet, and
will be blinded and deafened.
A dense cloud of dust and smoke envelops the arena,
while panic has already taken over the stands. The officers
on the stage of honor were taken into custody by the
escorting soldiers and accompanied to the exits. The
stands with foreign guests have been stormed by rogue
goblinoids who have taken advantage of the panic and are
robbing the terrified guests, slaughtering anyone who tries
to oppose them. In the rest of the arena, there are groups
that try to overcome the walls to go down to the arena, Conclusion
while others flee by massing at the exits.
From the cloud of dust and smoke emerges a group of This adventure ends here.
assassins intent on killing the Lhesh Haruuc. The group The leader of the Darguun struggles between life and
consists of a bugbearMM P33, two goblinsKKW P9, two death.
hobgoblinsMM P186, a hobgoblin captainMM P186 and a His attackers died or killed themselves, in order not to
Bladebearer HitmanMTG. The latter will charge the Lhesh reveal clues about the senders.
Haruuc and drag it at least 20 feets away from the group. The capital has fallen into panic and violence as the
The other enemies will attack the characters. warlords are about to take sides against Haruuc or in
The Bladebearer weapons are poisoned and the Lhesh defense of him.
Haruuc, at the end of the fight, will pour on the ground Who is behind the attack and what are his goals?
dying. What will become of the Mokron Toch Champions?
To help the fallen leader, Tuura Dhakaan and Bronk, his You can answer these and other questions by continuing
closest allies, will hasten. the story yourself, or by playing the next Mosaic Shards
adventure of The Dar Menace cycle titled: Raiders of Skai
Shaarat.

20 THE MOKRON TOCH GLADIATORS


Appendix
Adrik
Notable characters and Adrik Soldorak is a 189-year-old dwarf from the Mror
Monsters Holds. A little less than five feet tall, green eyes, unlike
In this chapter you will find the description of the main many dwarves, he keeps his reddish-brown beard not too
non-player characters present in the adventure. For many long, because he considers it more of a nuisance than a
of them it is also indicated the reference to the manual and pride of his clan. In addition to being an explorer, he is
its modification, or the statblock with all the statistics, to second cousin of Antus ir’Soldorak, the chancellor of the
make the event more exciting. Aurum Platinum Concord. He is a skilled fighter, but above
all he has a particularly tenacious spirit of survival.
Adrik's stats are those of GuardMM P347 with the
following changes: replace spear with Battleaxe. Melee
Weapon Attack: +5 attack to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) slashing damage or 9 (1d10 + 4) slashing
damage when used with two hands.

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).

THE MOKRON TOCH GLADIATORS


21
Alarich Kraal
Alarich Kraal is a human Blood Seeker of Vol. He is small Bladebearer Hitman
in build, with vacant and often red eyes. His voice has a Medium humanoid (goblinoid), lawful evil
faint, slurred timbre. Dressed almost always in black or
dark brown, he has an unkempt, almost unhealthy Armor Class 16 (leather armor)
appearance. Hit Points 62 (6d8 + 32)
In his fifties, he has always served the high priest Speed 30 ft.
Malevanor of Atur in Karrnath. Nothing is known of his
origins, but his ability as an investigator and inquisitor is STR DEX COn INT WIS CHA
known among the members of the Royal Swords and in the
Order of the Emerald Claw. 20
(+5)
18
(+4)
16 14 (+2) 10 (+0) 12 (+1)
(+3)
He is a craftsman and wizard, although he hardly uses
his abilities in combat. He is part of the team led by Syardis
ir'Taggert, on a mission to retrieve a map in the hands of an Skills Athletics +12, History +9, Stealth +11
agent of the Order called Vorik, who has been missing for a Senses Darkvision 60 ft., passive Perception 15
few weeks. Languages Common, Goblin
Challenge 5 (1800 PE)
His investigations of him led him to the Mokron Toch
arena, because he believes that some of the prisoners used
as gladiators may have useful information for his mission. Bladebearers' Domain. At the begining of his turn,
the Bladebearer makes a DC 10 Strength check, if
passed, he has advantage until the end of the
Arviel d’Medani turn.
Arviel d’Medani is a 27-year-old half-elf with an Bladebearers' Superior Agility. The Bladebearer
indomitable character. She is the grandson of Baron Trelib, moves doesn't provoke attacks of opportunity.
patriarch of House Medani and head of the Warning Guild.
He was part of the Red Daggers, a group of adventurers Improved Critical. The Bladebearer makes a critical
made up of Kaas'hirot, a young hobgoblin from the slums hit on a roll of 19 or 20.
of the city of Daskaran, in Thrane, Tharmor a shrewd
dwarf bard and Joannus Saventh a human priest of the Reactions
Church of the Silver Flame. The four were captured by the Footwork Dhakaan. When the Bladebearer makes
Kech Shaarat clan (Bladebearers) on their way to Olkhaan, an attack of opportunity, he has the advantage.
on a mission for the Morgrave University.
Arviel's stats are the same as GuardMM P347 but you Actions
must add in the actions: Multiattack. Arviel makes two Multiattack. The Bladebearer makes three melee
sword attacks. In addition, you must replace the spear attacks with the scimitar.
attack with: Short Sword. _ Melee Weapon Attack: _ +4 to
hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage. Scimitar. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Bladebearer Hitman
This ruthless hobgoblin was sent to kill the Lhesh Haruuc.
On his forearms there are scars in the shape of a blade, a Aylen
mark of the clan of the Kech Shaarat (Blade bearers). Aylen is a human girl between the ages of 13 and 17. She
is of humble origins and seems to be related in some way
to the gnome Yedri ir’Korran. Her hair and eyes are brown,
while her skin is fair even though she is rather tanned, a
characteristic of those who have lived outdoors for a long
time. She is 5,24 feet tall and has a rather slender
physique, as if she is poorly fed. Her expression is always
sad, while the features of her face give it a mediocre
appearance. Every now and then, like a nervous tic, she
lifts her head up or to the side and whispers something.
Aylen's stats are those of CultistMM P345 with the
following changes: Challenge: 1/4, Hit Points: 16 (3d8 +
3), Multiattack. Aylen attacks twice with the Dagger.
Replace the club with Dagger. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

22 THE MOKRON TOCH GLADIATORS


Bronk Use the Bandit CaptainMM P344 statblock, adding the
following attack, in place of the dagger attack: Aberrant
Bronk is the old bugbear warlord of the Khaari Shusk Dragonmark - Pain (Cooldown 5-6). Garon casts the Pain
(Bloody Maw) clan with close ties to the Lhesh Haruuc. He curse on a creature within 15 feet that he is able to see.
is one of the Marguul warchiefs (another one is Theddan), The creature must succeed on a DC 13 Constitution saving
but he is the only one who willingly accepts every order of throw. If the creature fails, at the start of its turn, it takes 3
the Lhesh. He fought alongside Haruuc during the Last (ld6) psychic damage. In addition, the Pain curse deals 3
War and supported it in its rise to power by convincing two (ld6) extra psychic damage to the target each time Garon
Marguul chieftains (one was Khetron, Theddan's father) to hits them with an attack. A cursed target can re-roll the
join Haruuc's cause. saving throw at the end of each of its turns, at a
disadvantage if Garon is within 15 feet of him; if he
Daavn succeeds, the effect ends for him. As long as the curse's
Daavn is an evil and ill-reputed hobgoblin warlord who has effect is active on a target, Garon's speed is halved.
become the staunchest commander of the Bladebearer
clan, led by warlord Ruus Dhakaan. He was once an Gaster Umberwood
adviser to the Lhesh Haruuc, but fell out of favor due to his Gaster Umberwood is the mighty human cook in charge
ruthless and violent ways, which inevitably brought him of the kitchens of the Mokron Toch arena. He is called
closer to the Bladebearer clan. He has recently begun Gath'kaas by the goblinoids (literally Without Hand,
gathering followers in Rhukaan Draal, including the Maimed), due to the mutilation of his left forearm. He is in
majority of Mokron Toch named Zakuul, in hopes of his thirties, even though he looks older. In addition to the
breaking the fragile peace in the goblin lands. He dreams impairment in his arm, which he has provided with an
of soon serving a new Lhesh, capable of uniting his goblin interchangeable prosthesis, he walks by dragging his left
brothers against humans and all other races. leg slightly. His black skin and dark eyes betray his
southern origin. Gaster was in fact born in New Throne in
Draar and Durrn Q'barra. He was captured two years ago by the
Draar's stats are those of the Bugear ChiefMM P33 whose Bladebearers in a foray into the jungles of that region and
actions are replaced by: Multiattack. Draar makes two was one of the few survivors of the first edition of the
attacks. One with a battleaxe and the other with a Midsummer Games. Some still remember that on that
Breakthrough Shield. Battleaxe. _Melee Weapon Attack: _ occasion he was one step away from killing Dhogec, but a
+5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing sneak attack by Durrn subverted the outcome of the fight.
damage. Breakthrough Shield. Melee Weapon Attack: +5 He doesn't like to talk about this episode, but Zakuul likes
to hit, reach 5 ft. one creature. Hit: 5 (1d4 + 3) bludgeoning to remind him that it was his suggestion for him that his
damage. If the target is Large or smaller, he must succeed companions spared him. Since then he has served as a
on a DC 13 Strength saving throw, otherwise he falls slave in the arena kitchens.
prone.
Durrn's stats are those of the Thought SpyGGR P233 . Gavrin
Gavrin is a warrior who served in the Defenders Guild of
Garon House Deneith. Gavrin's stats are those of the Knight MM
P347 but with the following changes: Challenge: 1/2, Hit
Garon is a half-orc with an aberrant dragonmark. For years points: 20 (4d8 + 2), remove the Heavy Crossbow and
he was a thug in the pay of the Barracuda of the Sea of modify Greatsword. Attack with Melee Weapon: +5 to hit,
Rage. During a raid in the Bay of Swords the Barracudas reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
were attacked by Valenar ships and Garon's ship was Should one of the characters pass a Charisma
forced to flee west. After sowing the elves beyond Kraken (Persuasion) check, they will be able to gather the following
Bay, they slipped into the fjord of the Ghaal River, between information about Gavrin.
Mournland and Darguun. There they were attacked by CD 10: Gavrin was the bodyguard of Austasia ir'Wynarn,
ships of the Bladebearers and captured. For his mark and daughter Aurad ir’Wynarn, younger brother of Aurala,
his fury in battle, he was sold as a gladiator to a queen of Aundair. He was in the group with the young
representative of Zakuul who was at the Rheklor slave Austasia, but in disguise. Austasia, with a rebellious
market. Garon is 40 years old and his grim face matches character and the innate spirit of an adventurer, fled from
perfectly with the scarlet features of the dragonmark that Fairhold about a year ago, with her cousin Corinne. Gavrin
descends on his neck from behind his left ear. He wears his was able to intercept her in Sharn and, on the orders of
hair short, shaved on the sides. He is easy prey to anger Aurad himself, pretended to be an adventurer.
and loves violence. In battle he is very skilled and Demonstrating his talents, he managed to become one of
particularly dangerous thanks to his abhorrent brand of the Austasia venture squad.
him.

THE MOKRON TOCH GLADIATORS


23
He was sent to Rhukaan Draal on behalf of Ol'daar
They performed several, but not particularly dangerous, Hekaan, a powerful druid goblin who headed the Kurmaac
deeds. Unfortunately, while they were carrying out a simple sect at Gathering Stone, a settlement north of the Darguun
escort mission, while crossing the Marguul Pass, they were capital. He always carries with him a large staff whose tip
attacked by a large group of Bladebearer hobgoblins. He holds a bloodied skull in it. He intends to convince Zakuul
was sold as a gladiator, while he lost all trace of Austasia. to make the gladiators take a potion called thirst for blood.
The failure of the mission broken him and for some time he This substance has already begun to circulate in some
has been fighting with the sole objective of winning his Gbolinoid clans, including the Bladebearers of Ruus
freedom and going in search of Austasia. He is a defender Dhakaan. This drug makes the user uncontrollably
of the ancient Galifar Code of Justice and before starting a aggressive, insensitive to pain, much stronger and, in case
fight he usually praises it: of abuse, insane. Once the effect has worn off, the
I swear to uphold and defend the Galifar Code of consumer falls unconscious between 3 and 18 hours.
Justice, with heart, mind, soul and steel, until Galifar is Repeated use of this drug over time leads to death. Effects
reunited and in peace. I swear to follow the Code and on other breeds are not known.
administer it fairly and impartially, regardless of wealth Ghartaan is an adversary of enormous powers and
or position, in all Five Nations and beyond. should be considered a high level challenge. Additionally,
this monster is actually a barghest eternally on the hunt for
Gharthaan souls to devour. His actions follow a precise plan, which,
however, no one knows.
Gharthaan appears as a giant bugbear with a feral
appearance and an evil gaze.

Gharthaan Shapechanger. The barghest can use an action to


polymorph into a goblin, a wolf, or back into its true
Large fiend (shapeshifter, barghest), neutral evil
form. While in goblin form, the barghest cannot use
Armor Class 19 (natural armor) its natural weapons or feed action but can wield
Hit Points 161(19d10 + 57) weapons and wear armor. Its statistics, other than its
Speed 30 ft. (60 ft. in barghest form) size, is unchanged. Anything it is wearing transforms
with it, but nothing it is carrying does. It reverts to its
true form if it dies. While in wolf form, the barghest
STR DEX CON INT WIS CHA can't speak, its walking speed is 40 feet and it cannot
use the claw or feed actions. In addition to its
21 (+5) 23 (+6) 16 (+3) 13 (+1) 12 (+1) 20 (+5)
changed statistics, the barghest while in wolf form
can use pass without trace at will. Its statistics, other
Saving Throw Str +9, Cha +9 than its size and speed, are unchanged. Anything it is
Skils Deception +9, Intimidation +9, Perception +5, wearing transforms with it, but nothing it is carrying
Stealth +10 does. It reverts to its true form if it dies.
Vulnerabilities Fire
Damage Resistance Cold, thunder, piercing, Banned by the Fire. When the barghest begins its turn
bludgeoning, and slashing from non-magical engulfed in flames at least 10 feet high, it must
attacks succeed on a DC 15 Charisma saving throw or be
Damage Immunities Acid, poison immediately banished to Mabar. Instant fire blast
Condition Immunities Poisoned (such as a red dragon's breath or a fireball spell) does
Senses Blindsight 60 ft., darkvision 60 ft., passive not have this effect on the barghest.
percetion 15 Acute Smell. The barghest has advantage on Wisdom
Languages Abyssal, draconic, common, goblin, (Perception) checks that rely on smell.
infernal, telepathy 60 ft.
Challenge 12 (8400 XP) Feeding on the Soul. A barghest can feed on the
corpse of a humanoid it has killed that has been dead
for less than 10 minutes, devouring both flesh and
Innate spellcasting. The barghest's spellcasting ability
soul. This feeding takes at least 1 minute and
is Charisma (spell save DC 17). The barghest can
destroys the victim's body. The victim's soul is
innately cast the following spells, requiring only
trapped in the barghest for 24 hours, after which it is
verbal components:
consumed. If the barghest dies before the soul is
At will: levitate, minor illusion, silent image, pass digested, the soul is released.
without trace Brute. A melee weapon deals one extra die of its
1/day: charm person, dimensional door, suggestion damage when the barghest hits with it (included in
the attack).
Legendary Resistance (1/Day). If Gharthaan fails a
saving throw, it can choose to succeed instead.

24 THE MOKRON TOCH GLADIATORS


Consumption of souls. When Gharthaan (Barghest) Bite. Melee weapon attack: +9 to hit, reach 5 ft., one
first drops to 54 hit points, he is no longer able to target. Hit: 19 (4d6 + 5) piercing damage.
maintain his bugbear form and reverts to his natural Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,
form. His armor class increases by 1 and at the
one target. Hit: 14 (2d8 + 5) slashing damage plus 4
beginning of his turn he can consume a soul. If he
(1d8) force damage.
does, he gets one of the following effects:
Rhashaak's claw (staff). Melee weapon attack: +9 to
at the beginning of each turn, until his next turn hit, reach 5 ft., one target. Hit: 9 (2d6 + 2)
regenerates 10 hit points; this effect persists as bludgeoning damage plus 8 (1d6 + 5) force damage.
long as it remains in natural form, If Gharthaan handles the magic staff Rhashaak's claw
the next time it hits the opponent with a bite or and he is in goblinoid form (bugbear), he can attack
claw, the target must succeed on a Wisdom saving or cast the following spells imbued into the weapon
throw (DC 17), if it fails it is poisoned and every for up to 10 charges, which require no material
next turn, it takes 5 (2d4) poison damage. The components:
target, at the end of his turn, can repeat the check.
at the beginning of his turn, Gharthaan is Hex (2 charges), Vampiric Touch (2 charges), ray of
enveloped in a purplish necrotic fog, which enfeeblement (2 charges), Fear (4 charges).
spreads around him in an area of 20 feet. Each
creature within the fog area must succeed on a Legendary actions
Wisdom saving throw (DC 17), otherwise it is Gharthaan (barghest) can take 3 legendary actions,
blinded until its next turn. Any ranged attack choosing from the options below. Only one
outside the fog area is treated as if it were three- legendary action option can be used at a time and
quarter cover. only at the end of another creature's turn. Gharthaan
(barghest) regains spent legendary actions at the
Vile Attack. If the barghest hits a creature with an start of its turn.
attack of opportunity, the target takes an extra 14
(4d6) necrotic damage from the attack. Barghest fury (Costs 2 actions). Gharthaan (barghest)
makes a claw or bite attack. This attack can also be
Curse of Rhashaak. If Gharthaan (barghest) dies, and done in a goblinoid form (bugbear).
his body is not burned by natural fire, his body
recomposes itself and comes back to life within Rhashaak's Will (Costs 2 actions). Gharthaan
1d10 days, regaining all of his hit points and abilities. (barghest), if he is in goblinoid form (bugbear) he
uses one of the spells from the Rhashaak's claw
Actions magic staff.
Multiattack. Gharthaan, if in his true form (barghest), Curse of Mabar (Costs 3 actions). Gharthaan (barghest)
makes three melee attacks of your choice between targets a creature within 30 feet of him that he can
Bite and Claws. If he instead is in the form of the see. The target must succeed on a Wisdom saving
original goblinoid (bugbear), he uses one of the throw with CO 15 or else they are magically cursed.
innate spells or one of those infused by the Claw of Until the curse ends, the target suffers a
Rhashaak. disadvantage on attack rolls and saving throws. The
target can re-roll the saving throw at the end of each
of his turns, and if he succeeds, the curse 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.

THE MOKRON TOCH GLADIATORS


27
Kazarin Mognyr's stats are the same as GnollMM P163 or Gnoll
Flesh GnawerVGM P144 which additionally has the
Kazarin “Vigorous Root” Nola-Kiala, is a 23-year-old following trait: Beyond death. The The first time its hit
Goliath warrior. He has a bald head with tribal tattoos and points drop to 0 or lower, the gnoll's remains decompose in
blue eyes. His skin, sunburned, looks golden. He is 7,40 ft. moments and 2x Gnoll WitherlingVGM P145 arise from its
tall and has a sturdy build. He has a prominent jaw face and bones.
features common to his breed. He usually addresses a
prayer to Boldrei or Dol Arrah. He is constantly trying to Rashard
outdo himself. He is a little presumptuous. He can be found
in one of the training rooms or in the refectory. He tends to Rashard is a prisoner originally from the city of Kalazart in
be shy and does not give confidence. Kazarin's stats are Cyre, the nation everyone today calls Mournland. 6 ft. tall,
those of BanditMM P343. shaved brown hair, he keeps a mustache and long beard to
hide an acid-induced scar he has on his right cheek and
Lhesh Haruuc part of his neck. His attitude is apathetic, even if he usually
responds to those who speak to him.
Haruuc Shaarat'kor is the ruler of the goblinoid nation of
Darguun, as well as lhesh (which in addition to meaning Ruus Dhakaan
Overlord of War, is also a political-military title similar to Ruus Dhakaan is the lhevket (warchief) of the Kech
that of General) of the Rhukaan Taash clan (Razor's Crown Shaarat clan, known as the Bladesbearers. This hobgoblin
in Goblin). Haruuc in 969 AR led a revolt of mercenaries
against the human masters of Cyre, which led to the does not appear in this adventure, but he is one of the most
conquest of a vast territory in south central Khorvaire. important characters of the The Dar Menace campaign, of
Here he founded the nation of Darguun (literally Land of which this adventure represents the first chapter of Mosaic
the Goblinoids in goblin) and, thanks to his diplomatic Shards. During the adventure, however, Ruus Dhakaan is
skills, he managed to have it recognized in the Treaty of likely to be mentioned. In this case, if the characters make
Thronehold which redesigned the borders of the world. an Intelligence (Hitory) check they can discover the
If a character makes an Intelligence (Hitory) check, he following information.
can also obtain the following information. CD 10: Ruus Dhakaan is a ruthless, bloodthirsty and
DC 15: Before ascending as leader of the Darguun, nationalist leader. He is convinced that the Darguun
Haruuc was a mercenary employed by House Deneith. must not only dominate over all other nations, but must
Skilled and charismatic strategist, he surrounded himself return to being the ancient empire that subdued every
with several duur'kala (translatable as Dirge Singers, sentient creature of Khorvaire. Ruus enforces the
esteemed hobgoblin bards guardians of the history and millennial tradition of carving a blade-shaped scar on
traditions of the ancient Dhakaan empire) who induced a one or both forearms of clan members.
sufficient number of goblin, hobgoblin and bugbear clan
leaders to fight in the Revolution. Vast territories claimed in CD 15: Due to his extremist ideas of himself, also
eastern Breland and southern Cyre, the nation of Darguun imposed on the members of his clan, he has become a
was born and Haruuc claimed the title of lhesh. bitter opponent of all the polical initiative of the Lhesh
Haruuc and his allies. Most clans are afraid of
Moggal Bladebearers and will support Ruus' policy if
threatened. Other groups see him as a Dhakaan heir
Moggal is one of the few non-goblinoids who serves and will tend to follow him, convinced that he can
Zakuul. It was bought by Zakuul at the slave market shortly obtain greater results than Lhesh.
after he took over the arena. Nothing is known about his
past, except that he lost his freedom in Vralkek in Droaam. CD 20: Ruus has for several years been in possession
Zakuul trusts him because, he always follows his orders of the Sword of the True King - called Skai Shaarat in
without arguing. Zakuul likes to point out to the rare guests goblin - an ancient Dhakaani artifact. His headquarters
who go to visit the cells that Moggal will never be able to is in Gorgonhorn, a place that he has chosen as his
reveal any secrets, as his tongue has been ripped out. home and where he usually resides. He returns to the
Moggal's stats are those of an Orc War ChiefMM P246. capital Rhukaan Draal Very rarely, because he
considers it a den of the weak and corrupt, unworthy of
Mognyr the Dhakaani lineage. As her spokesperson, she elected
Daavn, who opposes any initiative of the Lhesh Haruuc,
Mognyr is a gnoll from Droaam, captured a few weeks ago in an attempt to destabilize the Blood Council and
by a group of Bladebearers. He was part of the Znir Pact overthrow the power of the Lhesh.
and his clan was that of Sypheros. Like every member of
the Pact, he served as a mercenary. He was contractually
bound by a group of Zil merchants (Zilargo gnomes)
headed to Thrane and who needed an escort as they
crossed the Darguun. The failure to repeat the plan and the
torture suffered, brought back the demonic nature of
Mognyr, who broke the oath with the Pact and found
comfort in the worship of the Overlord Rak Tulkhesh.

28 THE MOKRON TOCH GLADIATORS


Seerhak
Seerhak is one of the Lords of Khraal, a hobgoblin pirate Shaartat'khesh
captain who flies the southern coast of Darguun. Seerhak
is unusually short for a hobgoblin, but no one would dare to Disciple
make jokes about it. Seerhak is in fact considered the most Humanoid (goblin, Shaarat’khesh), legal neutral
ruthless of the fleet of Baalo the One-eyed and the
countless scars he has all over his body demonstrate the Armor Class 13 (unarmored defense)
many battles he has fought in first person. He came to Hit Points 27 (5d8+5)
Speed 30 ft.
Rhukaan Draal a few days ago to sell some slaves at the
market. He is more at ease on the deck of his ship, the
Sora'taat (translated as Infamous Crone), but he is also STR DEX CON INT WIS CHA
very skilled on land. 18 11 14 11 (+0) 13 (+1) 15 (+2)
(+4) (+0) (+2)
Shaartat'khesh
The Shaarat'kesh clan (Silent Knives in common) is a clan Senses Darkvision 60 ft., passive perception 15
composed of only goblins who live as ascetics, devoted to Languages Common, Goblin
the clan and to the fulfillment of every mission assigned to Challenge 2 (450 XP)
them. The role of the monks of the Silent Knives in the
Darguun society is that of spies and assassins. Unarmored Defense. While the monk is not
The ranks of this clan are those of Disciple, Monk, wearing armor and wielding a shield, his AC
Master, Grand Master and High Master of the Assassin includes his Wisdom modifier (already included).
Blade. Master Hakaat usually lends his services to Sneak Attack. The monk deals an extra 7 (2d6)
Rhukaan Draal and Gathering Stone. damage when it hits a target with a weapon or
The order is led by the Highest Master Feng'dhuur, unarmed attack and has advantage on the attack
legendary bearer of the katana sword Nyn's Fang. roll, or when the target is within 5 feet of an ally
of the monk that isn't incapacitated and the
assassin doesn't have disadvantage on the attack
roll.

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.

THE MOKRON TOCH GLADIATORS


29
Theles d’Thuranni
Shaarat'kesh Monk Theles d’Thuranni is a young elf with short red hair who
Humanoid (goblin, Shaarat’khesh), legal neutral works for the Thuranni family, bearer of the Dragonmark of
the Shadow. She has an exuberant character and is
Armor Class 16 (unarmored defense) attracted to violence and blood. She is a welcome guest of
Hit Points 51 (6d8+24) Zakuul because she usually pays large sums to have the
Speed 30 ft. pleasure of witnessing particularly bloody clandestine
fights. There is a 50% chance that Theles is accompanied
STR DEX CON INT WIS CHA
by a champion of her, which she will later want to fight.
Alternatively, Theles will have identified one or two of her
18 11 14 11 (+0) 13 (+1) 15 (+2) PCs as her "her favorites" and whom she will want to see
(+4) (+0) (+2) fight for her pleasure. The clandestine fighting will take
place in one of the training rooms.
Senses Darkvision 60 ft., passive perception 15
Languages Common, Goblin
Challenge 3 (700 XP)
Tokhaal
Tokhaal is the impulsive and young warchief of the Mur
Unarmored Defense. While the monk is not Talaan, the Horned Shoulders. He was proclaimed warlord
wearing armor and wielding a shield, his AC after Dagii's death and for having distinguished himself in
includes his Wisdom modifier (already included). the siege of Kennrun despite his devastating defeat. He is
not particularly intelligent and is easily influenced,
Shaarat'khesh Hardening. When the monk first especially by Daavn and his ideas of racial supremacy.
drops to 17 hit points, each successful attack He feels honor and respect for the Lhesh Haruuc, even
adds 3 (1d6) extra radiant damage. though he cannot understand many of his decisions. He is
Reactions often at odds with Bronk because the old warlord is used to
scold him when he expresses unintelligent ideas, without
Burning Staff Aura. Each time a creature that is bothering to hurt his pride in him.
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
Tuura Dhakaan
damage on a successful one. Tuura Dhakaan is the leader of the Kech Volaar clan
(Wordbearers in common, literally Keepers of the Word).
Actions She became the successor of the late Yeera Dhakaan, she
sits with the twelve war leaders on the Blood Council of
Multiattack. The monk Shaarat'kesh makes two Lhesh Haruuc, although she does not exercise the right to
Shining Strike attacks or one attack with Dhakaan
Sun Strike.
vote. She is held in high esteem by Haruuc, who asks her
for advice when she wants impartial advice that takes into
Shining Strike. Melee Weapon Attack: +4 to hit, account the welfare of the nation and not the advantage of
reach 5 ft., one target. Hit: 11 (2d6+4) the clan she belongs to.
bludgeoning damage.
Dhakaan Sun Strike. Melee Weapon Attack: +4 to
hit reach 10 ft., one target. Hit: 18 (3d6+8)
radiant damage, and the target must succeed on a
DC 13 Constitution saving throw or become
blinded. A blinded creature can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success.

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.

30 THE MOKRON TOCH GLADIATORS


Yedri ir’Korran
Yedri ir'Korran is a Korranberg gnome, belonging to an
ancient Zil family. He has long, curly, white hair, shaved on
the sides and blue-green eyes. He has fair, wrinkled skin.
He is 3.9 ft. tall with proportions typical of a Zilargo gnome.
He has an oval face marked by age and suffering. He has a
scar on his left temple. He looks like a desperate old
geezer.
Yedri's statistics are those of the AcolyteMM P342
replacing the Scimitar with Rapier. Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 5 (ld8 + 1) piercing
damage.
Zakuul
Zakuul is the majority of the Mokron Toch Arena, (which
can be translated as _ Twelve Skulls_). He is greedy and
ruthless. During the war he served in the Darguun army as
a torturer. After the war, he and his most trusted
companions signed up for the pit fighting held during the
Midsummer Games. When he won the tournament, with
the money he earned, he took over the pits, managing to
transform them into a large arena. Over time he
established himself in society thanks to the economic
power obtained by his activity as a bookmaker and usurer,
coming to occupy a place in the Blood Council, in the Red
House, even though he was not a war leader.
For some time he has been in open conflict with Lhesh
Haruuc, due to the tax injunction that he has imposed on
the gigantic betting round that Zakuul runs. He is too afraid
of the Lhesh to face it directly, but thanks to his economic
power and his political influence, he tries to weaken
Haruuc. He has long formed an alliance with Daavn,
backing his proposals during the sessions of the Blood
Council, obtaining concessions and tax favors in return, but
recently the spokesman for the Bladebearers asked the
goblin to side with him in order to to overthrow the Lhesh
Haruuc. Zakuul's stats are those of KrenkoKKW P10.

THE MOKRON TOCH GLADIATORS


31
Magic Items

Valenar Double Scimitar


Weapon (scimitar), uncommon (requires attunement)
The double scimitar is the symbolic weapon of the Valenar
elves. A hilt of fine wood supports a long blade on both
ends. Forged with techniques honed over tens of thousands
of years, these blades are strong, sharp and remarkably
Templar Shield of the Silver Flame
light.
Armor (shield), uncommon (requires attunement by a good Each scimitar is a masterpiece, and consequently the
creature) double scimitar is an expensive weapon, but very few
people have the opportunity to purchase one. The Tairnadal
This magical shield was forged by the blacksmiths who elves of Valenar are centuries-old sworn enemies of the
serve among the Templars of the Church of the Silver goblinoids of the Darguun. These blades were stolen from
Flame, who melted the steel with Flametoched Iron, the the remains of the brave elf Vylae Taeri, captain of a group
sacred metal extracted from the mines of Thrane. of ambushed raiders. The only survivors were the elves
This shield is considered to be of good alignment and Vaelin, Tairil, Shearan and Tail. If a character were to get
grants a +1 bonus to AC. The creature attuned gains an into possession of this weapon, it could be dangerous. A
additional +1 if it is attacked by creatures native to planes Valenar elf might ask for his return or challenge the
of evil alignment, and the bonus is +2 if the creatures are character to prove he is unworthy to wield it.
fiends. In addition, the character has advantage on saving The character who is attuned to the weapon has a +1
throws on spells cast by evil creatures not native to the bonus on attack rolls with this magical weapon. If it hits, it
material plane or fiends. deals 6 (2d4 + 1) slashing damage. The Valenar Double
Scimitar is an accurate weapon.
O Silver Flame, light the way Valenar masterpiece. If you wield the Valenar Double
Through war and darkness and despair; Scimitar with two hands, when taking the attack action,
O Silver Flame, we shall not stray! you can use a bonus action to make an additional attack
Spirit of Thrane, hear our prayer. with the opposite blade of the weapon.
No foe can dim your argent glow "These elves know how to do it.", Talon commented while
No child can live beyond your light observing the weapon.
With swords in hand, "They will also be good craftsmen", Marsh retorted: "but
Your soldiers stand, I really can't stand them!".
O Silver Flame, burn ever bright!

Light the Way, The Thranish national anthem

32
THE MOKRON TOCH GLADIATORS
Battle Maps
Mochron Toch Arena - Round 1

THE MOKRON TOCH GLADIATORS


33
Mochron Toch Arena - Round 2, 3 and 4

34 THE MOKRON TOCH GLADIATORS


Mochron Toch Arena - Underground

THE MOKRON TOCH GLADIATORS


35
Mochron Toch Arena - Against the Champions

36 THE MOKRON TOCH GLADIATORS


Mochron Toch Arena - Against Akalkaal

THE MOKRON TOCH GLADIATORS


37
Mochron Toch Arena - Award ceremony

38 THE MOKRON TOCH GLADIATORS


ARE
ARE YOU
YOU READY
READY
TO
TO FIGHT?
FIGHT?
And
And here
here we we are
are once
once again
again
having
having to to fight
fight for
for life
life and
and
glory!
glory!
The
The crowd's
crowd's screams
screams are are
muffled,
muffled, but but they
they are
are much
much
more
more intense
intense thanthan the the
previous
previous day.
day.
Zakuul's
Zakuul's shrill
shrill voice
voice incites
incites
the
the crowd,
crowd, which
which reacts
reacts with
with
bellowing
bellowing and and stamping
stamping their
their
feet
feet on
on the
the stands,
stands, creating
creating aa
sound
sound likelike the
the sea
sea crashing
crashing
on
on the
the reef.
reef.
Enemies
Enemies far
far more
more dangerous
dangerous
than
than those
those you
you have
have defeated
defeated
await
await you.
you.
Let
Let the
the fight
fight begin!
begin!

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.

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