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=== Doc Pindle: Adventure Hook === | === Doc Pindle: Adventure Hook === | ||
Doc Pindle has gone missing, leaving Harbour City’s most hardened fighters suddenly in need of urgent care. The party is hired by a fearful underground figure to find him. As they search, they uncover traces of blood magic and strange alchemical compounds, leading them to question whether Doc Pindle has been taken—or has willingly disappeared to pursue his darkest experiment yet. The party must track him down, but the closer they get, the more they realize they may be stepping into a trap that could make them his next patients. | Doc Pindle has gone missing, leaving Harbour City’s most hardened fighters suddenly in need of urgent care. The party is hired by a fearful underground figure to find him. As they search, they uncover traces of blood magic and strange alchemical compounds, leading them to question whether Doc Pindle has been taken—or has willingly disappeared to pursue his darkest experiment yet. The party must track him down, but the closer they get, the more they realize they may be stepping into a trap that could make them his next patients. | ||
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© 2024, Simon Kingaby. All rights reserved. | |||
Latest revision as of 00:46, 29 November 2024
Back to Harbour City
Just outside the Northeastern Sally Port is the fighting pits -- a popular attraction -- from which this neighborhood derives its name. If anywhere can be worse than the Squalids, this is it. Starting with the arena itself, there are six places of interest in the Pits, each with its own tale to tell.
The Arena: The Pits
Known simply as The Pits, this infamous arena is a brutal proving ground for Harbour City’s desperate, ambitious, and bloodthirsty. Here, fighters, mercenaries, criminals, and the occasional wild creature battle for survival, glory, and the chance at a meager purse. Situated in the heart of the district bearing its name, The Pits are as much a spectator sport as they are a symbol of the district’s lawlessness and unrestrained violence.
The arena itself is a grim spectacle—a circular pit of packed dirt surrounded by tiered stone seating, with crude wooden bleachers for the poorer spectators and reserved stone boxes for the local crime lords, wealthy gamblers, and those powerful enough to hold a claim over the blood that stains its soil. Smoke from torches and the stench of sweat and blood fill the air, adding to the pervasive sense of brutality. The Pits are open day and night, with fights ranging from quick skirmishes to all-out melees, and occasionally, chaotic free-for-alls involving multiple fighters and beasts.
Purpose of the Arena
The Pits serve several purposes in Harbour City’s social and criminal structure. Ostensibly, it’s a place of entertainment, where citizens can take out their frustrations by watching others fight for survival. But it’s also an important mechanism for controlling the district’s roughest elements. Those who prove themselves in the arena gain a level of respect in the Pits, and sometimes even a measure of freedom or influence. Victors may be recruited into local gangs, offered work as enforcers, or granted access to weapons, privileges, or alliances.
In a more sinister light, the arena serves as a deadly punishment ground. Many prisoners from the Iron Gauntlet are “volunteered” for fights they cannot win, pitted against beasts or seasoned warriors. The Crime Lord Tenebris and other influential figures also use the Pits as a place to settle grudges, sometimes throwing rivals into the ring and forcing them to fight for their lives.
Arena Management: Raldrin "The Overseer" Voss
The Pits are overseen by Raldrin "The Overseer" Voss, a distant cousin of Tormin “Steelhead” Voss, who runs the brothel nearby. Unlike Tormin’s brute force approach, Raldrin is a calculating and theatrical human with a natural gift for showmanship and crowd control. He ensures that each fight is a spectacle, organizing the matches to guarantee drama and excitement. Raldrin profits immensely from rigged fights and betting operations, working with the criminal underworld to fix outcomes and arrange matches with high stakes. He delights in orchestrating elaborate fights, pairing wildly mismatched combatants or adding environmental hazards like spiked walls, flaming pits, or collapsing platforms.
Raldrin is a manipulator at heart. He has a network of informants who keep him informed of any rumors of betrayal, dangerous rivals, or promising new talent. If someone in the Pits attracts his interest, they may be "invited" to fight in a special match, often under the pretense of a generous reward or freedom. However, the "invitation" usually comes with a life-or-death stipulation, and few who enter the Pits as combatants leave the same.
The Matches: Blood and Spectacle
Matches in the Pits vary widely, from one-on-one combat to elaborate death traps and magical duels. Some of the most popular match types include:
- Single Combat: The classic format, where two fighters face off until one yields or perishes. Some are sanctioned, while others are grudge matches arranged by local gangs to settle disputes.

- Beast Battles: Unwilling combatants are pitted against exotic creatures—mangy dire wolves, frenzied boars, or occasionally, captured monsters from outside the city. The beasts are often starved and agitated for maximum ferocity.
- Tag-Team Gauntlets: Fighters are grouped into teams, often with little time to prepare, and must survive waves of opponents, traps, and wild beasts. This format is popular for testing new recruits or high-profile prisoners.
- Death Free-for-All: The most chaotic and savage match, where dozens of fighters are thrown into the arena with only a few weapons or escape routes. The last survivor earns freedom or a massive purse, depending on the terms of the event.
- Ladder Match: Rise to Glory: The Ladder Match is one of the Pits’ most grueling and celebrated spectacles. In this format, a single fighter or team must battle a series of opponents, each progressively stronger or more cunning than the last. Fighters who survive this challenge earn respect, coin, and sometimes even a rare item or reward. The Ladder Match is designed to test endurance, skill, and sheer willpower, and the crowd revels in watching a lone warrior or party climb to the top or fall in defeat.
Ladder Match: Rise to Glory
The Ladder Match is unique for its relentless structure—combatants get only brief moments to recover between bouts, and they have no idea who or what they will face next. The Overseer, Raldrin Voss, carefully curates each sequence of opponents, tailoring the difficulty to increase dramatically with each round. His goal is to push the fighter to the edge of their abilities, stoking the crowd’s excitement as the stakes rise.
Matches are often preceded by Raldrin’s dramatic announcements and raucous betting among spectators. For the gamblers and gang members in the stands, these spectacles are as much a business as they are a thrill. Rumors suggest that Raldrin occasionally collaborates with the Crime Lord Tenebris to stage special matches featuring notable figures, captives, or even adventurers who have drawn too much attention.
Structure of the Ladder Match
The Ladder Match typically consists of five rounds, each with a different type of opponent. The sequence is designed to test every aspect of a fighter's skill:
- Round One: The Brawler
The first opponent is usually a simple brute, such as a strong but slow brawler, chosen to lull the fighter into a sense of confidence. These combatants are often newcomers or prisoners dragged from the Iron Gauntlet, equipped with basic weapons. While not particularly skilled, they strike with heavy, straightforward attacks, testing the challenger’s resilience.
- Round Two: The Beast
The second round introduces a fierce creature, often something like a rabid dire hound, a wild boar with iron tusks, or a caged beast that has been agitated. The creature’s ferocity pushes the combatant to demonstrate agility and adaptability. This round is often a fan favorite, as the raw danger of the animal keeps the audience on edge.
- Round Three: The Duelist
The third round pits the fighter against a skilled swordsman or rogue, often a nimble and dexterous foe with specialized skills, such as poison-tipped weapons or blinding powder. This opponent is brought in to challenge the fighter’s reflexes and finesse. The duelist might also taunt the fighter, using psychological tactics to destabilize them and force mistakes.
- Round Four: The Spellslinger
By the fourth round, the crowd is fully engaged, and Raldrin often introduces an opponent with minor magical abilities or supernatural powers. This could be a warlock with limited curses, a rogue alchemist with bombs, or even a necromancer who summons skeletal minions. This round forces the fighter to adapt quickly to magic or unconventional tactics. The spellslinger is often a high-ranking gang enforcer or a favored combatant brought out for special matches.
- Final Round: The Champion
The last round is the climax of the Ladder Match, where the fighter faces off against a known champion of the Pits or, on rare occasions, a monster with exceptional strength. This opponent is a seasoned warrior with unmatched brutality, equipped with enchanted weapons, reinforced armor, or even magical enhancements. In some cases, the champion might be a former Ladder Match victor, a pit fighter with a fearsome reputation, or a monster renowned for its deadly power. This match is no-holds-barred, and the challenger must use every ounce of their strength to survive.
Rewards and Reputation
If a fighter wins the Ladder Match, they earn substantial rewards: a generous purse, a valuable item (sometimes even a minor magic item or a cursed relic), and the respect of both the crowd and the criminal underworld. However, victory also marks them as a rising star or potential threat, and surviving challengers are often approached by gang leaders, merchants, and criminal allies hoping to capitalize on their new fame. Some victors go on to join powerful factions, while others are offered further challenges by Raldrin or the Beholder crime lord.
For adventurers, a successful Ladder Match also draws attention that could lead to powerful enemies or high-paying contracts. This match is one of the few ways to gain favor with key figures in the Pits and secure privileges or resources otherwise unattainable in Harbour City.
Ladder Match: Adventure Hook
The party enters the Ladder Match in search of information hidden within the arena itself. Raldrin Voss promises a reward to the victor, but rumors suggest he has rigged the match to favor his own champion. The party must climb the ladder while deciphering clues hidden in the arena, each round bringing them closer to a deadly secret guarded by Raldrin himself. But with each victory, they draw the eye of rival factions who see them as either potential assets—or dangerous threats.
The Pits: Adventure Hook
While in the Pits, the party is approached by an arena worker who discreetly passes them a note: Raldrin has heard of their exploits and has arranged a “special match” in their honor. But the note warns them—Raldrin never offers such matches without a deadly catch. To avoid entering the ring, the party must find a way to outwit the Overseer, navigating the treacherous underworld of Harbour City and confronting Raldrin himself. Alternatively, if they accept the challenge, they may face off in the arena against the Pits' most fearsome fighters, battling not just for survival but for secrets that could unravel Raldrin's control over the district.
The Market: The Ragged Bazaar
The market in the Pits, known as The Ragged Bazaar, is a sprawling, chaotic affair where vendors sell goods from makeshift stalls, weathered tents, and carts pulled into position each dawn. The atmosphere is tense and electric, with the distant sounds of arena cheers mingling with the clamor of haggling and street performances. Smoke from open cooking fires and the scent of rare, sometimes dubious, wares fill the air. Though officially unregulated, the Bazaar is informally controlled by the local gangs, who extort stall fees and offer “protection” to merchants in exchange.

Goods sold here are mostly practical, crude, or illicit. Basics like food, cheap clothing, weapons, and armor dominate, though the selection is often secondhand or scavenged. Adventurers can find survival gear, lockpicks, and thieves' tools at reasonable prices, as well as a limited selection of black-market goods. While higher-end items are rare, some stall owners deal in items that have been looted, stolen, or smuggled from far-off lands, offering rare curiosities to those with the coin or connections to acquire them.
The Slave Auction: The Black Ring
A covert slave auction, known as The Black Ring, operates within the Ragged Bazaar. Slavery is officially forbidden within Harbour City, but in the Pits, this trade is tacitly allowed to continue as long as it’s kept out of sight and doesn’t interfere with the city’s more "civilized" areas. The auction takes place in a concealed section of the Bazaar, accessible only by secret signal or by word-of-mouth introduction to one of the market’s shady overseers. While most transactions are for debt slaves or criminals, it’s rumored that on certain nights, rare and exotic “lots” are offered to the highest bidder.
The Black Ring is run by a shadowy figure named Hessik Crowne, a middle-aged human with a patchy beard and a sickly pallor. Hessik is rumored to be well-connected with the Crime Lord Tenibris' network and is known for his ruthless efficiency in managing this dark trade. Crowne conducts the auctions with cold indifference, seeing each slave as a unit of profit rather than a person. Though he works with a few regular buyers, he is always seeking new clients—especially adventurers who might want henchmen, mercenaries, or even individuals with rare skills and backgrounds.
Goods of Interest for Adventurers
For a party of adventurers, the Ragged Bazaar holds several enticing possibilities. While high-grade magic items are rare, the Bazaar has a thriving trade in unconventional and dangerous items. Some of the goods they might find include:
Alchemy Supplies and Minor Potions: Crude healing potions, sleep-inducing elixirs, and concoctions for smoke screens or poison darts, often crafted by dubious alchemists who set up shop in ramshackle tents. Curious Magic Trinkets: From time to time, lesser magical items find their way to the Bazaar, usually looted from fallen adventurers or procured from dubious sources. Items like enchanted rings, cursed amulets, or minor wands of limited power may be available if one knows where to look. Blacksmith Wares and Exotic Weapons: Mercenaries and arena fighters bring unique weapons to trade here, including iron clubs, spiked gauntlets, jagged daggers, and occasionally even exotic weapons from foreign lands. Some are enchanted for single-use magical effects, adding an element of surprise to combat. Books and Scrolls: The Bazaar has a thriving underbelly of illicit knowledge, including stolen spell scrolls, worn alchemical manuals, forbidden tomes, and coded journals. Many have hidden or dangerous magic that isn’t always apparent to the untrained eye. Strange and Rare Components: For spellcasters, the Bazaar offers rare ingredients like preserved basilisk eyes, powdered silver, and monster parts for arcane rituals. These components are often illegally acquired but are valuable for those with specialized skills.
The Ragged Bazaar: Adventure Hook
While exploring the Ragged Bazaar, the party is approached by a desperate young woman who claims her family has been taken by the Black Ring and is about to be auctioned. She begs the party to rescue them before they disappear forever into the underground slave trade. To do so, the adventurers must infiltrate the Black Ring’s hidden auction, navigate the ruthless crowd, and negotiate—or fight—to secure the family’s freedom. This could lead to a tense standoff with Hessik Crowne and his enforcers, testing the party's ability to blend in and survive in one of Harbour City’s darkest corners.
The Chapel: The Shrine of the Forgotten
The small, weatherworn chapel in the Pits is known as the Shrine of the Forgotten. This dim, crumbling structure is not officially affiliated with either of the grand temples at the entrance to Harbour City. Unlike those prestigious institutions, the Shrine of the Forgotten is more of a refuge for the downtrodden, lost, and desperate—a flickering flame of hope in an otherwise bleak and violent district. Its reputation, however, is conflicted; while some see it as a sanctuary, others consider it tainted by the same corruption that pervades the Pits.
The chapel, despite its humble appearance, serves as a complex hub of both genuine solace and hidden agendas. Its stone walls are adorned with faded, mismatched iconography from various faiths, as if to honor any deity willing to offer aid to the district's forsaken. Candles and incense burn constantly, though the air is thick with smoke and shadows. The Shrine is dimly lit, its stained-glass windows cracked and grimy, casting only murky colors on its small congregation.
Leadership: Father Sarn

The Shrine of the Forgotten is led by Father Sarn, a weary, enigmatic half-elf whose motivations remain shrouded. Once a respected priest in the city’s inner temples, he was exiled years ago for reasons that only he knows—and refuses to share. With graying hair, a lined face, and piercing, tired eyes, Sarn is a complex figure; he is both a beacon of hope to some and a morally ambiguous figure to others.
Though he offers the semblance of religious guidance, Father Sarn is known to barter in secrets, information, and services. He has a reputation for bending his sermons to fit the needs of his congregation, which often includes the very criminals and gang leaders who run the Pits. His true beliefs remain hidden, and his loyalty lies with the survival of his chapel, no matter what it takes.
Some rumors suggest that Father Sarn receives a "tithe" from the Crime Lord Tenebris himself, allowing him to keep the chapel open in exchange for occasional services. Despite this, Sarn does perform genuine acts of charity, often tending to the sick, offering shelter, and providing final rites to the poor and forgotten. Those who need real help can find it here—though it sometimes comes at a price.
The Congregation
The congregation of the Shrine of the Forgotten is a mix of the Pits' destitute residents, hardened criminals seeking repentance, wounded fighters, and weary souls who cling to the hope of redemption. Unlike the faithful of the city’s other temples, the congregation here is composed of those who live on the margins of society, viewing the chapel as a last refuge. Some come to confess, others to pray, and some merely to sit in the quiet shadows, hoping for a moment of peace.
Gang members, including enforcers from Tormin "Steelhead" Voss’s brothel and the guards from the Iron Gauntlet, visit on occasion to seek blessings before dangerous jobs. It’s also not unusual to see victims of brutal fights in the Pits quietly led here by friends, seeking Father Sarn’s healing touch when the Iron Gauntlet’s guards turn a blind eye.
Services Offered
The Shrine of the Forgotten offers several distinct services to the people of the Pits:
- Healing and Medicine: Father Sarn has some skill in basic healing, both mundane and magical, and often tends to the wounded who can’t afford other means of care. However, he charges a small fee to those who can pay, while the truly destitute receive his services freely. Occasionally, he’ll also patch up fighters in exchange for favors or information rather than coin.
- Sanctuary and Refuge: The chapel offers a rare sanctuary where even criminals can seek temporary shelter. While Father Sarn won’t openly harbor fugitives, he often turns a blind eye to those hiding from rivals or the authorities—though he’ll demand a hefty donation if they expect protection from anyone actively hunting them.
- Funeral Rites and Last Rites: The Shrine is one of the few places where the destitute can receive a proper send-off. Father Sarn performs last rites and even small funerals for those who die in the Pits, though most bodies are unceremoniously buried in mass graves nearby. Fighters who fall in the arena are sometimes brought here for a small blessing before burial, depending on the wishes of their families—or the whims of the arena’s overseers.
- Confession and Forgiveness: For those seeking absolution, Father Sarn offers a type of confession—though he encourages donations to "cleanse one’s soul." Many gang members, thieves, and even a few of the Iron Gauntlet’s guards come here to unburden their sins. This has earned Sarn a reputation as a keeper of dark secrets, and he’s known to leverage this knowledge as quietly as possible.
- Divine Insight and Divinations: On rare occasions, Father Sarn performs simple divinations for those who seek guidance. These are usually vague, cryptic prophecies, and he accepts only coin for these services. Many believe Sarn has an uncanny insight into the true nature of his clients, offering guidance that often veers into unsettling truths.
Allegiances and Corruption
The Shrine of the Forgotten is neither fully righteous nor entirely corrupt. Father Sarn maintains a delicate balance, taking money from those who exploit the Pits while offering real help to the hopeless. This keeps the Tenebris’ agents happy while allowing him to extend a helping hand where he can. He walks a narrow line, not fully aligned with the crime lords but not openly challenging them, ensuring his survival and the chapel’s continued operation. However, his quiet resistance to the district’s darkness has made him a figure of both mystery and mistrust.
The Shrine of the Forgotten Adventure Hook
Father Sarn privately approaches the party, offering to share critical information on a local crime lord in exchange for their help with a strange request: he wants them to recover a relic that was stolen from the chapel—a small, forgotten artifact rumored to have protective powers. The party must navigate the dangerous underworld to reclaim the relic, learning in the process about Sarn’s deeper secrets and his uncertain loyalties. But if they succeed, they may gain a valuable ally—or a dangerous enemy—in the heart of the Pits.
The Jail: The Iron Gauntlet

The jail in the Pits, ominously known as The Iron Gauntlet, is more than just a holding cell for criminals—it’s a grueling detention center where the condemned face brutal conditions and sometimes even forced labor. The Iron Gauntlet serves both as a temporary lock-up for brawlers, petty criminals, and other undesirables, and as a final destination for those who cross the wrong people or fail to pay their debts. In the Pits, the jail's reputation is harsh; inmates can expect cold stone cells, minimal food, and constant intimidation from guards who are just as dangerous as the criminals they oversee.
The Iron Gauntlet is used strategically to maintain order—or, rather, the appearance of it—in this lawless district. While a few are placed here for genuine infractions, most inmates are sent to the Gauntlet to disappear quietly or are extorted for bribes and favors to secure their release. It’s not uncommon for a night in the Gauntlet to result in "accidents," with few inquiries into how prisoners fared once inside. The Gauntlet also hosts informal fights among inmates, sometimes wagered upon by the guards themselves.
Corruption in the Judicial System
The judicial system in the Pits is deeply corrupt, operating more as an instrument of control for the local crime lord and officials than as a genuine force for justice. Sentences are often decided based on bribes and favors, and those with the right connections or enough coin can walk free regardless of their crimes. For the rest, being thrown into the Gauntlet is a punishment of misery and degradation. The jail often “overlooks” the crimes of well-connected criminals who funnel payments to the warden or the magistrate. Likewise, any inmate who proves valuable in terms of connections or information might receive “preferential” treatment, while the rest are simply left to rot or fight for survival.
Warden of the Iron Gauntlet: Borin Thalrack
The Iron Gauntlet is run by Warden Borin Thalrack, a brutish dwarf with a reputation for cruelty and indifference. Borin rose through the ranks by making himself indispensable to the Crime Lord Tenebris and other criminal elements, turning the jail into a useful tool for underworld operations. Known for his love of intimidation, Warden Thalrack often makes examples of unruly prisoners, turning their punishment into public spectacles that both entertain and instill fear.

His primary motivation is personal gain, and he openly accepts bribes to ease sentences or provide certain privileges, making him one of the wealthiest figures in the Pits. However, Borin keeps his allegiance fluid, switching support as needed to retain his power.
Magistrate: Loria Serave
The magistrate who works with Warden Thalrack is Loria Serave, a cunning and calculating human woman whose reputation is as treacherous as it is refined. She handles the sentencing of prisoners in the Pits and has a knack for finding the most profitable angle in every case. Loria works hand-in-glove with Borin to maintain the flow of bribery, and she’s not above inventing false charges if it means gaining leverage or payment. With her extensive knowledge of Harbour City’s influential figures, she also acts as an intermediary between the Crime Lord Tenebris interests and the city’s nominal authorities.
Magistrate Serave, motivated by power and the illusion of respectability, uses her role to keep both criminals and guards indebted to her. While she projects an aura of integrity when required, those who know her true nature are well aware that every sentence and every pardon has a price. She often entertains bribes and secret deals within her office, making her as complicit in the criminal underworld as the prisoners she convicts.
The Iron Gauntlet: Adventure Hook
The party is tasked with freeing a high-value prisoner from the Iron Gauntlet. However, to succeed, they must navigate the treacherous power dynamics between Warden Thalrack, Magistrate Serave, and the inmates who control the jail’s inner workings. The party could attempt to bribe the warden or strike a bargain with Loria Serave, but each favor comes with hidden strings—and crossing either of them might turn the Gauntlet’s guards into deadly adversaries.
The Guard Tower: The Northern Watchpost
The Northern Watchpost stands at the northeastern edge of the Pits, a grim stone structure with crenelated battlements overlooking both the district and the wilderness beyond. Its purpose is twofold: officially, it serves as a defensive lookout against potential threats from the wilderness north of Harbour City. However, in practice, its primary focus is to keep a close eye on the rowdy and unpredictable inhabitants of the Pits. The guards here know that any threat from beyond the city pales in comparison to the everyday dangers found within this infamous district.
The tower’s guards are charged with preventing escape attempts from the Iron Gauntlet jail, intervening in major brawls that threaten to spill into more “respectable” parts of Harbour City, and ensuring that the restless activity in the Pits doesn’t turn into full-blown chaos. From the top of the tower, guards have a clear view of the Pits' alleys, the fighting arena, and the Iron Gauntlet, ensuring they can quickly respond if trouble escalates.
Leadership: Captain Joss “Stoneface” Rennick

The Northern Watchpost is commanded by Captain Joss "Stoneface" Rennick, a seasoned half-orc with a reputation for unwavering discipline and an emotionless demeanor. Unlike Tormin "Steelhead" Voss of The Lordling’s Teat or Warden Borin Thalrack of the Iron Gauntlet, Captain Rennick is neither swayed by bribes nor engaged in underworld dealings. Known as "Stoneface" for his unflinching resolve and taciturn nature, he earned his rank through loyalty, skill, and an almost mechanical sense of duty. While Rennick isn’t immune to the pervasive corruption of the Pits, he turns a blind eye only when it benefits the larger interests of Harbour City's defense.
Rennick has a well-trained and well-armed force under his command, composed of hardened veterans and ruthless enforcers who understand the unique demands of their post. Unlike typical city guards, Rennick’s soldiers are tough, resilient, and more than capable of handling street brawlers and criminal gangs. They are equipped with reinforced armor, short swords, and crossbows, and they often train with weighted clubs used to quickly subdue unruly residents. Known for being nearly as dangerous as the criminals they guard against, Rennick’s force is one of the few entities that the citizens of the Pits genuinely fear.
Orientation: Facing North and South
The Northern Watchpost’s defenses are divided, with half of its battlements and scouts facing outward into the wilderness, and the rest directed inward toward the Pits. This setup reflects Harbour City's cautious stance; while threats from beyond the city are unlikely, bandits, rogue creatures, or smugglers occasionally appear from the fields and forests to the north. However, it’s the dangers within the Pits that require the most vigilance. Patrols are often deployed to quell riots, retrieve escaped prisoners, or enforce curfews as needed.
Captain Rennick maintains a strict rotation, keeping the guards balanced between external surveillance and internal control. This arrangement ensures that any northern threat is spotted quickly, but the watchful gaze turned inward is sharper still, reflecting the city’s concern with keeping the Pits contained.
The Northern Watchpost: Adventure Hook
An informant warns the party of a recent meeting between Captain Rennick and the Crime Lord Tenebris' agents, who seem to be negotiating something unusual. The party is asked to infiltrate the Northern Watchpost, uncover the details of this mysterious alliance, and determine whether Rennick has shifted his loyalty—or if something else entirely is happening within the tower. However, gaining access won’t be easy; the guards are on high alert, and "Stoneface" Rennick is no fool.
The Brothel: The Lordlings Teat

The Lordling’s Teat serves the rougher and more brutal crowd of the Pits. This establishment caters to fighters, gamblers, and the disreputable patrons of the fighting pits. The ambiance is one of raw indulgence, with a more unrestrained atmosphere than The Gilded Abyss. Here, patrons can find rooms for private brawls and little in the way of elegance or secrecy; instead, it’s a place of overt pleasures and dangerous company.
Proprietor of The Lordling's Teat: Tormin "Steelhead" Voss
The Lordling’s Teat is operated by Tormin "Steelhead" Voss, a grizzled former pit fighter turned entrepreneur. He earned his nickname after Mad Doc Pindle patched an especially bad head wound he suffered in the Pits, despite winning the fight, with a steel plate. Tormin’s motivations are primarily profit and power. Having fought in the pits himself, Tormin knows the neighborhood's gritty heartbeat and uses his establishment to channel the ferocity of the arena into his business. While he doesn’t formally work under the Crime Lord Tenebris, Tormin pays a hefty cut of his profits for protection and freedom to operate as he wishes.
Tormin’s motivations are driven by his personal creed: survival and dominance. He sees his brothel not only as a business but also as an extension of his reputation. His main goal is to gain control over the Pits by becoming indispensable, eventually leveraging his influence to break free from Tenebris' shadow. Despite his brash exterior, he’s careful not to challenge Tenebris directly, preferring instead to build allies among the more independent-minded mercenaries and brawlers of Harbour City.
The Lordling's Teat: Adventure Hook
The party is hired to investigate a series of disappearances linked to The Lordling’s Teat. The missing individuals are promising fighters who vanished after visiting Tormin’s establishment. Upon entering, the party quickly realizes they’ve stepped into a trap, as Tormin intends to use them in a brutal “last-man-standing” spectacle for his most exclusive patrons. The only way out is through a gauntlet of brawlers—and possibly to uncover what Tormin is really doing with his patrons.
Mad Doctor: Crassus "Doc" Pindle

The mad doctor responsible for patching up Tormin "Steelhead" Voss is known as Crassus "Doc" Pindle, a notorious figure among Harbour City’s underground healers. Doc Pindle is a former alchemist and surgeon, expelled from the city’s official medical guild for conducting unsanctioned experiments on his patients. Now, he offers his services to those desperate enough to seek him out, often leaving his clients with as many scars as fixes.
Crassus Pindle earned his nickname "Doc" from his brutal, unorthodox methods. He’s fascinated by mixing alchemical solutions with surgical interventions, and his workspace is rumored to resemble a cross between an apothecary and a butcher’s shop. It was Doc Pindle who “repaired” Tormin’s skull after a particularly savage match in the pits. Using a custom-made steel plate to reconstruct the fighter’s fractured skull, Doc left Tormin with a new moniker—“Steelhead”—and a new outlook on life, both of which boosted his reputation in the Pits. Some say the steel plate has a strange glint to it, hinting that Pindle may have added a few experimental enhancements as well.
Doc Pindle operates out of an abandoned apothecary near the Pits, known as the Bloodwell. Here, he treats the wounded fighters who stagger in from the arena, as well as any criminals, vagrants, or outcasts who need quick, albeit questionable, medical care. His motivations are less about money than they are about his bizarre passion for experimenting on the human body.
Doc Pindle: Adventure Hook
Doc Pindle has gone missing, leaving Harbour City’s most hardened fighters suddenly in need of urgent care. The party is hired by a fearful underground figure to find him. As they search, they uncover traces of blood magic and strange alchemical compounds, leading them to question whether Doc Pindle has been taken—or has willingly disappeared to pursue his darkest experiment yet. The party must track him down, but the closer they get, the more they realize they may be stepping into a trap that could make them his next patients.
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© 2024, Simon Kingaby. All rights reserved.
Categories:
Table Of Contents
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1.1 The Arena: The Pits
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1.1.2 Purpose of the Arena
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1.2.3 Arena Management: Raldrin "The Overseer" Voss
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1.3.4 The Matches: Blood and Spectacle
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1.3.1.5 Ladder Match: Rise to Glory
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1.3.2.6 Structure of the Ladder Match
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1.3.3.7 Rewards and Reputation
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1.3.4.8 Ladder Match: Adventure Hook
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1.3.1.5 Ladder Match: Rise to Glory
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1.4.9 The Pits: Adventure Hook
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1.1.2 Purpose of the Arena
- 2.10 The Market: The Ragged Bazaar
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3.14 The Chapel: The Shrine of the Forgotten
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3.1.15 Leadership: Father Sarn
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3.2.16 The Congregation
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3.3.17 Services Offered
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3.4.18 Allegiances and Corruption
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3.5.19 The Shrine of the Forgotten Adventure Hook
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3.1.15 Leadership: Father Sarn
- 4.20 The Jail: The Iron Gauntlet
- 5.25 The Guard Tower: The Northern Watchpost
- 6.29 The Brothel: The Lordlings Teat