1st. Edition Dungeons & Dragons
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The Training Grounds of Kingsreach

The Training Grounds are open to everyone. Warriors, magic-users, clerics, adventurers, and spectators are welcome. There is no charge to enter the grounds, watch the contests, practice outside the fighting pit, or enjoy the day's events.

The purpose of the Training Grounds is simple: give adventurers a place to practice their skills, test themselves against others, earn a little coin, and gain experience without every battle becoming a fight to the death.

Entering the Fighting Pit

Anyone wishing to take part in official fights must pay a single 10 gp entry fee for the day.

Once the fee is paid, the combatant may enter as many fights as desired that day. There is no additional charge for each fight.

A combatant may fight once, ten times, or continue accepting challenges as long as they remain willing and able.

Rules of the Pit

All official contests are fought under strict rules.

  • Entry to the Training Grounds is free.
  • Fighting in the pit costs 10 gp for the entire day.
  • All fights are fought to first blood, not to the death.
  • A clear wound or decisive damaging strike ends the contest.
  • A combatant who yields immediately ends the fight.
  • Attacking an opponent after the fight has been called is strictly forbidden.
  • Each victory earns the winner 1 gp.
  • There is no limit to the number of sanctioned fights a combatant may enter during the day.
  • Clerics are stationed nearby to treat injuries after each contest.

The Pit Master has final authority over when first blood has been drawn and who has won.

Fighters

Fighters are among the most common participants.

A fighter pays 10 gp to enter the day's contests and may fight as many sanctioned matches as desired.

For every victory, the fighter earns 1 gp.

The real reward is training. Fighters can test weapons, armor, tactics, and fighting styles against real opponents without the normal risk of a battle in the wilderness.

A fighter who wins ten fights earns back the day's entry fee.

Those who continue fighting may begin earning a profit, assuming they remain standing.

Magic-Users

Magic-users follow the same basic rules.

They pay 10 gp for the day and may participate in as many sanctioned contests as they wish.

Each victory earns 1 gp.

Because magic can easily kill or badly injure an opponent, spells used within the Training Grounds are carefully controlled. Spells intended to practice combat tactics, defense, illusion, movement, or disabling an opponent are encouraged.

Any spell judged likely to cause death, permanent injury, or uncontrolled destruction may be forbidden by the Pit Master.

A magic-user wins when a legal spell causes first blood, forces an opponent to yield, or places the opponent in a position where the Pit Master declares the contest decided.

Clerics

Clerics have a special role at the Training Grounds.

Rather than paying to fight, a cleric may volunteer for healing duty.

Clerics who serve for the full training day receive 10 gp for their service.

They also receive appropriate experience points for healing and assisting injured combatants, as determined by the Dungeon Master. This gives cleric characters a useful way to practice their calling and earn experience through service rather than combat alone.

Clerics may still enter the fighting pit if they wish, but normal entry fees and fighting rules apply when competing.

Example of a Training Day

A fighter arrives in the morning and pays 10 gp.

During the day, he enters seven fights. He wins five and loses two.

He earns 5 gp from his victories.

His net cost for the day's training is therefore 5 gp.

Another fighter enters twelve contests and wins all twelve. She earns 12 gp, recovering her 10 gp entry fee and leaving with a 2 gp profit.

Nearby, a cleric spends the day treating cuts, bruises, burns, broken bones, and other injuries. At the end of the day, the cleric receives 10 gp and any experience awarded for healing services.

Purpose of the Training Grounds

The Training Grounds are not merely an arena.

They are a meeting place for adventurers.

Fighters can discover worthy companions. Magic-users can test new spells under controlled conditions. Clerics can practice healing. Rivalries can begin without immediately becoming deadly feuds.

A young adventurer might enter the pit as an unknown and leave with a reputation.

A veteran might notice an impressive newcomer and offer a place in an expedition.

A noble might quietly watch from the stands, searching for skilled warriors.

And sometimes the person standing across the pit today may become the companion standing beside you in a dungeon tomorrow.

Entry to watch and train: Free

Pit fighting fee: 10 gp per day

Number of fights: Unlimited

Victory award: 1 gp per win

Victory condition: First blood, surrender, or Pit Master's ruling

Cleric healing duty: 10 gp per day plus appropriate healing experience

At the Training Grounds of Kingsreach, steel is sharpened, spells are tested, wounds are healed, and adventurers learn whether they are truly ready for the dangers beyond the city walls.

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