Escape from the Deep Six Background Story: Deep within the Underdark lies the city of Tarsian'ranik, known, as much in those cavernous depths are, for the evil it spawns. Tarsian'ranik, however, has a special place in the Underdark's economy, for it serves as one of the entertainment capitals of the deeper depths. Containing every vice you could imagine and even a few virtues for those looking for a change of pace, the city is continously receiving an influx of visitors to taste of its wares. By far the greatest attraction though is the vast arena within the center of the city. Run by a group known only as the Deep Six, the arena maintains hundreds of different species and creates some of the most awe-inspiring battles on the Material Plane. Ranging the gamut from straight physical duels between slaves to epic mage-duels (generally special events only, as no truly high ranking spell casters are kept as slaves), the Deep Six keep visitors pouring into the city. You are a set of slaves who have been captives of the Deep Six for several years now and have grown closer than most of those in the arena holding cells. You're frequently paired up for group battles, so you're well aware of each others strengths and weaknesses and tend to shore up those weaknesses. These actions have gained the attention of a new "recruit" for the arena, oddly enough a wiry, quick-looking human, an unusual type of slave. You weren't able to see his first match, but you heard it was a great success despite the fact that he nearly had to be dragged back to his holding cell. After he had recovered, however, he approached your group and subtly indicated that he wished to speak with you, but not here. Agreeing, he and your group eventually met in the area he designated, and he explained his plans...for escaping this place. He explained that he could disable the varied and stringent magical safeguards built into your collars, but it would cost him dearly--in other words it would kill him and activate the soul trap built into every slave's collar. For this reason, after he's dead, he wants you to take his body, including the collar, with you as you escape. And whatever you do, do not touch his collar. It was only after you had agreed (opportunities for escape come along rarely and never) that he mentioned his final instructions. Once you reach the surface you must head for the city of Waterdeep as quickly as possible. The Underdark, especially this deep, serves to protect naturally against scrying, but that protection will evaporate when it is left. His friends will be able to permanently remove the collars, restore him to life, and provide some measure of protection against recapture if they can make it to them. This is the point at which we enter, he has given you directions to a music shop on the outskirts of Waterdeep. Where you are to ask if they have a Ritik Nanset for sale. If you show them his ring after they indicate it's possible, his friends will take it from there. Further, he has mentioned that the only route out of the city is through the caverns to either the west or the north, which are specifically kept untamed in order to serve as a final barrier to escape plans such as this. The portals which most use to travel in and out of the city are far too heavily guarded, and might have traps laid in them for those bearing a slave collar. After telling you all this, he went to work on your collars, and as he had said, seemed to sicken almost immediately. He quickly grew worse, and only minutes after finishing the last of the collars was dead, a single ruby on his collar immediately beginning to glow with its own light. Your group is now standing around the dead body in a back corridor of the arena, not too far distant from an exit out into the city. Game Rules: The PCs will create characters with up to a +10 ECL and a single class level. This can be a prestige class so long as all the requirements are met. Characters will preferably be either surface dwellers or outsiders, but this isn't strictly necessary. Also, there should be no more than two of any one race in the group if possible. Since you will have a class level, this excludes monster classes that are greater than 10 levels. In addition to your normal class levels and the ECL your race will grant you, each character will have anywhere from 1-3 levels of gladiator. This will be determined in one of two ways. You can decide to play it safe and take the middle of the road, giving you two levels with no chance of losing them. Or...you can roll for your level. A simple 1d3 roll will determine your gladiator level in this case. The prerequisites for the class will be waived. Additionally, it is possible to get bonuses to either your allowed ECL or your gladiator levels depending how good your bio is (for ECL, send a rough outline of what you're thinking and it will be confirmed when you send the final biography). While this is meant to be a one shot adventure, if people like it the characters could be reused in another one in the future. Another option for bonuses based on a background story would be magical items that your character has. Essentially, you will choose one bonus that you are shooting for and then write about that in order to receive the bonus (it helps if you tell me what you're shooting for, but I will offer them without that). If you're looking for an ECL bonus, the reasoning (and thus bio) should come from your life before capture; for magical items, the tale you tell should be of how you were captured (and why they let you keep that particular item); and for gladiator levels, you should tell of your time at the arena proper. The party will have a standard set of equipment that all gladiators are assigned equal to 49,000 gold worth. Each character will be able to gain access to this equipment, so the party will have to decide as a whole what was granted. Obviously, this probably isn't going to depend on specific class features unless all the members of the party have it available. Beyond this, each member will have personal equipment equivalent to no more than 11,000 gold.