Dirty Tricks (CGH)

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Poison: Poison is not illegal in the Tyr region. There are, however, conditional restrictions for gladiatorial matches. Poison may be smuggled into matches, although it is not considered a legal substance for the arena. Possession of poison in the arena is no different than the use of wild psionic talents. There is, however, a stiff penalty for those caught attempting to smuggle it to their gladiators.
Jankx Spurs: Bards, jazst, and disreputable gladiators will use jankx spur poison in the arena. Jankx are dangerous, small furry creatures that inhabit the Athasian desert. Jankx have spurs connected to poison sacs located on the underside of each limb near the paw. When injected, the poison causes a limb (arm or leg) to wither. Only the region in which the poison was injected will be affected; the thick poison does not travel through the entire body. The affected area will shrivel and become useless at a rate of 1" per round. If the poison is injected into the torso, the nearest limb is affected (or roll randomly). If the poison is injected into the head, the victim suffers blindness in 1d4 rounds, deafness in 1 d4 rounds, and falls unconscious in 1d6 rounds. An immediate saving throw versus poison is required; failure means death in Id8 rounds. Naturally, even if a victim survives the poison, he may be slain while unconscious.
Agony Beetles: A favorite halfling trick is to smuggle one of these vicious little insects into a match. The halfling will then look for an opportune moment to try to plant the beetle on the back of an opposing gladiator during combat (normally in team competition). The agony beetle uses a bile-coated tendril to attach itself to its victim's spinal column. The victim is suddenly racked with excruciating pain and can do nothing but writhe and scream in agony. The beetle cannot be removed by the victim; only another creature may free the individual of the beetle's deadly attachment.
Kip Pheromone Globes: Resourceful dwarven gladiators may smuggle in small glass globes containing kip pheromone extract. Pheromones produce a certain type of emotional response in a victim. When the globes break, they release an 8'x8'x8'invisible cloud of pheromones. Gladiators caught within the gas cloud must save versus poison or suffer apathy (successful save indicates no effect). Dwarves save at +4 due to high resistance to poison and ability to focus.
A failed save means the victim ceases to care about anything, including fighting, for 1 d8 rounds. The victim still defends himself, but does not bother to attack opponents.
Powders and Blow Pipes: Another dirty trick used in the arena involves the use of pungent irritants and fiery powdered peppers. Strong spices can be mixed in combination to induce nausea or inflame eyes and breathing passages. The spice mix is carefully placed in a small sealed bag or a reed blow pipe. A gladiator will use the spices to blind or distract an opponent. Hot kuzza peppers, dried stinkweed, and slit flower pollen are perennial favorites.
==The Royal Containment Field==
Spectators attending arena games are often unaware that some portions of the field are protected by magical containment fields. The royal viewing area and certain entrances and exits are often protected in tkis manner. The shape and location of these containment fields are as different as the stadiums themselves. Wall of force is the most commonly used spell for this purpose. Invisible to the naked eye, a wall of force stops magic and physical objects from passing through, but has no effect on psionics
If viewed via magical means, the wall of force containment field appears as a shimmering, translucent bubble protecting a given area (i.e., the royal viewing box). Arenas frequently have more than one containment field to provide additional protection for the sorcerer kings and queens.
In Gulg, Balic, and Tyr, these containment fields are used for the personal protection of the sorcerer-kings and queens. The fans in these arenas must defend themselves against errant missiles (arrows, sling stones, etc.) and combatants thrown into the stands. A protective wall is placed on the spectator's side of the great maw in Raam. Due to rampant paranoia, the exact size and shape is varied each gladiatorial game.
Draj uses protective walls more extensively than any other arena. The configuration of the arena floor in relation to the spectator stands and the palace require that protective walls surround the shallow gladiatorial pit (except for a narrow opening where the gladiators enter and exit the arena). Draj may be the best arena for viewing gladiatorial games if being close to the gore is the prerequisite for a good time.
Sorcerer-kings and queens may use powerful dragon magic spells to protect themselves (provided they are not involved in other magical processes that require their full magical powers—as was Kalak when he was killed). Also, they are constantly protected from psionic harm (though anyone who would dare a sorcerer-king's mind is a brave fool indeed).
Templars work in conjunction with psionicists, other defiler mages, and the city-state's elite guard to keep order in the stadiums during games. Fans are often tempted to use their wild psionic talents to help their favorite gladiator in the arena. Psionicists in the employ of the ruling sorcerer king or queen deal swiftly and harshly with such transgressors.