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Art of the Duel
Written by Craig Shackleton
Illustrated by Kevin Yan
Edited by Nicolas Logue
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Alfonse paused and took a breath, willing himself to relax, even though his stomach
churned. None of the rabble must see his distress. A gentleman is never distressed.
Not that anyone here was important enough to affect his reputation, but here
among the commoners, he represented all gentlemen. He looked out across the river
pretending to enjoy the scenery, and after a few minutes his desire to vomit faded.
The warehouse where the duel would take place was near. Alfonse had never been
there, even though he owned it. The irony brought a brief smile to his face. He
would never dirty his hands with the banal day to day matters of the warehouse, but
now he would stain them in blood there.
As he approached the building the reality of what was about to happen returned.
He was about to die. He had fought duels before. He had been injured in one, a
brutal thrust through his shoulder that still stung in the winter. Once, years ago, he
had killed an up-jumped bravo with a murderous lunge through the man’s heart. But
today was different, and these memories seemed like a mummers farce in light of
what faced him within.
Alfonse was a close match for his opponent in skill, though it hardly mattered.
This was a deadly affair. Alfonse recalled the words of his irst maestro, Marko
Delterrari: “When blades cross only a man who is willing to kill his opponent
without hesitation proves victorious.” Alfonse wondered if he had it in him today.
He tried to remember exactly how things had gotten so out of control.
Suddenly Ernesto was there, removing his hat and bowing slightly - A sign
of respect to remove his hat irst when he was of higher standing than Alfonse,
although of course he never lowered his eyes. Alfonse returned the greeting.
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are not Open Content: All trademarks,
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(characters, deities, artifacts, places,
etc.), artwork, and trade dress.
Open Content: Except for material
designated as Product Identity (see
above), the contents of this Sinister
Adventures game product are Open
Game Content, as deined in the Open
Gaming License version 1.0a Section
1(d). No portion of this work other than
the material designated as Open Game
Content may be reproduced in any form
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Indulgences are published by Sinister
Adventures, LLC under the Open Game
License v 1.0a Copyright 2000 Wizards
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are property of Sinister Adventures®,
LLC. ©2008 Sinister Adventures.
Ernesto spoke. “They are inside. All is prepared. Have you any inal arrangements
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need made should the worst happen?”
Should the worst happen, Alfonse would be there to make the
arrangements himself, but it would not do to say so to an old and
trusted friend who was about to watch him die. “I am prepared,
as I am sure he is. Let us go in.”
Ernesto looked at him intently, quelled a desire to speak
further, shook his head slightly and opened the door. Alfonse
stepped inside and allowed his eyes a moment to adjust to the
dim interior. It was clear that everyone was ready. Alfonse
moved forward to the place that had been left for him. If he
delayed now, he might not be able to go on.
His opponent turned to face him. The other man looked pale
but determined, and Alfonse fought the urge to lee from the
room. Instead, he drew his rapier and saluted his eldest son, the
man who would kill him in a few moments.
certainly fatal wounds occurred. For most disagreements
between gentlemen, ighting until one man sustained an
injury was suficient. In fact, a famed English fencing master
named George Silver lamented speciically that duels became
more deadly with the advent of the rapier, and the further
development of the murderous smallsword (or foil) in the
Restoration period eventually resulted in stringent laws
against the practice. The lethality of these new weapons
turned a vital display of honor into a deadly affair far too
often.
The rapier was also a gentleman’s means to defend oneself
from rufians and the like, but this was generally seen as
undigniied, and a gentleman would certainly not engage a
commoner in a duel. Truth be told, it was uncommon for a
gentleman to be put in the position of having to deal with
low-class rufians at all, and if so, drawing a rapier might only
invite later derision upon a gentleman so accosted.
Of course in a fantasy rpg, the “realism” of dueling may
take a back seat in some campaigns leaning more towards the
swashbuckling soul in us all. The process of inding seconds,
negotiating terms, setting a time and place, and conducting a
formal duel may be interesting in some adventures, but just as
many players are more excited by the prospect of shouting a
challenge across a crowded room and ighting from tabletop
to tabletop.
As a civilian weapon, the rapier was not a useful weapon
for war. The techniques taught for its use, and the speciic
limitations of the weapon made it a bad choice for prolonged
combat facing multiple opponents and tactical situations.
Of course, many gentlemen engaged in war felt it important
to carry the symbol of their class, and used them on the
battleield regardless. Military experts across Europe
repeatedly wrote against this practice, their vitriol-illed
reports indicating how frequently it happened.
Most rapier instruction focused on the use of the single
rapier as the foundation for other combat skills. Many duelists,
especially early on, relied upon a secondary weapon in their
off hand. The dagger and buckler were popular choices,
depending upon the time and place, but occasionally other
weapons were used. Early rapiers were long and heavy, and
parrying effectively with these cumbersome blades proved
dificult. Secondary weapons were used for defense, and
the rapier for attacks. As technology improved, and rapiers
became lighter, the rapier could be relied upon for primary
defense, and more options became available for secondary
weapons. Bucklers fell out of style since their use was largely
defensive, and daggers became more popular, as with one
in hand, a duelist could defend or threaten a foe as needed.
Continued advances in sword technology and techniques,
and the advent of the smallsword, eventually led to the
abandonment of secondary weapons entirely.
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The Rapier and the Duel
No blade is more loaded with history and culture than the
rapier. It is a reined killing tool, a murder’s brush applied to
the canvas of death. Any oaf could heft a broadsword and
hack at a man, but to consistently plunge your rapier’s point
into an inch wide target with the grace of a pouncing leopard
takes years of dedication to the art of the sword.
The rapier was historically a civilian weapon, speciically
associated with gentle social class, especially in halcyon
days of the Renaissance. In the sixteenth and seventeenth
centuries, a gentleman was expected to wear a rapier in
public, and know how to use it. The rapier was an essential
symbol of class; if a man wore a rapier, he was clearly a
gentleman, and if a man was a gentleman he never set foot
out of doors without his rapier hanging at his side.
The rapier’s purpose was primarily to defend one’s life
and/or honor in a duel with another gentleman. These were
typically formal affairs rather than wild melee sparked in a
tavern or alley. The law tolerated dueling to a greater or lesser
degree in different times and places, but among gentlemen,
dueling was vital in maintaining one’s social standing.
Occasionally, duels were used as a means to murder
someone without real consequences. A highly skilled bravo
could intentionally instigate a duel against an opponent, citing
honor as their cause when more dubious ulterior motives to
get rid of the enemy might lurk beneath. More than a few
noble families throughout history snatched land and power
by burying their sword point in a rival’s heart. Likewise, some
duelists provoked ights with famous gentlemen in order to
cut their name into history.
Contrary to popular belief however, most duels were
probably not intended to be deadly. Usually the intent of the
duel was to demonstrate that you’d be willing to risk your
life to stand by your word or deed, or to stand against the
word of your opponent. Since there are no accurate records
of the statistics of duels, we cannot know for certain how
many men lived or died engaging in these tests of honor, but
New Equipment
The standard rapier ( PHB 120) assumes a simple hilt design,
of which there were many variations. The rapiers described
below are suggestive of special hilts designed to give speciic
advantages in combat. They are treated like normal rapiers in
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all other regards.
Cup-Hilt Rapier: The cup-hilt rapier has quillons as well
as a large bell-shaped guard over the hand. This guard can
be used defensively in combat. When using a cup-hilt rapier
and ighting defensively, using total defense, or using Combat
Expertise and taking penalty of at least -2 to your attack, you
gain an additional +1 to AC. This bonus stacks with the bonus
for using a cup-hilt dagger. When using a cup-hilt rapier and
using the Attack with Opposition or Stop-Thrust feats (see
new feats), you gain a +2 bonus to AC against your opponent
during that action. Price: 75 gp
Swept-Hilt Rapier: The swept-hilt rapier has a complex
guard made up of heavy wire forming a swirl-patterned
basket. These wires are neither simply decorative nor just
protection for the hand. They are speciically designed to
entrap an opponent’s blade. When using a swept-hilt rapier,
you get a +2 bonus on attempts to bind or disarm an enemy
wielding a one-handed sword, rapier, scimitar or a similar
bladed weapon. Price: 50 gp
Case of Rapiers: These twin rapiers are designed to it in
elegantly in one sheath and be drawn and wielded in concert.
They are lighter than standard rapiers and less sturdy,
suffering -2 in all bind, disarm and sunder opposed rolls, but
they may be wielded as if both were light weapons by anyone
with the Weapon Finesse feat, thus allowing them to be used
in both hands with reduced penalty. Price: 250 gp
These specialized daggers below are usually made to match
a rapier and used in the left hand. They are treated as normal
daggers in all other ways.
Cup-Hilt Dagger: Some times called a main-gauche, this
dagger actually has a large triangular hand-guard and quillons.
When using a cup hilt dagger and ighting defensively, using
total defense, or using Combat Expertise and taking penalty
of at least -2 to your attack, you gain an additional +1 to AC.
This bonus stacks with the bonus for using a cup-hilt rapier.
Price: 50 gp.
the case of a tie, the combatant with the higher attack bonus
wins. If this is still a tie, roll again to break the tie.
While bound, you and your opponent may not use the
bound weapons and do not threaten any squares with these
weapons. On their turn the opponent may attempt to free
their weapon with a second opposed attack roll, or they
can drop it as a free action. If they do not free or drop their
weapon they may not move out of your threat range.
While binding your opponent you suffer the same
limitations, except that you may end the bind as a free action.
If you attempt to disarm your opponent or sunder the bound
weapon, you do not provoke an attack of opportunity, and
you get a +4 bonus to the opposed roll, and to the damage of
the sunder attempt.
Swept-Hilt Dagger: The swept-hilt dagger has a complex
guard made up of heavy wire forming a swirl-patterned
basket, designed to entrap an opponent’s blade. When
using a swept hilt dagger to bind or disarm an opponent, it
is considered to be a one-handed weapon rather than a light
weapon. Price: 40 gp.
New Special Attacks
Bind
As a melee attack, you may attempt to gain control of your
opponent’s weapon. Make an opposed attack roll against your
opponent, including all appropriate modiiers. If your attack
roll is higher than your opponent’s you bind their weapon. If
your opponent’s roll is higher, you fail to bind their weapon. In
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Attack with Opposition
You are skilled at controlling your opponent’s weapons to
avoid attacks of opportunity and counter-attacks.
Prerequisites: Dex 13, Dodge, Weapon Finesse, Responsive
Duelist
Beneit: When ighting with rapier, longsword or short
sword, if an opponent makes any attack of opportunity
against you, or a counter-attack, you gain a +4 dodge bonus
to AC against the attack.
Special: A ighter may select Attack with Opposition as a
ighter bonus feat.
Historical Note: This action has had many names
historically, including jam and prix de fer (“taking the iron”)
DESIgN NOTE: WHy uSE BIND?
Binding is a sword-ighting technique near and dear to my
heart, and one that has provoked many discussions of historical
techniques and sword design in my sword-ighting classes. It is
also a technique we see in movies all the time. Binding is a core
element of the oldest known manual of swordplay, written around
1300 (although in that case it often simply means actively blocking
your opponent’s weapon) and the technique was developed and
perfected throughout history. But what use is it in game? At irst
glance it seems that it is easier to simply attempt to sunder or
disarm your opponent. Binding offers three advantages, however.
First, it bypasses the attack of opportunity both these techniques
provoke, giving an alternative safe lead-in to the “improved”
feats. Second, binding does not suffer some of the same penalties
for the size of weapons or combatants, since all you are trying to
do is hold the weapon. Third, a bind may hamper your opponent
longer if they try to free their weapon and fail.
Challenge to a Duel
You compel others to obey the code of a duel.
Prerequisites: Cha 13, Any Lawful alignment
Beneit: As a full round action you may challenge an
opponent to face you in single combat. Your target must be
able to hear and understand your challenge to be affected.
They may take no action other than melee attacks against
you (they may make special attacks). You are likewise limited
to making melee attacks against them. Each round, they may
make a Will save (DC 10 plus your Charisma modiier plus
one for each dueling feat you have) to ignore the challenge.
Anyone else who hears and understands the challenge
must make a Will save (same DC) to attack or aid either
participant. If anyone breaks the terms of the challenge, or
either combatant falls below zero hit points, the effect ends.
Surrender: either participant in a duel may surrender instead
of attacking. A character who surrenders may take no actions
and is considered dazed for the remainder of the encounter
unless they are attacked.
No quarter: The challenge may be speciied as a ight to the
death. In this case, neither participant may surrender as
described above, however, the target of the challenge receives
a +4 circumstance bonus to their Will save to resist the
challenge.
New Feats
general
Feats
Prerequisites
Beneit
Challenge
to a Duel
Cha 13, Any Lawful
alignment
Compel others to
engage in single
combat
Cloaked
Duelist
Dex 15, Dodge,
Defensive Parry,
Responsive Duelist
Use your cloak to
defend yourself
Dagger
Defense
Dex 13, Dodge
Fight defensively with
off hand only
Deep Lunge
Base attack bonus +1
Attack as though
using a reach weapon
Responsive
Duelist
Dex 13, Dodge,
Weapon Finesse
Chosen opponent’s
attacks provoke
counter-attacks
Attack with
Opposition
Dex 13, dodge,
Weapon Finesse,
Responsive Duelist
+4 bonus on AC vs.
attacks of opportunity
and counter-attacks
Defensive
Swordplay
Dex 13, dodge,
Weapon Finesse,
Responsive Duelist
+4 bonus on bind,
disarm and sunder as
counter-attacks
Cloaked Duelist
You use the very cloak on your back against an enemy,
befuddling their attacks.
Prerequisites: Dex 15, Dodge, Defensive Parry, Responsive
Duelist.
Beneit: When ighting with a cloak on and at least one hand
empty, you may as a free action sweep your cloak into your
hand to aid you in a ight. You may make bind attacks with
your cloak, and you may parry with your cloak as well. If you
ight defensively the cloak grants you a 20% miss chance. If
you opt for total defense, your cloak grants you a 50% miss
chance.
Special: A ighter may select Cloaked Duelist as a ighter
bonus feat.
Defensive
Parry
Dex 13, dodge,
Weapon Finesse,
Responsive Duelist
Negate attack with
counter-attack
Come to
Grips
Dex 13, Dodge,
Defensive Parry,
Responsive Duelist,
Weapon Finesse
Grapple or trip your
opponent after a parry
Riposte
Dex 13,Dodge,
Defensive Parry,
Responsive Duelist,
Weapon Finesse
Immediately attack
after a successful
parry
Stop-thrust
Dex 13, Dodge,
Responsive Duelist,
Weapon Finesse
+4 dodge bonus to
AC against opponent
you hit with counter-
attack
Come to grips
You are trained at tripping and grappling while ighting with a
sword or rapier.
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Prerequisites: Dex 13, Dodge, Weapon Finesse, Responsive
Duelist, Defensive Parry
Beneit: After a successful parry or bind, you may
immediately make a trip attempt or initiate a grapple as a free
action that does not provoke an attack of opportunity.
Special: A ighter may select Come to Grips as a ighter
bonus feat.
Historical Note: Wrestling was often used as a foundation
for weapon training, and many sword instructors integrated
swordplay with wrestling, especially in Germany and Italy.
Special: A ighter may select Defensive Parry as a ighter
bonus feat.
Defensive Swordplay
You are adept at striking your opponent’s weapons as they
attack
Prerequisites: Dex 13, Dodge, Responsive Duelist.
Beneit: When you use a counter-attack to disarm or sunder,
you do not provoke an attack of opportunity and you gain a
+4 bonus on your attack roll.
Special: A ighter may select Defensive Swordplay as a
ighter bonus feat.
Dagger Defense
You may use your dagger to assist your rapier attacks
Prerequisites: Dex 15, Two-weapon ighting, Two-weapon
defense.
Beneit: When ighting with rapier, longsword or short sword
in one hand and a dagger in the other, you may choose to ight
defensively with your dagger, while ighting normally with
your primary weapon. The penalty for ighting defensively
applies to all attacks with your dagger only, and you still gain
the bonus to AC. You may not use Combat Expertise or total
defense in this manner, although you may still apply Combat
Expertise to all of your attacks, in which case the bonuses and
penalties stack.
Special: A ighter may select Dagger Defense as a ighter
bonus feat.
Responsive Duelist
You can respond to your chosen opponent’s attacks,
answering them steel for steel.
Prerequisites: Dex 13, Dodge, Weapon Finesse.
Beneit: When ighting with rapier, longsword or short
sword, any attack made by the enemy you have designated
as the target of your dodge feat provokes an attack of
opportunity from you. This special attack of opportunity is
called a counter-attack. You may not counter-attack your
opponent’s counter-attack. Any counter-attack uses one of
your attacks of opportunity for the round.
Special: A ighter may select Responsive Duelist as a ighter
bonus feat.
Deep Lunge
You can use your expert footwork to attack at great range
Prerequisite: Base attack bonus +1
Beneit: When wearing light armor or no armor, you may
treat any one-handed piercing weapon as a reach weapon.
Reach attacks made using this feat provoke attacks of
opportunity from anyone who threatens you. After the
attack, you may choose to make a free ive-foot step towards
the enemy you attacked.
Special: A ighter may select Deep Lunge as a ighter bonus
feat.
Historical Note: The exact origins of the lunge are
debatable, but most 16 th century fencing manuals include
a similar type of attack. Notably, Camillo Paladini advises
against the long lunge (because your opponent has the
opportunity to counter). By the 17 th century, the lunge was
widespread, although in 1610 Ridolfo Capo Ferro calls it “the
incredible increase of the long thrust.”
Riposte
You may attack after a successful parry.
Prerequisites: Dex 13, dodge, Weapon Finesse, Responsive
Duelist, Defensive Parry
Beneit: After a successful parry, you may immediately
attack the enemy whose attack you just parried. This uses
one of your attacks of opportunity for the round, but is not
considered a counter-attack.
Special: A ighter may select Riposte as a ighter bonus feat.
Stop-thrust
You are able to avoid your opponent’s attack while responding
with a counter attack of your own.
Prerequisites: Dex 13, Dodge, Weapon Finesse, Responsive
Duelist.
Beneit: If you hit with a counter-attack, you gain a +4 dodge
bonus to AC against the attack that provoked your counter-
attack.
Special: A ighter may select Stop-Thrust as a ighter bonus
feat.
Historical Note: This action covers a variety of historical
fencing actions including the thrust from the left, passata
sotto, arrest, inquartata, and reassmblement. The names
refer either to the counter-attack itself, or how the fencer
moves their body out of the way of the initial attack.
Defensive Parry
You may use your weapon to defend yourself against an
opponent.
Prerequisites: Dex 13, Dodge, Responsive Duelist.
Beneit: You may use a counter-attack to parry. Make an
attack roll using all applicable modiiers. This roll receives a
cumulative -4 penalty per size category larger the attacker’s
weapon is than yours. If your attack roll is greater than your
opponent’s attack roll, the attack is negated. Essentially, your
attack roll becomes your Armor Class if it is higher than your
regular AC.
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