| Display a Printer Friendly Version Stonelife [comments:(2),
views:(7117), rating:(6.5)] Author: Alan Jones Homepage: http://www.geocities.com/Area51/8306/index.html System: AD&D 2nd Edition Type: Scenario Category: Fantasy Requirements: A young stonemason is given a commission beyond his means and goes to an mage for assistance. The result are statues that are more than lifelike.
Graphic: Arena Graphic: Foresters Graphic: Harbonine Graphic: Slaughter House Graphic: Stonemason's Tard Graphic: Thyatis
Summary
Introduction
When you arrive in Thyatis you notice an air of celebration in the air. Streets are being re-cobbled, buildings whitewashed and bright flags are fluttering from flagpoles. Inquiring of people in the street you get the following answers. PC’s will not detect the falsehoods as the speakers actually believe what they are saying.
“Damn outlanders! Don’t you know your history? The Emperor first fought in the arena sixty years ago.” (True)
“It’s a city wide celebration of our heroic Emperor’s first gladiatorial combat.” (True)
“Lot’s of things. There is going to be feasting, acrobats, plays at the theatre new statues along the Imperial Way and pardons for criminals.” (True & False - there will be no pardons)
“He has paid for a new mosaic in the baths depicting his first battle and statues down the Imperial Way of all the beasts he defeated in the arena.” (True)
“The acrobats should be here tomorrow - they have come from the Shires they should be very good.” (True)
“Some say he didn’t kill all the beasts they are putting along the Imperial Way, but he’s the Emperor so …” (True)
They have summoned the best masons from the Empire to carve the statues. (False - the tax coffers are nearly empty due to the war. A talented but young and therefore cheap mason is doing the work).
The Adventure Description
The Locations
Thyatis
For general information about Thyatis, see the Dawn Of The Emperors boxed set.
The Imperial Way
This wide thoroughfare has been completely repaved with Borydos granite all the way from the Emperor’s Hill to Merchants Row. The arrow straight stream of glistening silver grey stone lined with sweet chestnut trees is a wonder to behold. At strategic points statues carved from a reddish purple sandstone have been placed on marble plinths. There are bears, lions, wolves and more exotic beasts. A manticore with it’s spiked tail, an owl bear with its beak open to bite and a chimera in all its hideous glory. At the head of the Imperial Way near the gates to the palace itself stands an empty plinth still awaiting it’s statue. The road is some twelve paces wide and has a central drainage channel.
The statues are lifelike and life-size.
If checked for magic there is a subtle but imprecise magical aura to them.
Stonemason’s Yard
The stonemason, Fergus, lives and works in Stonemason’s Yard a set of single story, rough stone buildings around a central courtyard. The yard is situated hard by the north east quays of The Greater Harbour so that stone quarried from the dominions can be brought in easily. He works here with others of his trade. The central court is stacked with blocks of stone. Green veined marble, snow-white quartzite, silver grey limestone and purplish sandstone. The individual studios contain statues in various stages of completion. Marble busts of senators and mounted figures emerging from blocks of marble are common. The floor is littered with stone chips despite the best efforts of the slaves to keep the place clean. There are five studios including Fergus’ whose is the largest. All the studios have large windows that can be covered with lockable wooden shutters at night. Each stonemason has his own set of tools that are kept in a lockable chest in the studio. Some of the smaller studios have a rough cot where the mason can sleep though Fergus has an apartment in a tenement not far from Merchants Row.
Key to accompanying map.
All doors are tall and wide to enable the movement of stone blocks. They are also extra tough to withstand the heavy treatment they receive. Most rooms have large windows with lockable wooden shutters on the outside. None of the windows are glazed. Most rooms also possess 2 or more wall sconces for large oil lamps to provide more light on dull days or for those masons who need to work after sundown on an important commission. The masons who work the yard are quite well known for the quality of work and are often commissioned by wealthy Thyatians to carve busts or mythical figures.
1:Fergus’ Studio
This large room some 30’ by 20’ is lit by 3 wide, tall windows in the exterior walls and a smaller window that overlooks the courtyard. At the centre is a large and very lifelike statue of a dragon. Unfinished it seems to be trying to scrabble its way from the rock. A stool surrounded by stone chippings from the sandstone block sits before the statue. A locked door leads north from the eastern end of the room. A small locked chest sits next to the door that leads into the courtyard.
Chest wooden, unadorned - normal lock. Contains an assortment of chisels, mallets, wire saws and crowbars. One of the chisels, Fergus’ favourite has been enchanted by Harbonine. Fergus was told that this would make every strike true and enhance the lifelike nature of the statue as well as making the job quicker. What he wasn’t told was that the magic also made the creatures come to life on the day of the festival.
2: Fergus’ Lounge
As the master mason at Stonemason’s Yard, Fergus has the privilege of his own restroom with a fireplace a table and chair. He will often go there at the end of the day before leaving for home to sit and think about what he has achieved during the day. He also eats lunch here and entertains prospective clients. Unlike his studio the room is spotlessly clean and even has a fine woollen rug on the floor before the fireplace. The door is always kept locked as below the rug is a loose stone where Fergus keeps his valuables.
Secret cache - find secret door roll if rug lifted. Contains 67pp, 79gp, 12sp, 12cp & 2 garnets. Also in the cache is a note - “Visit me tonight, red house, Fig Street, the tool is ready. Bring the payment. Harbonine.”
3: Large Studio
This studio is 30’ by 20’ and is lit by large windows in the south and west walls. On the north wall drawn on the white plaster in charcoal is a sketch of a man on horseback. This is the study for the figure that is beginning to emerge from the marble block in the centre of the room. In the south west corner of the room is an unmade bed. A small locked chest and a rickety three legged stool completes the contents of the room.
Chest, wooden - normal lock. Contains spare clothes, a leather apron and a set of tools (mallet, chisels wire saw etc.).
Under the straw mattress is a small pouch containing 37pp.
4: Medium Studio
This 20’ square room has one large and one small window. Standing before the large window in the west wall is a statue of a man in senatorial robes carrying a scroll and wearing a laurel wreath on his head. The work is good but not the best you have seen. A small bunk, chest and stool make up the contents of the room. A door leads north and another opens out onto the courtyard.
Chest, wooden - normal lock. Contains spare clothes, a leather apron and a set of tools (mallet, chisels wire saw etc.).
5: Rest Room
This room has no windows and is quite dark and stuffy. A table with four scratched and battered chairs fills most of the room. An empty clay wine char is propped up in the north-east corner.
6: Apprentice Studio
A 25’ by 10’ room with light from two narrow but tall windows. The small statue being carved in this room shows that the apprentice mason has promise. A battered chest and a stool complete the furnishings. The white plaster walls are covered in charcoal sketches and notes, one reminding the owner to visit the Golden Peach as he owes the owner 5sp.
Chest, wooden - normal lock. Contains spare clothes, a leather apron and a set of tools (mallet, chisels wire saw etc.) and a purse containing 4sp.
7: Apprentice Studio
A 25’ by 10’ room with light from two narrow but tall windows. A block of limestone has had a few chalk marks sketched onto it in preparation for carving. A small chest and a stool complete the furnishings.
Chest, wooden - normal lock. Contains spare clothes, a leather apron and a set of tools (mallet, chisels wire saw etc.) and a purse containing 5sp, 8cp.
8: Apprentices Room
The apprentice’s studios are too small for a bunk so this dark, windowless and slightly dank room is were they sleep. Two small bunks with a single sconce are the only features of note.
9: The Courtyard.
The courtyard is entered through a large pair of double gates which can be locked and barred. This is always done once Fergus leaves for the evening. The main square of the courtyard contains a number of stone blocks brought up from the docks which are only a hundred or so paces away. Most are 4’ cubes but some are larger. The larger blocks will be taken into Fergus’ or one of the other studios via the wide windows. Above each of the wider windows you can see beams, and pulleys with neatly coiled ropes for lifting the blocks through.
The Home Of Harbonine The Mage
Harbonine presents himself as a quiet, discrete and harmless mage and his home reflects this. A two storey house to the south of The Heart district in the twilight zone between the teeming masses of The Blocks and the great public buildings. Here he practises his magics and researches spells. At least this is the impression he gives. In fact he is a spy of the Empress Eriadna. He travels the city looking for opportunities to thwart the Thyatian war effort and each night he passes a report back to Sundsvall. If he feels the PC’s are on to something he will try to escape , though he is not against killing them if he feels he can easily and quietly.
Key to accompanying map.
1: Vestibule
A 10’ by 15’ entrance hall. The floor is laid with a hard, dark wood that rings underfoot. A curtained cupboard holds cloaks and outdoor where and there is the foot of some large beast beside the door to deposit staves, bows and swords.
2: Reception Room
This is where Harbonine entertains his guests before and after eating. A thick woollen Ylari rug covers much of the wooden floor. Large piles of soft, silk and velvet cushions make the place very welcoming. A large fire is burns in the grate when the weather is inclement. A window overlooks the garden. It is glazed and has an iron grill over it rather than the more usual shutters. Observant PCs will notice that the fireplace has no chimney. “It is nothing” shrugs Harbonine with a smile, if he is asked. “A mere trivial matter.”
3: Corridor
A long wide corridor with sconces down the western side to hold oil lamps. Harbonine has all his lamps filled with a fragrant oil that burns with little smoke and gives off a pleasant scent.
4: Dining Room
Small but detailed landscape paintings adorn the southern wall of this room. Mountains and snow capped castles predominate in each. The large olive wood table is heavily polished and gleams in the light from two large oil lamps.
5: Kitchen
Well appointed with a large cooking hearth, cupboards and a chests which hold pots, pans, knives and chopping boards. A spice cupboard with numerous small drawers gives off wafts of exotic odours.
6: Store Room
A number of chests, barrels, clay jars, amphorae and sacks all containing a variety of foodstuffs are stacked neatly in this small room.
7: Servant’s Bedroom
Three small, neat beds for the mages servants almost fill the room. The cook, doorman and a man servant sleep here. Harbonine needs no other servants. A small chest is wedged under each of the beds containing clothes and the few valuables the servants posses. 1st chest 10sp, 2nd 18sp, 3rd 23sp.
The servants know nothing about Harbonine other than that he was a mage of some power. He had arrived a year or so ago on a ship from the Shires. He had few if any visitors and kept himself to himself. One of the servants mentions that he heard his master talking, as if to a guest, while the servant was cleaning the masters bedroom. It was strange because the master did not have a guest staying at the time.
8: Garderobe
This small room contains a simple privy. The waste joins the water from the tub in the adjoining room on its journey to Vanya’s Girdle via the great Thyatian sewer system.
The shaft is too small even for a halfling child to crawl through.
9: Bathroom
An unusual room in a Thyatian house as most would visit the public baths. Harbonine betrays his Alphatian nature by bathing privately. A large copper tub on lion paw shaped feet stands on a tiled floor that slopes gently towards a small grate in the floor.
10 & 11: Guest Rooms
Harbonine rarely entertains and so these rooms are usually empty. A pair of beds and a large chest are the only furniture.
12: Harbonine’s Laboratory
This large square room is dominated by a large bench that stretches most of the length of the east wall. This is the room where Harbonine does most of his spell research. Well lit by three windows the room is neat and tidy. Other than the bench and a chair there is no other furniture. The bare floor shows evidence of a scrubbed out magic circle. The door into the room is trapped. It will only allow Harbonine and his servants to pass through. Anyone else is subject to a sleep spell (save vs. spells to negate).
13: Harbonine’s Bedroom
This large room has an equally large bed in the south west corner. A large Ylari rug with a vivid abstract design occupies the centre of the room. A wardrobe contains a selection of fine clothes, while a chest at the foot of the bed contains spare bed linen. A large painting occupies much of the north wall. It is a picture of a large city painted from the air. Its pattern of radiating streets gives it the appearance of a spiders web. Harbonine misses Alphatia deeply. Anybody with a knowledge of Alphatia will recognise it as a painting of Sundsvall. Anyone with a read languages skill may be able to make out the faded title near the bottom of the picture ‘Sundsvall 1959 - Painted for Tylion IV may he live for ever.’
14: Harbonine’s Library
The door into this room is trapped. Anyone other than Harbonine who touches the door handle is paralysed (save vs. spells to negate).
Bookshelves line three walls of this room. Each contains an assortment of scrolls. PC’s searching the shelves will find a very strange mix of scrolls. It appears that Harbonine bought a job lot from a bookseller to make the library look full and allow him to hide more important documents amongst them. If the PC’s arrive before he has left, his spell book will be here.
Most are dusty scrolls containing historical records of Thyatis, there are also a large number of account records from a Darokin merchant, a small selection of love letters from a Karameikian mage to a Thyatian senator’s daughter. There is also a number of scrolls of Elven poetry. Most are in elvish but some are in Dragon and some in Alphatian.(There are about 50 scrolls of poetry in all worth 1gp each to a general bookseller or 10gp to a collector). There are also 30 scrolls detailing the manufacture of dwarven armour. (A literate smith who can read dwarvish would pay 300gp for these, a general bookseller 5gp each). Most interesting of all is a set of diary entries. These are the only scrolls that are not covered in dust. They detail the activities of Harbonine while he has been in Thyatis. Entries such as - poisoned cistern #17, summoned insect plague in grain store, placed curse on Captain Hargard and her ship and most recently, ‘Have introduced myself to Fergus the mason. He has allowed me to help with the carvings. They will be ready for the procession.’
15: Secret Communications Room
This small room is totally bare and devoid of any decoration. If the PC’s arrive before Harbonine has had a chance to flee there is a Bowl Of Communication in the rooms centre. The other bowl is in Eriadna’s chamber back in Sundsvall.
The Slaughter House
The Slaughter House is the largest of the abattoirs and meat markets in the city. Covering several thousand square yards with numerous stalls, shops and cold rooms. There is also a large open yard where all the beasts are kept before slaughtering. It is located in one of the poorest areas of the blocks near the Great Aqueduct that runs into the city from the south west. No one wants to live nearby due to the stench and the noise, not to mention the flies and the trash that gets left around. One of the largest arms of the famous Thyatian sewerage system flows beneath the Slaughter House but even this is barely up to the job of flushing the waste away into Vanya’s Girdle. The Manticore will be in the area of the slaughter pit (15).
Key to accompanying map.
1. The Grand Market Hall
The large double doors at the eastern end of this cathedral like edifice have been burst open by some large creature. One door hangs drunkenly from a broken hinge while the other is propped up against a table just inside the door. The Market hall is one of the largest enclosed spaces in the empire. 6’ thick pillars support a roof from which is suspended large oil lamps that are bright enough to light the whole hall. Along the centre of the hall is a row of solid benches some 5’ wide that bear the scars and stains of the meat trade. Today however joints are scattered around amongst the soiled sawdust that covers the floor. The tracks of some large beast lead from the main door towards the wall at the west end of the room where one of the doors has been shattered. Along the north and south sides of the hall are a number of stalls. Their windows shuttered and doors locked. If a PC knocks at one of the doors there is a 25% chance that a merchant will be hiding inside waiting for the all clear so he can go home.
2 - 11. Merchant Shops
Merchants pay a high price to have their stalls within the Grand Market Hall itself. The price of their products are higher as well as they can claim the best and freshest cuts as a privilege. Rights to stalls are handed down from father to son. The remainder of the merchants have to buy meat from the open benches in the centre of the hall then transport their goods into the town itself. The shops generally open 2 hours after dawn then shut at sundown to allow the merchants a few hours rest before the slaughtering starts again at midnight. This way the freshest meat in the empire can be on the tables of the rich and famous at the earliest opportunity. If a PC knocks at one of the doors there is a 25% chance that a merchant will be hiding inside waiting for the all clear so he can go home.
The Slaughtermaster’s Office
This is where the head of the butcher’s guild has his office. Records going back many generations are housed in bookcase lining the walls. A safe under the floor houses the fees levied from the stall holders and merchants who have purchased meat that day. Each evening the Slaughtermaster and two burly guards take the money to the guild headquarters in Merchant’s Row. The room is tidy. A large wooden basin by the door has a bar of rough soap and a length of coarse cloth so that the Slaughtermaster can clean up before sitting down to his records. A window looks out over the butchery pit so he can observe what is going on. A desk has an inkwell, a selection of quills and parchments along with a empty flagon of ale.
The current Slaughtermaster is Gnaia Tyrads, a heavily built man with short cropped black hair and brown eyes. (0th level human, 3hp, Cleaver 1d4 damage).
Stockmaster’s Office
The stockmaster’s is to oversee the animals that are brought in for slaughter. Many have been walked in from the pasture lands to the west of the city though some may have travelled by sea from further afield. Sheep, pigs, goats and cattle are the common fare and they spend their last days in the stockyard pens under the watchful eyes of the stockmaster. This office is reasonably tidy. A roll of parchment on the desk lists the animals that are due in that day and the payments that need to be made. The parchment is weighted down with an inkwell and a length of rusty chain.
The current stockmaster is Merellus Capaluc. A tall, long limbed man with his lank blonde hair tied back in a ponytail. (0th level human, 4hp, Spear 1d4 damage).
Stairs
The spiral stairs lead down some way to the cold store. Meat is hung here until it is needed upstairs. During the busy hours before noon. Butcher’s mates will be rushing up and down the stairs fulfilling orders for their masters. More than one butcher’s boy has died slipping on the blood soaked stone treads of the stair. The cold store itself is a large open room some 40’ square with uncountable metal hooks on the ceiling. Sides of beef, legs of pork and joints of lamb, mutton and goat hang down like a strange upside-down forest. The floor is stained brown by years of dripping blood.
Anyone searching this room will encounter a giant leech living amongst the stagnant pools of clotting blood.
15. The Slaughter Pit
A set of wide wooden tables scored and stained are arrayed around a coarse wooden floor grate. Here the main slaughtering and butchering of the animals is done. The floor slopes gently to the grate and iron spigots attached to the pillars allow rain water from a huge roof tank to be sprayed across the floor to wash the melange of entrails, blood and scraps into the grate. The grate covers an entrance into one of the largest arms of the Thyatian sewerage system. The butchers who work here are not only quick, but skilled. They can kill, flay and carve an animal in a few handfuls of minutes. Skins are taken by the tanners guild to the tanning vats downwind of the city. Under the grating lives a Vampiric Mist which feeds on the scraps that are thrown down the grating. It would prefer fresh, human blood and if any PC’s or NPC’s are injured it will rise up and attack those in the Slaughter Pit. This arm of the sewer being so smelly has been used in the past as a storage place of the Shadow Hand. However it has been long forgotten by the guild. PC’s should be encouraged NOT to explore further along the sewer, perhaps a few more leeches might put them off, or the possibility of rot grubs.
16 - 24. Marshalling Yard
This open space is where auctions take place and animals are selected for slaughter. Leading off it are 8 large pens each subdivided into smaller corrals. The animals in the pens can smell blood and are getting anxious. Particularly dangerous is the old bull in pen 19. If any PC approaches pen 19 the bull will crash through the pen and attack.
The Park
The Park or Foresters’ Enclave is an overgrown area of woodland devoid of buildings. The Foresters are an order of humans who have been trained to wield both weapons and spells. The Foresters are elf-friends and protectors of nature. The park covers several acres and at any one time a number of elves, from one of the clans that adopt Foresters, as well as several Foresters will be in the Park. Some of the Foresters will be 0th level humans under going training while others will be of a higher level acting as trainers.
Key to accompanying map.
1 The Heart Of The Enclave
Sounds of fighting and the cries of a large beast draw you deep into the heart of the enclave. Here a couple of elves and humans are trying to fend off an attack from an owl bear. The elf looks injured while the human has the enthusiasm of youth but she lacks much in tactics.
NPCs:
Shadlow HF 0th Level 2hp, short sword (1d6), Leather Armour (AC7)
Eliloren Sininal EF 4th Level 14hp max., (8hp current), Battle Axe +1 (1d8+2), Plate+1 (AC2), Ring Of Truthfulness, Rope Of Climbing. Spells MM, Entangle (Both cast).
The elf shouts “My friends, come to my aid. We are sorely tried here. I have sent for help but I am not sure if they have made it out of the Park. Steer clear of the tree that glows, evil dwells within.”
As the attack by the owl bear continues the odic in the tree at location 2 will start floating leaves at those in combat, chose target at random.
2 The Odic
Surrounding a particularly fine chestnut tree is an aura of purplish light some 6 or seven paces in diameter. Within the glow are the bodies of two young humans. If Eliloren is with you she will identify them as the two trainees she sent for aid.
The Arena
The Arena is one of the largest and most famous buildings in the city of Thyatis. Tall and imposing the arena has been the sight of many a bloody battle both on the sands and in the basement areas below the ground where the gladiators and monstrous beasts are held. The minotaurs have entered the basement levels of the Arena and are being slowed by attacks from Yulag and a pair of gladiator trainers. Other creatures have taken this opportunity to make their escape. The minotaurs have reached the dining hall (12) where Yalag and a pair of gladiators are trying to hold them back.
Key to accompanying map.
1 High Ranking Gladiator’s Quarters
This is where visiting gladiators of high rank are accommodated. The bed is larger than most and it has a table so that the guest can entertain any visitors or dignitaries.
2 Yalag’s Quarters
Yalag, as the Arena’s manager, could be housed in a fine house near to the Imperial Way. Yalag however likes to keep close to his roots. He likes the smell of the oils, the smell of sweat and polished leather. The Arena is home for him and he will stay here. His room has a largish bed and a table so he can meet with sponsors and other senators.
3,4,5 Bunk Rooms
For big displays the sponsors pay for a large number of gladiators. They all need somewhere to stay. These spartan rooms are their home while they fight on the sands. 16 bunks in each room each with a small chest at the foot for clothes and personal possessions. Weapons and armour are kept in the armoury. The visiting gladiators are not due until late tomorrow so these rooms are almost empty. 3 local gladiators are present, all in room 5 along with a pair of guards.
6 Cells
Some people are less inclined to fight and will do anything to escape. Criminals sentenced to fight on the sands are kept in the cells. The iron bars that make up the gates have been worn smooth by the hands of those who try to plead innocence. Cells a-d can each hold 2 prisoners while cell e can hold 5. There are no comforts, no bed and only a slop bucket.
Currently there are three prisoners in the cells:
Ignus Castius T6 14hp AC8 Thac0 16 Dagger (1d4+1)
Tullus Capytil T6 11hp AC7 Thac0 17 Dagger (1d4)
Pompum Regylex F5 26hp AC9 Thac0 15 Short Sword (1d6+2)
They have been convicted of highway robbery and are sentenced to fight in the sands tomorrow against a trio of trolls. In the chaos that has followed the arrival of the minotaurs they have attacked and killed a guard and stolen his keys. They will try and find the armoury then aim to escape from the Arena. They will not hesitate to lie and kill to escape from their fate.
7 Monster Hold
This large circular vault is one of the holding cells for monsters that are used in the arena. At present it holds three river trolls. They can hear the chaos outside and are trying to breakdown the door. AC 2 35hp.
8,9 Guard Posts
During events, guards are placed here to stop gladiator groupies from trying to get backstage to meet their heroes.
10 The Kitchen
The gladiators are heavy eaters. They have daily deliveries of meat from the Grand Market as well as crates of vegetables and fruit and amphorae of some of the finest wines. Many of the later are given as donations by sponsors of the gladiatorial shows. The kitchen has a large fire and a long wide bench for food preparation.
11 The Pantry
The main food store. Sacks of rice and flour, barrels of fish and salted meat, crates of vegetables as well as beer and wine. Stocks are high at the moment with the upcoming shows.
12 Dining Hall
This long well lit room is where the gladiators eat. During training days the atmosphere is light and boisterous with food fights and lewd songs being commonplace. Before a show the atmosphere is tense with very subdued conversations. After a fight the atmosphere can be even more tense especially if many of the gladiators have been killed by the beasts or the crowd has been hostile.
13 Armoury
This room holds all the weapons and armour for the gladiatorial bouts. The equipment is well cared for by the resident smith. All weapons are non magical but most are of a high quality. There are ample short swords, tridents, maces, daggers and nets. Leather armour, spiked gloves, small shields and peaked helms with metal grilled face masks are the standard protection offered to those that fight on the sands. The door is always locked and the key is kept by Yalag.
14 Library
One aspect of a gladiators life that has been changed by Yalag is education. Yalag knows that some of his charges will gain freedom or wish to do more with their life after their fighting days are over. To this end he has employed a teacher to teach those who wish to how to read. The library holds books of gladiatorial tales and other heroic sagas.
15 Sick Bay
Quite often the only treatment for an injured gladiator is a quick amputation or a coup de grace. Recently however Yalag has persuaded a cleric of Vanya to attend the contests to aid the most badly injured. There are 3 beds, an operating table and a locked wooden chest.
The chest contains 1 potion of healing, 2 potions of super healing and 2 potions of antidote as well as bandages and a jar of leeches.
16 Chapel
Many gladiators have always held special affection for Vanya and now Yalag has allowed them to convert a room into a small chapel. Prayers are said here before a contest and bodies of fallen gladiators lie here after contests.
17 Secret Vault
In this vault Yalag keeps the money that is given by sponsors and taken at the gate after the gladiators have been paid. Several chests of gold and silver coins numbering several thousand are in here. At present Yalag is not sure what to do with the money. He is toying with the idea of giving it to the Order of the Sands despite his dislike of the order as they do many good works for gladiators.
The Timeline
One Days Before The Procession
PC’s arrive in Thyatis and return to their home or rent accommodation. Here they will hear rumours of the upcoming festivities. See introduction for details of rumours.
Night Before The Procession
The night before the procession the statues start coming alive. Harbonine wrongly accounted for the difference between Alphatian and Karameikian time. The statues move off and start attacking the local populace as they prepare for the big day. The PCs will be awoken by the sounds of screaming and the frantic shouts and banging by neighbours or the owner of the inn in which they are staying. The PC’s will not be able to deal with all of the monsters. Some will be dispatched by other adventuring parties. See table below.
Roll 1d20 Event
- 1-4 The Minotaurs
- 5-7 The Owl Bear
- 8-11 The Manticore
- 12-13 The Sand Dragon
- 14-15 False Alarm
- 16 Friendly NPC Party
- 17 Unfriendly NPC Party
- 18-19 City Guard
- 20 Event Dealt With
If the result is ‘Event Dealt With’ then roll again on the list and if a monster encounter is rolled then that has been dealt with by either the city guard (30%) or another NPC party(70%). If the same roll is made twice then ignore the second roll. There will be at most 8 rolls during the night.
The Manticore
The manticore is attacking the Thyatian meat market. A few brave souls are trying to keep the beast at bay with long flaying knives but they won’t last for long. Beasts are screaming as they smell blood on the air. See The Slaughterhouse for details.
The Owl Bear
The owl bear has fled to The Park. It is killing all that try to calm it. See The Park for details.
The Minotaurs
The pair of battling minotaurs have marched to the arena. There they are attacking gladiators on the sand in revenge for the defeats that the emperor inflicted on them. See The Arena for details.
The Sand Dragon
This is Harbonine and Fergus’ masterpiece. Fully 12’ tall it struggles to release itself from the block of sand. It uses its free claws to scratch away the sandstone plinth when it is not being attacked. See Stonemason’s Yard for details.
Friendly NPC Party
The PC’s encounter a friendly NPC party also out for adventure on this busy night. They may be able to point each other in the direction of more adventures or healing if either party needs it. There will be 4+1d4 NPC’s in the party.
Unfriendly NPC Party
This party is using the chaos to line their own pockets. They may be looting shops or mugging innocent passers by as they flee the troubles. They may or may not see the party as a threat. If they do, they will attack. In any case they will at first try to pass themselves off as a group of adventurers trying to rid Thyatis of this night of terror. There will be 4+1d4 NPC’s in the party.
City Guard
The city guard is on the lookout for trouble makers and will question the PC’s as to what they have seen and the motives of the PC’s. There will be 4+1d6 1st level fighters along with 1 3rd level fighter as leader in the troop. All wear leather armour with a tabard over the top with Vanya’s symbol emblazoned on it. (A vertical sword with two horizontal swords).
False Alarm
A rumour spread by a malicious gang or just the result of the chaos? The PC’s will have to guess. Either way the PC’s have in this case been sent on a wild goose chase to a relatively quiet part of the city. Those PC’s that have the deception skill can make a roll to avoid being sent on such a fruitless errand.
Event Dealt With
The PC’s arrive after the city guard or NPC party have dealt with the danger. A few guardsmen are keeping gawkers away from the scene.
Day Of The Procession
If the PC’s have managed to defeat any of the beasts then the emperor will ask them to ride in the procession, a suitable distance behind him of course, the shattered remnants of the statues placed on the waiting plinths as a tribute to their skill. One of his advisors will then call them in for a further mission.
If the PC’s didn’t manage to kill any of the beasts then they will see other NPC groups taking the plaudits of the crowds lining the streets. The PC’s will still be called upon for the second part of the mission as the other groups are too exhausted or injured to take on such a task.
A Meeting With Demetrion Karagenteropolus
Demetrion is the magist to the Thyatian emperor. He appears to be about 65 years of age and just under 6’ tall. He has white hair and beard with strong brown eyes in a lined and weathered face. He wears white robes with red trim. He will sit the PC’s down in his spacious audience chamber in a wing of the Imperial Palace and talk to them. “Citizens. The Emperor would like me to thank you for what you did this morning. Many lives were saved and the parade could go ahead, a much needed moral boast for our people, I’m sure you’ll agree. However he would like you to find out what caused those statues to come to life, and why. I am sure that the stonemason, Fergus, who was sadly killed by the dragon he carved was not the cause of the problem, he was young and lacked the skills to create such monsters. Find out who helped him and why. Do you think you are up to such a task? Success in such a quest will bring you small monetary reward, there is a war on as you know, but I am sure such as yourselves value the safety of the Empire above that of mere personal gain. Of course, any magical items and items of a more mundane nature that you find are yours to keep.” He will give the PC’s a scroll that gives them permission to go anywhere they chose in pursuit of the cause of the criminal. If the PC’s hesitate he will offer them 2000gp each. He will go to 3000 if pushed but no higher.
A Meeting With The Apprentices
When you arrive the apprentices are trying to tidy up the studios. Both are in their late teens or early twenties. One is a Pearl Islander from his build and complexion and is named Katisoru, the other is from the city and is named Protius. They are deeply troubled by what had happened. They had hid in their room once the trouble started and did not emerge till all had become quiet. Both liked Fergus. He was a great artist and treated them well. They remember him coming back from the palace after the emperor had given him the commission. He was both proud and nervous. He was not sure he could do the work to a high enough standard. We told him he could but still he fretted. He was visited a day or so later by a mage, red haired and bearded with piercing sea-green eyes. Good bones but too much meat on him they say with an artist’s attention to detail. Quite young, say mid thirties. Very tidy and tall, just over 6 foot. He and Fergus talked for some time in Fergus’ office. Fergus seemed a lot more confident then. Fergus did little more than preliminary work on the carvings then about a week ago he worked though the nights to get each carving almost finished. Then two days ago he finished all but the dragon off so they could be placed on the plinths along the Imperial way. He was working on the dragon last night when it came to life and killed him.
Appendix 1 - Monster Statistics
Location # Monster Name AC Thac0 Max HP Move 1 Move 2 Attack 1 Attack 2 Attack 3 SvAs Mor. EXP.
Meat Market (15) 1 Manticore(Statue) 4 15 29 60 20 2 Claws (1d4) 1 Bite (2d4) 6 Spikes (1d6) F5 11 650
Meat Market (14) 1 Giant Leech 7 13 33 90 30 Bite (1d6) F3 10 275
Meat Market (14) 2 Giant Leech 7 13 23 90 30 Bite (1d6) F3 10 275
Meat Market (14) 3 Giant Leech 7 13 26 90 30 Bite (1d6) F3 10 275
Meat Market (14) 4 Giant Leech 7 13 23 90 30 Bite (1d6) F3 10 275
Meat Market (15) 1 Vampiric Mist 4 / 8 17 24 120 60 Touch (1d8) C3 10 270
Meat Market (19) 1 Bull 7 17 7 90 30 Gore (1d8) Stamp (1d6) F1 12 50
The Park (2) 1 Owl Bear(Statue) 4 15 25 60 20 2 Claws (1d8) 1 Bite (1d8) F5 11 300
The Park (1) 1 Odic -4 7 80 0 0 Branch (1d12&Poison A)6Leaves(Charm)Drain F16 12 6250
The Arena 1 Minotaur(LiveStatue)4 15 20 60 20 Double Handed Axe (1d8+2) F5 11 300
The Arena 2 Minotaur(LiveStatue)4 15 29 60 20 Two Handed Sword (1d10+2) F5 11 300
The Arena 1 Troll 4 13 29 120 30 2 Claws (1d6) 1 Bite (1d10) Regen 3hp/rnd F6 10 650
The Arena 2 Troll 4 13 30 120 30 2 Claws (1d6) 1 Bite (1d10) Regen 3hp/rnd F6 10 650
The Arena 3 Troll 4 13 23 120 30 2 Claws (1d6) 1 Bite (1d10) Regen 3hp/rnd F6 10 650
Stonemason Yard 1 Dragon(LiveStatue) 4 15 29 0 0 2 Claws (2d6) Lava Breath (2d6) F5 11 300
Location # Monster Name AC Thac0 Max HP Move 1 Move 2 Attack 1 Attack 2 Attack 3 SvAs Mor. EXP.
NPC Party 1 Mage - Ignus 6 17 27 60 20 Staff Of Striking(2d6) Dagger(1d4) Spells M10 9 1750
NPC Party 2 Fighter - Tullus 2 15 44 60 20 Short Sword +1 (1d6+3) 4 spells/day F8 9 650
NPC Party 3 Fighter - Titei -1 17 36 60 20 Battle Axe (1d8+1) F8 9 650
NPC Party 4 Thief - Pompum 4 17 24 60 20 Short Sword +2 (1d6 +2) Crossbow(TO15)1d6 T6 9 350
NPC Party 5 Cleric - Memius 3 17 33 60 20 Mace (1d6+1) Spells C5 9 400
City Guard 1 Soldier 6 19 5 60 20 Short Sword (1d6) F1 9 50
City Guard 1 Captain 6 19 11 60 20 Short Sword (1d6) F3 9 100
Appendix 2 - Treasure
Location Treasure Description (Value - GP)
NPC Party (1) Bracers Of Defence AC6
NPC Party (1) Potion Of Gaseous Form
NPC Party (1) Cursed Scroll - Uncontrollable sneezing for 4d10 minutes
NPC Party (1) Staff Of Striking (21 Charges)
NPC Party (2) Plate Mail
NPC Party (2) Short Sword +1
NPC Party (2) Potion Of Flying
NPC Party (2) Ring Of Spell Eating (4 spells per day)
NPC Party (3) Ring Of Pro +2
NPC Party (3) Shield +2
NPC Party (3) Ring Of Seeing
NPC Party (4) Cloak Of Protection +1
NPC Party (5) Staff Of Healing (16 Charges)
Vampiric Mist Gems 1 piece of garnet, 1 piece of onyx, 1 piece of opal,
2 pieces of topaz, 2 pieces of turquoise 2170
Vampiric Mist Book - “a humanitarian’s report on the inferiority of orcs,
kobolds, etc. to the race of man, elf, dwarf, etc.” 140gp
Vampiric Mist Monster Skin - Hill Giant 100gp
Vampiric Mist Monster Skin - Rust Monster 400gp
Vampiric Mist Bundle Of Silk (19 sq. yards.) 95gp
TOTAL 2905
NPC Mage Spellbook
Level 1: (3)
Detect Magic
Magic Missile
Read Magic
Level 2: (3)
Knock
ESP
Level 3: (3)
Fireball
Lightning Bolt
Slow
Level 4: (2)
Hallucinatory Terrain
Plant Growth
NPC Cleric Memorised Spells
Level 1:
CLW, Pro. Evil
Level 2:
Hold Person, Bless
Appendix 3 - Story & Role Playing Bonuses
If the PC’s track down and capture Harbonine they should receive a bonus of 3750 experience between them.
If the PC’s kill Harbonine they should only receive a bonus of 2000 experience between them.
If the PC’s fail to locate Harbonine or allow him to make his escape but deduce it was he then they will gain only 500 experience points between them.
For each problem solved then award another 500 experience points.
If the PC’s split up to deal with the problems then award another 500 experience points each as this will add to the dangers faced.
Appendix 4 - New Magic Items
Bowl of Communication
This device behaves much the same as a scroll of communication. It is a pair of bowls of any material, but of high quality workmanship. When both bowls are filled with water from the same stream what is reflected in one bowl is displayed in the other and any thing said within 5’ of one can be heard within 5’ of the other. They can be only used by a spellcaster. If one is broken the other will shatter causing those within 10’ to age 1d10 years unless a save vs. wands is made.
Chisel Of Construction
The use of this chisel in the hands of a master craftsman will allow a statue to be carved that will come to live within 48 hours of the carving being completed. If a carving is not touched by the chisel for 6 hours it is assumed to have been completed. This is a unique item crafted by Harbonine of Alphatia. There is a 10% chance for a master craftsman to fail in constructing such a statue. Harbonine used a combination of spells, including stoneform and ironform to create this item.
Appendix 5 - Non Player Characters
Harbonine 15th Level Alphatian Mage
Harbonine is an agent of the Empress of Alphatia. He is in Thyatis trying to stir up trouble thus allowing the forces of Alphatia to gain access into their enemies territory. An accomplished creator of magic items, his personal hobby and speciality, he has created a chisel that will create living statues, a talent lost for many generations.
See separate character sheet for details.
Yalag
Description
Yalag is the half-orc manager of the Thyatian Arena. He is flamboyant, even roguish in nature and was very popular in the arena. He has improved the lot of his fellow gladiators since he took over after the riots. He is not a member of the Order Of The Sands. He is 5’6” of indeterminate age. His olive green skin is blotchy in parts especially around is wide nose. He has a orcish protruding lower jaw and large pointed ears. He has a large, puckered scar running down the left of his face that has cost him his eye and causes his left ear to droop. He always wears a leather patch over his missing eye. He wears leather armour in combat and standard Thyatian dress when about town. He is quite popular despite his orc blood, especially with the ladies. His favoured weapon is the short sword of which he has a finely crafted (+2) example.
Statistics
STR 16 INT 9 WIS 10
DEX 10 CON 14 CHA 12
Level 5 XP 16000 HP 26
THAC0 16 AL Neutral SA F5
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