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The Tarrasque Awakens (6/6): Diplomacy
Author: Eric Wijnen
System: AD&D 2nd Edition
Requirements: 4 - 8 players level 4 - 6
Finding, and maybe even destroying, the Tarrasque may not be so difficult as securing the last weapons needed to do so.
Graphic: The Valley of blood Catapult
The Story Ends
Talanthyr can tell the PC´s that he has found the wereabouts of the Tarrasque. He also has
developed a plan for defeating it. Because he is not sure the Kane is enough to destroy the
Tarrasque. He has called some help; Yes that is why the priests are here. The eight Head Priests
are going to cast two cooperative spells, to help defeat the Tarrasque. That is why they are in
their palanquins and are not to be disturbed. They are meditating to do those spells.
Furthermore Talanthyr has made 8 spears of 12 feet each, and magically enhanced them. They now
do 1D12+4 damage and are mend for a ballistea. He also made 12 barrels with magical fire oil,
made to be extra sticky. The Fire Oil does the following damage: round 1 1D12+4, round 2 1D10+3,
round 3 1D8+2 and round 4 1D6+1. The chances this Fire Oil sticks to the Tarrasque are: round 1
80%, round 2 55%, round 3 28%, round 4 8%. If the Fire Oil doesn´t stick in the first round, it
will not effect the Tarrasque in any later round. The Fire Oil sticks to the Tarrasque because
it is magically enhanced to do so. This enhancement also brings with it that other creatures
suffer double damage. For the Fire Oil he needs catapults.
Catapults and Ballistea
To complete his plan Talanthyr needs 4 ballistae and, preferably, 12 catapults, placed as
indicated. (see map). His plan is simple and hopefully succesfull. At the point where the
valley gets wider the first catapult will fire. In the meantime Talanthyr will still try to
lure the Tarrasque more to the middle of the valley, so the other catapults and at last also the
ballistae can fire their weapons. After they have all been fired he hopes to use the Kane only
once, so that he can study it further. (off course if he has to he will also use the Kane a
second time). To make his plan more succesfull he has asked, and got, some help from befriended
Priests. They will be casting two spells: Circle of Softening and Circle of Brave Blessing.
Circle of Brave Blessing
This spell will ONLY work if the priest casting it has had at least 1 week of meditation before
casting it. Each week extra will be helpfull because it will mean an extra bounce. All priests
casting this spell must cast it at the same place. The spell combines BLESS and REMOVE FEAR in
the circle where it is cast. Everyone within the circle will be FEARLESS. The first priest casts
a circle of 10 feet diameter. The next and later priest will add half the diameter (rounded down)
to the diameter. When all priest have joined the chain, the spell begins to bounce and adds half
the diameter (rounded down) to the diameter. Each spell has at least 2 bounces. Another bounce
is added if the priest has had another week of undisturbed meditation. This means in this case
the spell will bounce three times. In this case the circle will have a diameter of 4164 feet.
The spell lasts until the priests release the spell.
Priest Casting Bounce 1 Bounce 2 Bounce 3
1 10 49 244 1234
2 15 73 366 1851
3 22 109 549 2776
4 33 163 823 4164
Circle of Softening
The circle of softening softens the defense of any creature entering the circle. In this case it
softens the magical defenses of the Tarrasque and thereby making it more vulnarable. Every priest
can envelop the entire valley with this spell. Each priest has a failing chance of 20%. The
maximum number of priests casting this spell is four. He next thing happens per priest:
1 priest effects the Tarrasque: the Tarrasque only has a 50% immunity to fire and heat.
2 priests effect the Tarrasque: the Tarrasque has no immunity to fire and heat.
3 priests effect the Tarrasque: bolts and rays will not bounce from the Tarrasque
4 priests effect the Tarrasque: the Tarrasque stops regenerating.
This spell also effects the percentages mentioned with the Magical Fire Oil. Those percentages
are valid if all priests cast the spell. For each priest failing this spell substract 5%.
The Kane of the Elements
Using the Kane of the Elements at any time will always work, because the Kane is specificaly
designed to destroy Tarrasques. Remember that you can only use it twice.
The Valley of Blood
The valley Talanthyr has chosen for his ambush is the Valley of Blood. He will distract en lure
the Tarrasque, with help of a flying carpet, to this valley in two weeks time. The valley didn´t
get this name for nothing. Years and years the Grand Duke of Brechfelt and the King of Warunda
have been battling over the valley, both claiming it for their own. At this moment the King and
his men hold the valley.
Talanthyr wants the party to secure the ballistea and catapults for him. He knows that neither
of the opponents have all the equipment he needs. He has advised both the Grand Duke and the
King from time to time, but not always did they take his advise. He will give the party a sealed
letter to both the Grand Duke and the King, in which he describes the problem without much
The King of Warunda
M´boto the King of Warunda wants to help the players, he holds the valley after all, but he
only has 2 ballistae and 6 catapults. He and de Grand Duke hate each other. And it is hardly
likely he will allow any troops from the Grand Duke within the Valley as long as he has anything
to say about it.
The Grand Duke of Brechfelt
Jordan, the Grand Duke of Brechfelt, is willing to provide the PC´s with 4 ballistae and 10
catapults, provided his men man the war machines. The total number of troops normaly needed to
man the war machines he conveniously triples. He wants to retake the valley as soon as the
Tarrasque is defeated. He sees this as a great oppertunity to do so.
Of course, as a DM, you will have to decide how the rulers confront the PC´s. If they are
filthy and look like vagebonds, they are bound to get another reaction than if they are clean
In the end, if all the diplomacy is done, the players must deploy the ballistae and catapults
around the valley (see map). Maybe they´ve negotiated, and is it wise, to have each player
commandeer a ballistea or catapult.
They do not have to wait long after the war machines are deployed. Talanthyr, riding a flying
carpet, is followed by the Tarrasque and lures it to the opening of the valley.
Think about the Kane: it does 20D20+40 damage (no save), but can only be used twice.
The rest is yours to complete.
AC -3. Movement 9, rush 15 (4D10 trample), HP 326, Thaco –5, No. Att: 6. 2x claw (1D12), Tail
lash (2D12), Bite (5D10) Sword of sharpness (severes limb on 18 or higher), 2x horn (1D10).
Spec Def / Att: Immune to bolts or Rays (Except the Kane, See Circle of softening) 1 in 6 bounce
back at caster. Immune to Fire and Heat. Regenerate 1 hitpoint per round. Can only be slain with
-50 or fewer HP!
XP: 107000. (Note: the priests casting the spells and Talanthyr are also allowed their share!)