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The Tarrasque Awakens (6/6): Diplomacy
[comments:(49), views:(6468), rating:(9.9)]

Author: Eric Wijnen
Homepage: http://
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
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.

Last quest

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 detail.

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.

Diplomacy

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 and fresh.

Endgame

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.

Monsters

Tarrasque: 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!)



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