The Battle for Tyr

Pick spots for NPCs to battle
Make maps of that area in a small map for DM use, and a large scale one for the players.
Develop Opponents - Leaders in detail and a list of others by weapon/armor
Develop helpers - Leaders in detail and a list of others by weapon/armor
Develop projected time line

Tell the players to turn to Player's Book p. 46 - Gladiators.
 

Part 4 D-Gaj

Start.
The Grand Melee is the last event on the program:
On each side of tile arena stand six matched pairs. Some are full humans or half-elves, rough looking men and women who have been sold into the pits to pay their debts or as punishment for a crime. There are a/so several representatives of more exotic races, including a set of hulking baazrags, two purple-scaled nikaals, and a pair of stooped gitb. But the crowd's wild applause centers on one pair, the mul male Rikus and the human woman Neeva. Throughout the day, this pair has victored in every match, dispatching their opponents with flair and merciful swiftness. You hear odds-makers shout out wagers of 1-to-3 against the pair-still better chances than other gladiators have.
A loud creak echoes throughout the stadium, drawing the attention of gladiator and spectator alike to the center of the arena. A great bulge forms in the sand as an immense pair of doors begins to open. Excited murmurs of curiosity rustle through the crowd, for those huge doors cover a subterranean staging area where Titbian stores building-sized props. They seldom open unless some special amusement is being raised into the arena.
Today is no exception. As the doors reach their locked position, a familiar orange shell rises out of the pit. A pair of barbed, arm-length mandibles protrude from the underside of one end of the shell.

Encounter.
The creature is a gai, captured especially for the games. It perches on the squared off top of a glistening obsidian pyramid. As the crowd watches, a team of templars raise their hands and levitate the pyramid, bringing it to rest in front of the balcony where King Kulak watches. The master of the games, High Templar Tithian, booms out over the crowd. "The rules of the game are simple: the last pair of gladiators able to stand on the summit of the pyramid will win the contest." At the signal from Kulak, the battle begins.

Outcome.
From the moment the pyramid appears, all eyes fix on the arena. The guards momentarily forget their positions, but still block exit to the lower tiers. The gladiatorial battle is furious and bloody. The bazrags are the first to fall, slain by a half-giant and a teleporting elf. Meanwhile Rikus and Neeva make short work of the pair of gith.

Next. Go to encounter E
 

Part 4 E-Assassination

Setup.
Later, the PCs will turn to Player's Book p. 31-The Spear.

Start.
Have each PC make a Wis check to feel a grinding clank reverberate through the stands. (The outer doors of the stadium are being sealed shut, per Kalak’s orders.) PCs near the back of the stadium hear cries of protest from outside. A second Wis check lets PCs see a flash in an exit-clearly a spell or psionics. (Sa(lira has used a spell to stop a pursuer.) Then read the following aloud. A roar erupts from the crowd. Only two teams remain-Rikus and Neeva, and a half-giant and elf. Wagers grow deafening as the latter pair reaches the pyramid’s black summit. With his massive muscles, the half-giant heaves the struggling gal at his opponents. Rikus and Neeva dispatch the beast, though Neeva, injured, staggers weakly away. The half-giant stands triumphant astride the pyramid; shouted odds shift from the favored pair.

Encounter.
Tell the players to turn to Players’ Book p. 31 as you read:

A deafening explosion shakes the stadium. A great silver and gem flash shoots out o[ the lower tiers-a magical attack. The bright flare fills the air with a peculiar stench that smells of melting copper. The bolt hits an invisible barrier at the edge of Kulak's balcony, exploding there into a brilliant cascade of red and blue sparks. The magical wall of shimmering force fades away amidst a cacophony of loud sizzles and sharp pops.

Rikus steps foreword. Kulak looks away from the mul, his eyes drawn suddenly to Agis of Asticles in the High Templar’s Gallery. Rikus turns toward the sorcerer king and hurls the spear with all his might. As the enchanted weapon sails toward its target, an image born of Kulak's twisted mind, augmented by his mastery of the Way, appears over the entire stadium: a dragon, fierce and terrible, rises to the height of the great ziggurat. The image of the dragon rears back, ready to strike.

In that instant the Heartwood Spear strikes Kulak, sorcerer king of Tyr, squarely in the chest and passes c/ear through his body. The king’s screams fill the stadium, then the entire city. The unearthly cries do not fade as the half- giants grab their leader and drag him into his golden palace. The stadium remains tense, hut calm. Most commoners stay in their seats, too frightened or too stunned to move, filling the air with the steady drone of their astonished voices.

Reaction.
Forcefully demand immediate action from the players. Now is a moment of fate, an instance where their actions can change the course of history. Consider two factors in their response: the speed of reaction and the daring of choice. To escape Kalak’s trap, the PCs must act immediately, instinctively, and decisively.

Outcome.
The PCs must unite and galvanize the slaves around them. If the PCs are paralyzed, have a friendly NPC (perhaps Llrrgos or Orman) say, "Its a trap! What should we do?" If necessary, have the NPC propose a direct action, but let the PCs make the bold move.

Next. Go to Part Five
 

Part Five Introduction

The Riot Begins
The moment the characters make their move, the paralyzing spell over their fellow slaves shatters. A decisive action is all they need. The wave of rebellion quickly ripples among the common citizens throughout the arena, also touching off the surviving gladiators (unless, of course, the PCs are among the gladiators and the rebellion spreads in the other direction). By the end of this section, the PCs should wind
up leading at least a small band of rebels fighting for freedom. You want the PCs to feel they had a major role in the rebellion, and in future adventures you want them to be recognized as minor leaders of the people (somewhere below Tithian, Agis, and the other major players in the drama). Just how people react to the attack on Kalak and the subsequent riot depends on their social position. Some whole-heartedly support the rebellion while others resist body and soul. The general behavior of each group is detailed below but, of course, individuals in the groups are, in fact, individual in their responses.

Slaves ancl Gladiators.
The imprisoned workers on Kalak's ziggurat have little if anything to lose. Even those who hoped to be free again tomorrow realize that the sealed stadium does not bode well for their hopes. For weeks all the slaves have endured the hardships and 'cruelties of their masters. Revenge and freedom are long overdue. Any PCs who act in a group with some semblance of a plan can easily
attract a band of desperate men and women to their side. These followers fight with little regard for life and limb as long as they see some hope of escape. However, the PCs should not simply fling these followers at guards like living shields, or they will attract no more, and may in fact be perceived by slaves as "the enemy." In addition to those who rally to the PCs' side, other bands of slaves will form.
Most have motives similar to the PCs, but a few will be bent on mindless destruction. These slaves ]ack leaders and react to events only by destroying.
 

Commoners.
The bulk of the audience has a single, simple reaction--fear. They do not know what has happened or why, only that escaped slaves, templars, and half-giant guards are slaughtering people. Most commoners will rush for the exits (which are sealed) and choke all avenues of escape in a panicked mass. Strong, confident leaders can organize these people to attack the templars blocking exits, but panicked commoners have very low moral and will melt away before the first serious set-back.

Nobles.
Though the nobles have no love of Kalak, they will not help the rioters. Indeed, many of the slaves and commoners passionately hate the nobility-and nobles, almost to the man, despise the rabble. The nobles also fear and hate the templars. As they have done throughout their lives, nobles look after themselves, attempting to use influence and money to escape the stadium. They only attack
the templars if forced because no one really knows if Kalak is dead or alive.

Templars.
Kalak's servants are initially stunned and confused. The fall of the invincible Kalak has shattered their confidence in the ancient tyrant. Of course, they all have long hated Kalak, and this hatred, added to their native ambition, allows the black-robed priests to recover quickly. For templars, the situation is simple-restore order until King Kalak can recover (or one of them can seize power). Kill anyone who even smells of insurrection and keep the stadium sealed at all cost. As the riot progresses, these simple objectives fall to an instinctive one-self-preservation. Eventually the templars fight to stay alive, ignoring even their oaths to Kalak or their aspirations to rule. At that point, a particularly persuasive PC can mold a particularly fearful templar like moist clay.

Slave Guards.
The slave guards, a cruel and oppressive group, have always been out-numbered by their charges. In the past, fear, savagery, and weaponry have equalized them. But when slaves rise en masse, fused together by fear, the situation is utterly changed. At first the slavers stand and fight, believing they can cow the slaves as always. Only after they are fatally committed does their doom become apparent. Once the main mass of guards has fallen, the remainder will flee in panic. Half-Giants. Between the templars and the rioters stand King Kalak’s bulwarks of flesh--the half-giant guards. These brutes act with blind loyalty to the sorcerer king. They even turn upon templars who become flagrant enough in their anti-Kalak ambitions for these thick-headed guards to notice. The half-giants refuse to open the gates, surrender, or change sides under any circumstances.

Leading the Mob

If the PCs act in suitably heroic fashion, they will quickly attract fellow rioters. The first to join the PCs are 4d6 slaves, in addition to any NPCs already friendly to the PCs (e.g., Llrrgos, Lissan, Grani, Orman of the Waste). As long as the PCs lead resolutely and avoid serious set-backs, they attract 2d10 more followers each turn. Set-backs include retreats, grievous losses, confused orders, and hesitation. These new followers are slaves and commoners. PCs can only draw templars, guards, or nobles to their sides through personal interaction and stellar role-playing. The PCs’ followers are no army, but rather an unwieldy mob. This panicked mentality leaves the PCs with only one truly effective command,-attack. To direct this rabble, the PCs point at their target and charge. At least one PC must lead the attack, preferably the most charismatic and dynamic. (No one will follow the lead of a thri-kreen, though all regard it a valuable ally and a deadly enemy.) If the mob is forced or ordered to retreat, it routs in panic (losing at least 50 to 70 of its members). Furthermore, subtle attacks are impossible. Feints, fighting withdrawals, pincer at- tacks, or anything that smacks of strategy fails in the face of the mob mentality.

Riot Combat

Many of the encounters in Part Five may involve 10, 20, 30, or more individuals on a single side. Such combats become unmanageable using typical AD&D® game combat, but unless you DM a fairly sanguine group, you needn’t enact the round- by-round flow of the battle. Several alternative ways exist to resolve such battles. Players who own a number of miniatures and enjoy (or would like to try) miniatures gaming can use the BATTLESYSTEMTM Skirmish Rules, which allow de- tailed table-top miniatures battles on a man-to-man scale. Fighting miniatures battles does not speed play, but the visual appeal and challenge of miniatures com- bat makes the scene far more vivid. In addition to miniatures, players will need a large playing table and terrain to represent the stadium (strips of colored paper can indicate rows, tiers, aisles, and exits). A’; DM, you should prepare rosters for each player and may want assistance in handling the villains. By contrast, some DMs would prefer to simplify the battles to a few die rolls for the sake of speed and dramatic tension. This approach simulates the swiftness and uncertainty of mob actions-more a swirl of events than a logical ordering of steps. A mob has the two advantages of numbers and ferocity. To account for these effects, count the forces on both sides (not including the PCs) calculate the odds, and find the result on the following table.
 
Mob Odds Result
5-to-1 The enraged rabble swarms its foes, easily pulling them clown and tearing them apart with bare hands. The mob suffers 10% casualties.
4-to-1 The enemies attempt to flee from the charging throng, only to be caught before they can escape. Trapped, they try to fight but are at last bludgeoned to death. The mob suffers 20% casualties. 
3-to-1
The enemies waver but stand firm. If the PCs fearlessly charge, the mob follows. The battle is difficult and more than once the mob wavers. The rabble victors if the PCs face off against the most powerful opponents. The mob suffers 30070 losses
2-to-1 The mob hesitates and only attacks if the PCs lead. The battle goes against the throng and it starts to break unless rallied by a PC (a stirring word and successful Charisma check). The rabble loses unless PCs personally defeat all spellcasters and half-giants. Losses are heavy--40%-60% of the throng. 
1-to-1 The mob will not attack unless incited by the PCs and will fail unless the PCs win in standard combat. Losses are grievous, ranging from 60% to 100%. 

*Count each half-giant and templar (because of spells) as two people. Thus 20 humans attacking 2 half-giants would have 5-to- 1 odds. Round uneven numbers to the less favorable odds.

Use this simplified combat resolution system to create role-playing encounters for the PCs as they exit. Thus, a mob of 17 might overwhelm the two templars in the passage, but the three half-giants that block the way farther on will provide more resistance.

The Horror
DMs who plan to read the novel should do so before reading this section. Of course, to gain freedom, the PCs will need to do more than lead a riot, fight past guards, and force open the sealed gates. After all, this is Athas. Kalak’s own little surprise will add a sense of urgency to the escape. The Tyrant of Tyr has long intended to slay everyone in the stadium, possibly in the entire city. Through a combination of powerful magic and psionics, Kulak plans to draw the life force from every person present and convert that life force to magical energy. This energy, in turn, will be used to elevate Kulak to a position of unimaginable power. The ziggurat is the central material component of Kalak’s world splitting spell. To this end, Kulak has spent the last century and countless slaves in preparation. At the heart of the strange ziggurat lies the sorcerer king’s incubation chamber, which will focus and infuse the magical energy into him.

Thus, just as the riot breaks out, the process will begin, at first barely noticed by the fear-stricken audience.

A cacophony of panic erupts in the stadium. In scattered places, aged men and women clutch their chests and drop gasping to the ground. Amidst the confusion, more than a few hands point toward the summit of the great ziggurat. A small geyser of burgundy flame shoots from the top of the structure. A moment later, a billowing cloud of yellow smoke replaces the pillar of fire.

Rikus and Jeeva ask, "What’s happening?’

"Kulak has started his incubation," Sadira answers, pointing toward the obsidian pyramid. "He’s drawing the life out of the spectators." Agis looks in the direction the sorceress is pointing. The air around the pyramid shimmers with raw energy, and waves of flaxen light scintillate over the structure’s glassy surface. Deep within the thing’s black heart glows a steady golden light that grows brighter even as the senator watches. Kalak’s magic is deadly and the PCs cannot stop it, but neither should they be slain by it if they pursue their escape with courage and wit. Make sure they realize that otherwise healthy people are dropping dead all around them. That understanding should motivate them to act quickly, before they themselves are reduced to lifeless husks. Describe first how the innocent young and the very aged die in writhing agony as golden streams of life force are torn from their bodies. Each turn thereafter, in- crease the death rate as more and more weakened individuals fall. With every new turn, all the PCs temporarily lose one point from every ability score. If any ability reaches 0. the character falls unconscious and his life force seems to be sucked away.
 
 

Part 5 A-Break-Out

Setup.
This encounter is for those in the stands. If any of the PCs are gladiators on the arena floor, they must find a way to climb the 12 foot wall out of the pit. Then, after fighting guards and templars in the stands, can join the other PCs in Part Six, Encounter A-Freedom! Have the other PCs turn to Players’ Book p. 30-In the Tiers.
Tell the PCs they cluster at Location 1. The Gs on the map show the positions of their guards. Each position represents two guards at one post. If an escaped PC is in the stands, position him beyond the guards.

Start.
This encounter assumes that the PCs want to overpower the distracted guards. At this point, few other choices exist to them. Read the following to the players.
Your guards seemed dazed by the events, so much so that they have paid no mind to you-indeed their backs are turned. You know the moment is at hand: already guards farther away wheel about with their weapons ready.

Encounter.
Closest to the PCs stand a half-giant and a human guard in stunned silence, with stooped shoulders and eyes fixed on Kalak’s box. Neither guard looks toward the PCs, though the half-giant shifts his huge hammer uneasily. If the PCs attack immediately, they gain automatic surprise. Without weapons the PC must rely on overbearing or punching/wrestling combat. If the PCs have surprise, they gain a + 2 overbearing modifier vs. the human guard, and a -2 modifier for the half-giant, due to his size. In subsequent rounds, the PCs lose their positive modifier and have a -4 penalty against the half-giant.
In the first attack, no other slaves join the PCs, though most scream out support and suggestions. If the PCs pull clown a guard, a mass of slaves descend on the struggling victim, freeing the group to deal with any other guards. If the group wants guards’ weapons or armor, they must snatch the weapon before other slaves can.

Role-Playlng.
With luck, the guards’ surprise prevents any reaction. Otherwise, both guards snarl, curse, and bellow for help.

Statistics.
Use the Half-Giant Guard and Human Guard statistics from the NPC table on the inside cover.

Reactions.
If the characters do not attempt escape, have other slaves initiate the attack, thereby allowing the PCs to brooch the gap.

Outcome.
With success, the PCs find themselves hailed by their fellow slaves as leaders of the revolt. They immediately gain 4d6 unarmed followers. (Use the Slave entries on the NPC table.) If the PCs continue bold action, the other slave guards nearby can be overwhelmed without the PCs’ direct involvement. Otherwise, the nearest two guards posted to either side will swoop down to crush the escapees. Each post has one human and one half-giant guard as before. News of the PC’s bold action will eventually reach the ears of Rikus and Neeva (the gladiators) when the riot is over-hopefully the PCs will be alive to benefit from it.

Next.
Go to Encounter B.
 

Part 5 B-Milling Throng

Setup.
Tell the players to turn to Players’ Book p. 32-Decisions. Start. Once free, the PCs can attempt escape (hoping to find a breached exit). Read the following aloud to your players.
Freed of the guards, you survey a scene of growing panic in the tiers below you. To the left a surging mass of humanity attempts to force its way down one of the narrow exits from the upper tiers. Near the center of your vision a phalanx of half-giants and templars are holding an ugly mob back from another exit. Down along the railing’s edge, a group of citizens scramble over the side, hoping to lower themselves to the bottom tier. To the right the entry to an open passage is cluttered with lifeless bodies. No one seems to go that way. Even as you stand studying the situation, other slaves impatiently await your decision. ‘You feel a sudden tingle, then weakness in your rib cage. An old, hobbling slave near you clutches his chest and collapses upon the polished stone.

Encounter.
Each character loses one point from every ability score as Kalak’s defiling magic begins. At the same time, they face the first test of their leadership: to choose a path for their escape. They have four possible routes to exit. Each choice leads to a different encounter. Press the characters to decide quickly, using the deadly power of Kalak’s obsidian pyramid as incentive.

Role-Playing.
At this point, punctuate the game session with. inarticulate screams, cries of panic, begging, dull explosions, and general chaos, you are one person who must recreate the pandemonium of a lull-scale riot. If you happen to have a sound- effects recording of crowd noises or a riot, play it.

Next.
If the PCs choose the packed exit, go to Encounter C-Into the Throng; facing the templar leads to Encounter D-Breakwater; joining the group climbing over the balcony leads to Encounter E-Direct Route; while the deserted passage ends in Encounter F-Bloodbath. If the players don’t reach a quick decision, they lose the initiative. Their followers desert and the PCs must try to get out through one of the exits on their own.
 

Part 5 C-Into the Throng

Setup.
When the PCs discover the dead-end, have them turn to Players’ Book p. 10-Mob.

Start.
When the group reaches the surging mass, read the following aloud:
As you near the dark stone portal, the press of frantic citizens grows nearly unbearable. Men, women, and mothers with children in their arms squeeze against each other, trying to press through the choked opening. Already bodies press behind you, forcing you forward. Not far from you a man slips, disappearing beneath the wedged shoulders of his compatriots. There is a gurgling scream as the small gap closes, and the man is gone. As the wave of bodies surges forward, you nearly trip over the inert and near-trampled form.

Encounter.
The fallen man is the first of several problems the PCs face in this crowd. The man tugs weakly at one of the PC’s legs, trying to climb back up. If a PC stoops to help him, the man rises. However, the assisting character must make a Str and Dex roll or be forced down and similarly trampled. Once a PC is down he must make a half Str roll to rise or be rescued by his companions. Otherwise the PC dies. Worse yet, this passage leads to a dead-end-a set of stone doors closed tightly. This fact remains hidden until the group is well into the tunnel. Before the PCs can even get that far, they must force their way down the passage-callously shoving citizens aside, trampling the fallen, or even forcing people down. Their savage behavior is rewarded when the PCs discover that the route dead-ends. Retreat is not nearly as simple as entry. The PCs are now trapped by panicked citizens trying to force their way down the passage. In minutes, the corridor will become a charnel house of crushed, trampled, and suffocating bodies. Unless the PCs can devise some clever escape, they must literally fight their way out of the crowd.

Role-Playing.
Though this encounter allows little one-to-one interaction with NPCs, allow the PCs opportunity to role-play their heroic leadership. For example, they can try to quell the panicked mob, saving those trapped inside, or organize those around to work as a unit. (A combined Str of 120 can breech the doors.) Do not use Cha checks to determine success; instead, judge according to how your players actually role-play the situation.

Statistics.
Use the Typical Citizen entry from the NPC table for any persons the players must deal with.

Outcome.
If the PCs plunge into the crowd, control of their followers becomes impossible and they lose track of all the slaves who were with them. On the other hand, if the PCs can quell some of the madness, they gain another 4d6 citizen followers.

Next.
If the PCs back out and escape the situation, they must choose one of the other routes. Go to the appropriate encounter card. If the PCs somehow manage to marshal the citizens and pry open the doors, they escape to the lower tier: go to Part Six, Encounter A-Freedom! If the PCs are near death, skip to Part Six Encounter B.
 

Part Five: D-Breakwater

Setup. There is no player illustration for this encounter.

Start. Read the following aloud to the players.
Through the archway you see clearly that this passage leads to the lower levels, and closer to the exits. Unfortunately a templar and his two axe-wielding half- giant guards also noticed this escape. The cloven and mangled bodies strewn about them testify to the fate of those who attempt to pass. Fearful yet desperate citizens hover just beyond the axes’ reach, leaving a semi-circle of certain death before them. Looking around, you realize that this passage will prove deadly unless you can rally the crowd to your side.

Encounter.
This route provides the best chance for escape, though a templar and two axe-wielding half-giants present a heady deterrent. Still, the ramp that leads to the lower tiers and the noble boxes lies clearly visible beyond. If going this way,characters must make a successful Cha check before their followers loin in. Then the PCs can ]aunch an attack’ This encounter works well br the simplified riot combat discussed at the beginning of Part 5.

Role-Playing.
Little one-on-one role playing takes place in this encounter. Before attacking, PCs may first attempt to incite the mob with inflammatory rhetoric: have the player stand and make a rousing speech to everyone at the table. If you deem the speech stirring enough (lust about any good rabble-rousing and character- defaming venom will do), 2d 10 citizens will join the charge for desperate escape. The templar will flee if the half-giants fall.

Statistics.
Use the Minor Templar and Half-Giant Guard entries from the NPC list on the inside cover.

Outcome.
While defeating the templar does not endear the PCs to Tithian (High Templar of Games and Public Works), he is neither angered or offended. Resolute leadership by the PCs impresses the other future leaders (Agis, RiLLs, and Neeva in particular).

Next.
Success provides clear passage to the lower tier. At this point you can go to Part Six, Encounter ,/k-Freedom! Failure means that the PCs must find another escape. Go next to whatever encounter they choose. If the PCs are near death, skip to Part Six, Encounter 13.
 

Setup.
Have the players turn to p. 34, Perilous Descent, in the Players Book.

Start.
Read the following to the players.
Looking over the side of the tier, you see a crudely improvised rope that had once been someone’s long, flowing clothes. The white, silken garment is stained with smears of red, suggesting that the owner did not surrender it willingly. The sprawled form of a brutalized woman nearby confirms your suspicion. The cloth hangs down about fifteen feet, leaving a gap of perhaps twenty to thirty feet more to the stone seats below. A terrified man slides to the end of the rope and then drops to the lower tier. He lands with a bone-crunching thud. The wretch, bleed- ing from the fall, barely manages to drag himself away, his legs useless. Encounter. The PCs must find a way to get several characters clown safely: spells and psionic powers will both be effective. Those who make a direct drop suffer 3d6 points of damage and a 40% chance of twisting their ankle (move at 50% normal; fight with a --2 modifier; heal in 1 to 3 days). The rope cannot be stretched. Once several PCs are down below, they can rig up a simple cloth net (by tearing clown an awning) to catch others.
If the PCs all go over the side, their followers panic and make a mad rush as the last few PCs try to get away. To keep their band, the PCs must supervise the descent of their followers with some of their party above and some below. The longer the process takes, the more people come to the spot, each pushing to be the next down the rope. At the beginning of each round the PCs on the upper tier must make a Cha check to control the crowd (with a - 1 modifier applied for each subsequent round). If the check is failed, the crowd goes berserk. On a quarter Cha check (and a well role-played speech) the PC can talk a few commoners out of their shirts and tie them onto the rope. The clothes of the slaves are too rotten to hold up. If this escape proves too easy, some half-giants can come calling.

Role-Playing.
Quelling panic is the important task for the PCs in this encounter. The slaves and citizens, offered the slimmest chance for escape, grow terrified or angered at the slightest hint they will die before descending. Play on this and make the PCs constantly soothe or suppress the frayed nerves of their charges. This encounter can also place PCs in uncomfortable moral positions. (Who will be saved? Who chooses?)

Dialogue

‘Tll give you 500 coins to go next!"

"Save my daughter and she’ll be your slave!"

Outcome.
The PCs’ band increases by ld3 per round spent helping others. Furthermore, word of their valor and compassion (as it were) reaches Agis and Sadira.

Next.
Once the PCs reach the lower tiers, go to Part 6 Encounter A-Freedom. Otherwise, play the PCs’ next encounter. If the PCs are near death, skip to Part Six, Encounter B.
 
 

Part 5 F-Bloodbath


Setup.
When the PCs encounter the creature, tell the players to turn to Players’ Book p. 12--Tembo.

Start.
Read the following to the players.

At the mouth of the passage lie numerous dead bodies, more than you saw from above the passage. Close examination shows that they were not killed by swords or axes but ripped apart by something more ferocious. Your followers refuse to advance, fear filling their eyes.

Encounter.
To get the followers to advance, the PCs must take the lead. The rest will follow a hesitant distance behind. This well lit passage goes straight for a distance then turns to the right. At the corner lie two mauled bodies: by their dress both are gladiators. One has an obsidian sword, wrist razor, and leather breastplate; the oth- er has a bone spear, dagger, and small shield.

Just around the corner is a tembo, the same one the PCs may have faced earlier in the adventure. It is currently feeding on its latest kill, a dwarf gladiator. If the charac- ters approach with caution, they can get the weapons and armor without alerting the beast. Should they make noise, however, the creature will attack instantly. If the characters act quickly and quietly, they can automatically surprise the creature. The tembo fights until it has lost 2/3 of its hit points, then it flees. If it cannot retreat, it fights to the death.

Statistics.

Tembo: AL CE; AC 4; MV

15; HD 4; hp 24; THAC0 17; l/AT 5;

Drag ld4X2/ld6X2/ld8, save vs. death or suffer level drain if bitten, dodge

missile 40%; SZ M; ML 20;

Psionics:

Sciences-death field, life draining, shadow form; Devotlons-chameleon power, displacement, ectoplasmic form,

heightened senses, immovability; Del

Modes: IF, MB; Score 10; PSPs 80.

Outcome. [f the PCs defeat the tembo, news of their battle-prowess and valor reach the leaders of the revolt. After the riots cease in Tyr, the new leaders contact the PCs, offering them soldiering positions.

Next. If the characters defeat the tembo, go to Part Six, Encounter A-Freedom! Otherwise, go to the encounter the PCs choose next. If the PCs are near death, break off the Tembo’s attack and skip to Part Six, Encounter B.